From 38943341104e726258397eb87dfb634f09fb7957 Mon Sep 17 00:00:00 2001 From: MrVauxs Date: Fri, 8 Jul 2022 15:47:28 +0200 Subject: [PATCH] Revenge of the Books --- css/style.css | 4 +- data/actions.json | 6 + data/bestiary/fluff-creatures-gmg.json | 7 +- data/book/book-crb.json | 12718 ++++++++++++++- data/book/book-gmg.json | 19186 ++++++++++++++++++++++- data/book/book-lowg.json | 2485 ++- data/book/book-som.json | 4371 +++++- data/books.json | 8 +- data/changelog.json | 6 + data/generated/bookref-gmscreen.json | 2 +- data/generated/bookref-quick.json | 2 +- data/items/fluff-items-som.json | 480 +- data/licenses.json | 2 +- data/tables.json | 519 + data/variantrules.json | 2 +- js/render.js | 1 + open-search.xml | 2 +- search/index.json | 2 +- search/traits.json | 2 +- sw.js | 2 +- test/schema-template/utils.json | 5 +- 21 files changed, 39588 insertions(+), 224 deletions(-) diff --git a/css/style.css b/css/style.css index 6c467bbcd2..4deecec6ad 100644 --- a/css/style.css +++ 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*/ \ No newline at end of file diff --git a/data/actions.json b/data/actions.json index 6e7cc8ed84..fef3beff2f 100644 --- a/data/actions.json +++ b/data/actions.json @@ -1883,6 +1883,12 @@ ] } ] + }, + { + "tag": "table", + "name": "EARN INCOME TASKS", + "source": "GMG", + "type": "data" } ] }, diff --git a/data/bestiary/fluff-creatures-gmg.json b/data/bestiary/fluff-creatures-gmg.json index 9eae0509e5..ecc7d88081 100644 --- a/data/bestiary/fluff-creatures-gmg.json +++ b/data/bestiary/fluff-creatures-gmg.json @@ -209,7 +209,12 @@ "page": 237, "entries": [ "Prices for a night's entertainment are per head and can be far higher for world-class performers.", - "{@b Circus} 1 sp;", "{@b Dance} 2 cp social, 6 cp stage performance, 1 gp high-society ball;", "{@b Stage Play} 6 cp small theater, 1 sp major theater;", "{@b Opera} 5 gp general admission, 20 gp box seats;", "{@b Music} 5 cp troubadours, 2 sp orchestra;", "{@b Street Performance} tips of 1\u20132 cp." + "{@b Circus} 1 sp;", + "{@b Dance} 2 cp social, 6 cp stage performance, 1 gp high-society ball;", + "{@b Stage Play} 6 cp small theater, 1 sp major theater;", + "{@b Opera} 5 gp general admission, 20 gp box seats;", + "{@b Music} 5 cp troubadours, 2 sp orchestra;", + "{@b Street Performance} tips of 1\u20132 cp." ] }, "Performances can serve as entertainment, expressions of beauty, or part of a shared culture." diff --git a/data/book/book-crb.json b/data/book/book-crb.json index f3f6135d2a..d5daa0fe84 100644 --- a/data/book/book-crb.json +++ b/data/book/book-crb.json @@ -3,7 +3,12723 @@ { "type": "section", "entries": [ - "{@note Removed until further notice.}" + { + "type": "image", + "href": { + "type": "internal", + "path": "covers/CRB-25.webp" + }, + "maxRes": { + "type": "internal", + "path": "covers/CRB-100.webp" + }, + "style": "cover" + }, + { + "type": "hr" + } + ] + }, + { + "type": "section", + "page": 7, + "name": "Chapter 1: Introduction", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 7, + "entries": [ + "{@i Pathfinder is a fantasy tabletop roleplaying game (RPG) where you and a group of friends gather to tell a tale of brave heroes and cunning villains in a world filled with terrifying monsters and amazing treasures. More importantly, Pathfinder is a game where your character's choices determine how the story unfolds.}" + ] + }, + "Pathfinder adventures take place in the Age of Lost Omens, a perilous fantasy world rife with ancient empires; sprawling city-states; and countless tombs, dungeons, and monster lairs packed with plunder. A Pathfinder character's adventures might take them to forsaken underwater ruins, haunted gothic crypts, or magical universities in jungle cities. A world of endless adventure awaits!", + { + "type": "pf2-h2", + "page": 7, + "name": "What Is a Roleplaying Game?", + "entries": [ + "A roleplaying game is an interactive story where one player, the Game Master (GM), sets the scene and presents challenges, while other players take the roles of player characters (PCs) and attempt to overcome those challenges. Danger comes in the form of monsters, devious traps, and the machinations of adversarial agents, but Pathfinder also provides political schemes, puzzles, interpersonal drama, and much, much more.", + "The game is typically played in a group of four to seven players, with one of those players serving as the group's Game Master. The GM prepares, presents, and presides over the game's world and story, posing challenges and playing adversaries, allies, and bystanders alike. As each scene leads into the next, each player contributes to the story, responding to situations according to the personality and abilities of their character.", + "Dice rolls, combined with preassigned statistics, add an element of chance and determine whether characters succeed or fail at actions they attempt.", + { + "type": "pf2-h3", + "page": 7, + "name": "The Flow of the Game", + "entries": [ + "Pathfinder is played in sessions, during which players gather in person or online for a few hours to play the game. A complete Pathfinder story can be as short as a single session, commonly referred to as a \"one-shot,\" or it can stretch on for multiple sessions, forming a campaign that might last for months or even years. If the Game Master enjoys telling the story and the players are entertained, the game can go as long as you like.", + "A session can be mostly action, with battles with vile beasts, escapes from fiendish traps, and the completion of heroic quests. Alternatively, it could include negotiating with a baron for rights to a fort, infiltrating an army of lumbering frost giants, or bargaining with an angel for a strand of hair required for an elixir to revive a slain friend. Ultimately it's up to you and your group to determine what kind of game you are playing, from dungeon exploration to a nuanced political drama, or anything in between." + ] + }, + { + "type": "pf2-h3", + "page": 7, + "name": "The Players", + "entries": [ + "Everyone involved in a Pathfinder game is a player, including the Game Master, but for the sake of simplicity, \"player\" usually refers to participants other than the GM. Before the game begins, players invent a history and personality for their characters, using the rules to determine their characters' statistics, abilities, strengths, and weaknesses.", + "The GM might limit the options available during character creation, but the limits are discussed ahead of time so everyone can create interesting heroes. In general, the only limits to character concepts are the players' imaginations and the GM's guidelines.", + "During the game, players describe the actions their characters take and roll dice, using their characters' abilities. The GM resolves the outcome of these actions. Some players enjoy acting out (or roleplaying) what they do as if they were their characters, while others describe their characters' actions as if narrating a story. Do whatever feels best!", + "If this is your first experience with a roleplaying game, it is recommended that you take on the role of a player to familiarize yourself with the rules and the world." + ] + }, + { + "type": "pf2-sidebar", + "page": 7, + "name": "THE FIRST RULE", + "entries": [ + "The first rule of Pathfinder is it to tell the stories you want to tell, be the character you want to be, and share exciting adventures with friends. If any other rule gets in the way of your fun, as long as your group agrees, you can alter or ignore it to fit your story. The true goal of Pathfinder is for everyone to enjoy themselves." + ] + }, + { + "type": "pf2-sidebar", + "page": 7, + "name": "DICE", + "entries": [ + "Pathfinder requires a set of polyhedral dice. Each die has a different number of sides\u2014four, six, eight, or more. When these dice are mentioned in the text, they're indicated by a \"d\" followed by the number of sides on the die. Pathfinder uses 4-sided dice (or d4), 6-sided dice (d6), 8-sided dice (d8), 10-sided dice (d10), 12-sided dice (d12), and 20-sided dice (d20). If you need to roll multiple dice, a number before the \"d\" tells you how many. For example, \"4d6\" means you should roll four dice, all 6-sided. If a rule asks for d%, you generate a number from 1 to 100 by rolling two 10-sided dice, treating one as the tens place and the other as the ones place." + ] + }, + { + "type": "pf2-h3", + "page": 8, + "name": "The Game Master", + "entries": [ + "While the other players create and control their characters, the Game Master (or GM) is in charge of the story and world. The GM describes all the situations player characters experience in an adventure, considers how the actions of player characters affect the story, and interprets the rules along the way.", + "The GM can create a new adventure\u2014crafting a narrative, selecting monsters, and assigning treasure on their own\u2014or they can instead rely on a published adventure, using it as a basis for the session and modifying it as needed to accommodate their individual players and the group's style of play. Some even run games that combine original and published content, mixed together to form a new narrative.", + "Being the GM is a challenge, requiring you to adjudicate the rules, narrate the story, and juggle other responsibilities.", + "But it can also be very rewarding and worth all the work required to run a good game. If it is your first time running a game, remember that the only thing that matters is that everyone has a good time, and that includes you. Everything else will come naturally with practice and patience." + ] + }, + { + "type": "pf2-h3", + "page": 8, + "name": "Gaming Is for All", + "entries": [ + "Whether you are the GM or a player, participating in a tabletop roleplaying game includes a social contract:", + "everyone has gathered together to have fun telling a story.", + "For many, roleplaying is a way to escape the troubles of everyday life. Be mindful of everyone at the table and what they want out of the game, so that everyone can have fun.", + "When a group gathers for the first time, they should talk about what they hope to experience at the table, as well as any topics they want to avoid. Everyone should understand that elements might come up that make some players feel uncomfortable or even unwelcome, and everyone should agree to respect those boundaries during play. That way, everyone can enjoy the game together.", + "Pathfinder is a game for everyone, regardless of their age, gender, race or ethnicity, religion, sexual orientation, or any other identities and life experiences. It is the responsibility of all of the players, not just the GM, to make sure the table is fun and welcoming to all." + ] + }, + { + "type": "pf2-h3", + "page": 8, + "name": "Tools of Play", + "entries": [ + "In addition to this book, there are a few things you will need to play Pathfinder. These supplies can be found at your local hobby shop or online at {@b {@link paizo.com|https://paizo.com}}.", + "{@b Character Sheet:} Each player will need a character sheet to create their character and to record what happens to that character during play. You can find a character sheet in the back of this book and online as a free pdf.", + "{@b Dice:} The players and GM will need at least one set of polyhedral dice, although most participants bring their own. Six-sided dice are quite common, but all the dice in the set can be found at hobby game stores or online. See the Dice sidebar on page 7 for more on the different kinds of dice and how they are discussed in the text.", + "{@b Adventure:} Every table needs an adventure to play, whether it's designed by the GM or found in a published resource. You can find a variety of exciting adventures and even entire Adventure Path campaigns at {@b {@link paizo.com|https://paizo.com}}.", + "{@b Bestiary:} From terrifying dragons to mischievous gremlins, monsters are a common threat that the PCs might face, and each type has its own statistics and {@i abilities. These can be found in the Pathfinder Bestiary, an} absolutely invaluable book for GMs. Monster statistics can also be found online for free at {@b Maps and Miniatures:} The chaos of combat can be difficult to imagine, so many groups use maps to represent the battlefield. These maps are marked with a 1-inch grid, and each square represents 5 feet in the game. Miniatures and illustrated tokens called pawns are used to represent the characters and the adversaries they face.", + "{@b Additional Accessories:} There are a number of additional accessories you can add to your game to enhance the experience, including tools that help you track turns in combat, decks of cards for referencing common rules, digital character-creation tools, and even background music and sound-effect sets." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 8, + "name": "Basics of Play", + "entries": [ + "Before creating your first character or adventure, you should understand a number of basic concepts used in the game. New concepts are presented in bold to make them easy to find, but this chapter is only an introduction to the basics of play. The complete game rules are defined in later chapters, and the Glossary and Index in the back of this book will help you find specific rules you need.", + { + "type": "pf2-h3", + "page": 8, + "name": "Defining Characters", + "entries": [ + "In Pathfinder, the players take on the role of {@b nonplayer characters (NPCs)} and {@b monsters}. While PCs and NPCs are both important to the story, they serve very different purposes in the game. PCs are the protagonists\u2014the narrative is about them\u2014while NPCs and monsters are allies, contacts, adversaries, and villains. That said, PCs, NPCs, and monsters share several characteristics.", + "{@b Level} is one of the most important statistics of the game, as it conveys the approximate power and capabilities of every individual creature. PCs range in level from 1st, at the start of the character's adventuring career, to 20th, the very height of power. As the characters overcome challenges, defeat foes, and complete adventures, they amasses 1,000 XP, they go up a level, gaining new abilities so they can take on even greater challenges. A 1st-level PC might face off against a giant rat or a group of bandits, but at 20th level, that same character might be able to bring ruin to an entire city with a single spell.", + "In addition to level, characters are defined by {@b scores}, which measure a character's raw potential and are" + ] + }, + { + "type": "pf2-sidebar", + "page": 9, + "name": "THE WORLD AS A PARTICIPANT", + "entries": [ + "Aside from characters and monsters, the world of Pathfinder itself can be a force at the table and in the narrative. While the presence of the larger world can sometimes be an obvious hazard, such as when a powerful storm lashes the countryside, the world can also act in subtle, small ways.", + "Traps and treasures are just as important in many tales as cunning beasts. To help you understand these game elements, many of them use the same characteristics as characters and monsters. For example, most environmental hazards have a level, which indicates how dangerous they are, and the level of a magic item gives you a sense of its overall power and impact on a story." + ] + }, + "used to calculate most of their other statistics. There are six ability scores in the game.", + "{@b Strength} represents a character's physical might, while {@b Dexterity} represents agility and the ability to avoid danger. {@b Constitution} indicates a character's overall health and well-being. {@b Intelligence} represents raw knowledge and problem-solving ability, while {@b Wisdom} measures a character's insight and the ability to evaluate a situation. Finally, {@b Charisma} indicates charm, persuasiveness, and force of personality. Ability scores for ordinary folk range from as low as 3 to as high as 18, with 10 representing average human capabilities. High-level characters can have ability scores that range much higher than 18.", + "An ability score that's above the average increases your chance of success at tasks related to the ability score, while those below the average decrease your chance. This adjustment is called an {@b ability modifier}.", + "Your player character is also defined by some key choices you make. The first choice is a PC's {@b ancestry}, representing the character's parents and heritage, such as human, elf, or goblin. Next up is the PC's {@b background}, which describes their upbringing, from lowly street urchin to wealthy noble. Finally, and most importantly, a PC's {@b class} defines the majority of their aptitudes and abilities, like a wizard's command of powerful arcane spells or a druid's power to transform into a fearsome beast!", + "In addition to these key choices, player characters also have a number of {@b feats}\u2014individual abilities selected during character creation and as the character increases in level. Every feat has a type to denote where its explanation can be found (for example, elf feats can be found in the elf ancestry) and its theme (wizard feats, for example, grant abilities that deal with spells). Finally, characters have {@b skills} that measure their ability to hide, swim, bargain, and perform other common tasks.", + { + "type": "pf2-h3", + "page": 9, + "name": "Creating a Narrative", + "entries": [ + "Characters and their choices create the story of Pathfinder, but how they interact with each other and the world around them is governed by rules. So, while you might decide that your character undertakes an epic journey to overcome terrifying foes and make the world a safer place, your character's chance of success is determined by their abilities, the choices you make, and the roll of the dice.", + "The GM determines the premise and background of most adventures, although character histories and personalities certainly play a part. Once a game session begins, the players take turns describing what their characters attempt to do, while the GM determines the outcome, with the table working together toward a specific goal. The GM also describes the environment, other characters' actions, and events. For example, the GM might announce that the characters' hometown is under attack by marauding trolls. The characters might track the trolls to a nearby swamp\u2014only to discover that the trolls were driven from their swamp by a fearsome dragon! The PCs then have the choice of taking on an entire tribe of trolls, the dragon, or both. Whatever they decide, their success depends on their choices and the die rolls they make during play.", + "A single narrative\u2014including the setup, plot, and conclusion\u2014is called an {@b adventure}. A series of adventures creates an even larger narrative, called a {@b campaign}. An adventure might take several sessions to complete, whereas a campaign might take months or even years!" + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 10, + "name": "Playing the Game", + "entries": [ + "In a Pathfinder game, three modes of play determine the pacing of each scene in the story. Most of your character's time is spent in {@b exploration}, uncovering mysteries, solving problems, and interacting with other characters. The Age of Lost Omens abounds with danger, however, and characters often find themselves in an {@b encounter}, fighting savage beasts and terrifying monsters. Finally, time moves quickly when the characters enjoy {@b downtime}, a respite from the world's troubles and a chance to rest and train for future expeditions. Throughout an adventure, game play moves between these three modes many times, as needed for the story. The more you play the game, the more you'll see that each mode has its own play style, but moving from mode to mode has few hard boundaries.", + "During the game, your character will face situations where the outcome is uncertain. A character might need to climb a sheer cliff, track down a wounded chimera, or sneak past a sleeping dragon, all of which are dangerous tasks with a price for failure. In such cases, the acting character (or characters) will be asked to attempt a to determine whether or not they succeed. A check is usually made by rolling a single 20-sided die (a d20) and adding a number based on the relevant ability. In such cases, rolling high is always good.", + "Once a check is rolled, the GM compares the result to a target number called the {@b difficulty class (DC)} to determine the outcome. If the result of the check is equal to or greater than the DC, the check is successful. If it is less, the check is a failure. Beating the DC by 10 or more is referred to as a {@b critical success}, which usually grants an especially positive outcome. Similarly, failing the check by 10 or more is a {@b critical failure} (sometimes called a fumble). This sometimes results in additional negative effects. You also often score a critical success by rolling a 20 on the die when attempting a check (before adding anything). Likewise, rolling a 1 on the die when attempting a check often results in a critical failure. Note that not all checks have a special effect on a critical success or critical failure and such results should be treated just like an ordinary success or failure instead.", + "For example, in pursuit of the wounded chimera, your character might find the path blocked by a fast-moving river. You decide to swim across, but the GM declares this a dangerous task and asks you to roll an {@skill Athletics} skill check (since swimming is covered by the {@skill Athletics} skill). On your character sheet, you see that your character has a +8 modifier for such checks. Rolling the d20, you get an 18, for a total of 26. The GM compares this to the DC (which was 16) and finds that you got a critical success (since the result exceeded the DC by 10). Your character swims quickly across the river and continues the pursuit, drenched but unharmed. Had you gotten a result less than 26 but equal to or greater than 16, your character would have made it halfway across the river. Had your result been less than 16, your character might have been swept downriver or, worse, been pulled under the current and begun to drown!", + "Checks like this are the heart of the game and are rolled all the time, in every mode of play, to determine the outcome of tasks. While the roll of the die is critical, the statistic you add to the roll (called a {@b modifier}) often makes the difference between success and failure. Every character is made up of many such statistics governing what the character is good at, each consisting of a relevant ability modifier plus a {@b proficiency} bonus, and sometimes modified further by other factors, such as bonuses or penalties from gear, spells, feats, magic items, and other special circumstances.", + "Proficiency is a simple way of assessing your character's general level of training and aptitude for a given task. It is broken into five different ranks: {@b untrained}, {@b trained}, {@b expert}, {@b master}, and {@b legendary}. Each rank grants a different proficiency bonus. If you're untrained at a statistic, your proficiency bonus is +0\u2014you must rely solely on the raw potential of your ability modifier. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). Proficiency ranks are part of almost every statistic in the game.", + { + "type": "pf2-h3", + "page": 10, + "name": "Exploration", + "entries": [ + "Most of the time, your character will explore the world, interact with characters, travel from place to place, and overcome challenges. This is called exploration. Game play is relatively free-form during exploration, with players responding to the narrative whenever they have an idea of what to do next. Leaving town via horseback, following the trail of a marauding orc tribe, avoiding the tribe's scouts, and convincing a local hunter to help in an upcoming fight are all examples of things that might occur during exploration.", + "Throughout this mode of play, the GM asks the players what their characters are doing as they explore. This is important in case a conflict arises. If combat breaks out, the tasks the PCs undertook while exploring might give them an edge or otherwise inform how the combat begins." + ] + }, + { + "type": "pf2-h3", + "page": 10, + "name": "Encounters", + "entries": [ + "In the course of your adventures, there will be times when a simple skill check is not enough to resolve a challenge\u2014when fearsome monsters stand in your character's way and the only choice is to do battle. In Pathfinder, this is called an encounter. Encounters usually involve combat, but they can also be used in situations where timing is critical, such as during a chase or when dodging hazards.", + "While exploration is handled in a free-form manner, encounters are more structured. The players and GM roll {@b initiative} to determine who acts in what order. The encounter occurs over a number of {@b rounds}, each of which is equal to about 6 seconds of time in the world of the game. During a round, each participant takes a {@b turn}. When it's your turn to act, you can use up to three {@b actions}. Most simple things, such as drawing a weapon, moving a short distance, opening a door, or swinging a sword, use a single action to perform. There are also {@b activities} that use more than a single action to perform; these are often special abilities from your character's class and feats. One common activity in the game is casting a spell, which usually uses two actions.", + "{@b Free actions}, such as dropping an object, don't count toward the three actions you can take on your turn. Finally, each character can use up to one {@b reaction} during a round.", + "This special type of action can be used even when it's not your turn, but only in response to certain events, and only if you have an ability that allows it. Rogues, for example, can select a feat that lets them use their reaction to dodge an incoming attack.", + "Attacking another creature is one of the most common actions in combat, and is done by using the {@b Strike} action.", + "This requires an attack roll\u2014a kind of check made against the {@b Armor Class (AC)} of the creature you're attacking.", + "Strikes can be made using weapons, spells, or even parts of a creature's body, like a fist, claw, or tail. You add a modifier to this roll based on your proficiency rank with the type of attack you're using, your ability scores, and any other bonuses or penalties based on the situation.", + "The target's AC is calculated using their proficiency rank in the armor they're wearing and their Dexterity modifier.", + "An attack deals damage if it hits, and rolling a critical success results in the attack dealing double damage!", + "You can use more than one Strike action on your turn, but each additional attack after the first becomes less accurate. This is reflected by a that starts at \u20135 on the second attack, but increases to \u201310 on the third. There are many ways to reduce this penalty, and it resets at the end of your turn.", + "If your character finds themself the target of a magical {@i lightning bolt or the freezing breath of a fearsome white} dragon, you will be called on to attempt a {@b saving throw}, representing your character's ability to avoid danger or otherwise withstand an assault to their mind or body. A saving throw is a check attempted against the DC of the spell or special ability targeting your character. There are three types of saving throws, and a character's proficiency in each says a great deal about what they can endure. A {@b Fortitude} saving throw is used when your character's health or vitality is under attack, such as from poison or disease.", + "A {@b Reflex} saving throw is called for when your character must dodge away from danger, usually something that {@i affects a large area, such as the scorching blast of a fireball} spell. Finally, a {@b Will} saving throw is often your defense against spells and effects that target your character's mind, {@i such as a charm or confusion spell. For all saving throws,} a success lessens the harmful effect, and scoring a critical success usually means your character escapes unscathed.", + "Attacks, spells, hazards, and special abilities frequently either deal {@b damage} to a character or impose one or more {@b conditions}\u2014and sometimes both. Damage is subtracted and when a creature is reduced to 0 HP, it falls unconscious and may die! A combat encounter typically lasts until one side has been defeated, and while this can mean retreat or surrender, it most often happens because one side is dead or dying. Conditions can hinder a creature for a time, limiting the actions they can use and applying penalties to future checks. Some conditions are even permanent, requiring a character to seek out powerful magic to undo their effects." + ] + }, + { + "type": "pf2-h3", + "page": 12, + "name": "Downtime", + "entries": [ + "Characters don't spend every waking moment adventuring. Instead, they recover from wounds, plan future conquests, or pursue a trade. In Pathfinder, this is called downtime, and it allows time to pass quickly while characters work toward long-term tasks or objectives.", + "Most characters can practice a trade in downtime, earning a few coins, but those with the right skills can instead spend time crafting, creating new gear or even magic items. Characters can also use downtime to retrain, replacing one character choice with another to reflect their evolving priorities. They might also research a problem, learn new spells, or even run a business or kingdom!" + ] + }, + { + "type": "pf2-h3", + "page": 12, + "name": "Key Terms", + "entries": [ + "There are a number of important terms that you'll need to know as you create your first character or adventure.", + "Some of the most important terms mentioned on previous pages are also included here for reference.", + { + "type": "pf2-h4", + "page": 12, + "name": "Ability Score", + "entries": [ + "Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's raw potential and basic attributes. The higher the score, the greater the creature's potential in that ability. Ability scores are described in full later in this chapter." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Alignment", + "entries": [ + "Alignment represents a creature's fundamental moral and ethical attitude." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Ancestry", + "entries": [ + "An ancestry is the broad family of people that a character belongs to. Ancestry determines a character's starting Hit Points, languages, senses, and Speed, and it grants access to ancestry feats. Ancestries can be found in Chapter 2." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Armor Class (AC)", + "entries": [ + "All creatures in the game have an Armor Class. This score represents how hard it is to hit and damage a creature. It serves as the Difficulty Class for hitting a creature with an attack." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Attack", + "entries": [ + "When a creature tries to harm another creature, it makes a Strike or uses some other attack action. Most attacks are Strikes made with a weapon, but a character might Strike with their fist, grapple or shove with their hands, or attack with a spell." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Background", + "entries": [ + "A background represents what a character experienced before they took up the life of an adventurer. Each background grants a feat and training in one or more skills. You can read more about backgrounds in Chapter 2." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Bonuses and Penalties", + "entries": [ + "Bonuses and penalties apply to checks and certain statistics. There are several types of bonuses and penalties.", + "If you have more than one bonus of the same type, you use only the highest bonus. Likewise, you use only the worst penalty of each type." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Class", + "entries": [ + "A class represents the adventuring profession chosen by a character. A character's class determines most of their proficiencies, grants the character Hit Points each time they gain a new level, and gives access to a set of class feats. Classes appear in Chapter 3." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Condition", + "entries": [ + "An ongoing effect that changes how a character can act, or that alters some of their statistics, is called a condition. The rules for the basic conditions used in the game can be found in the Conditions Appendix at the back of this book." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Currency", + "entries": [ + "The most common currencies in the game are gold pieces (gp) and silver pieces (sp). One gp is worth 10 sp. In addition, 1 sp is worth 10 copper pieces (cp), and 10 gp are worth 1 platinum piece (pp). Characters begin play with 15 gp (or 150 sp) to spend on equipment." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Feat", + "entries": [ + "A feat is an ability you can select for your character due to their ancestry, background, class, general training, or skill training. Some feats grant the ability to use special actions." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Game Master (GM)", + "entries": [ + "The Game Master is the player who adjudicates the rules and narrates the various elements of the Pathfinder story and world that the other players explore." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Golarion", + "entries": [ + "Pathfinder is set on the planet Golarion during the Age of Lost Omens. It is an ancient world with a rich diversity of people and cultures, exciting locations to explore, and deadly villains. More information on the Age of Lost Omens, the world of Golarion, and its deities can be found in Chapter 8." + ] + }, + { + "type": "pf2-h4", + "page": 12, + "name": "Hit Points (HP)", + "entries": [ + "Hit Points represent the amount of punishment a creature can take before it falls unconscious and begins dying.", + "Damage decreases Hit Points on a 1-to-1 basis, while healing restores Hit Points at the same rate." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Initiative", + "entries": [ + "At the start of an encounter, all creatures involved roll for initiative to determine the order in which they act. The higher the result of its roll, the earlier a creature gets to act.", + "Initiative and combat are described in Chapter 9." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Level", + "entries": [ + "A level is a number that measures something's overall power. Player characters have a level, ranging from 1st to 20th, representing their level of experience. Monsters, NPCs, hazards, diseases, and poisons have levels ranging from \u20131 to 30 that measure the danger they pose. An item's level, usually within the range of 0 to 20 but sometimes higher, indicates its power and suitability as treasure.", + "Spells have levels ranging from 1st to 10th, which measure their power; characters and monsters can usually cast only a certain number of spells of any given level." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Nonplayer Character (NPC)", + "entries": [ + "A nonplayer character, controlled by the GM, interacts with players and helps advance the story." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Perception", + "entries": [ + "Perception measures your character's ability to notice hidden objects or unusual situations, and it usually determines how quickly the character springs into action in combat. It is described in full in Chapter 9." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Player Character (PC)", + "entries": [ + "This is a character created and controlled by a player." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Proficiency", + "entries": [ + "Proficiency is a system that measures a character's aptitude at a specific task or quality, and it has five ranks: untrained, trained, expert, master, and legendary. Proficiency gives you a bonus that's added when determining the following modifiers and statistics: AC, attack rolls, Perception, saving throws, skills, and the effectiveness of spells. If you're untrained, your proficiency bonus is +0. If you're trained, expert, master, or legendary, your proficiency bonus equals your level plus 2, 4, 6, or 8, respectively." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Rarity", + "entries": [ + "Some elements of the game have a rarity to denote how often they're encountered in the game world. Rarity primarily applies to equipment and magic items, but spells, feats, and other rules elements also have a rarity.", + "If no rarity appears in the traits of an item, spell, or other game element, it is of common rarity. Uncommon items are available only to those who have special training, grew up in a certain culture, or come from a particular part of the world. Rare items are almost impossible to find and are usually given out only by the GM, while unique ones are literally one-of-a-kind in the game. The GM might alter the way rarity works or change the rarity of individual items to suit the story they want to tell." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Roleplaying", + "entries": [ + "Describing a character's actions, often while acting from the perspective of the character, is called roleplaying. When a player speaks or describes action from the perspective of a character, they are \"in character.\"" + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Round", + "entries": [ + "A round is a period of time during an encounter in which all participants get a chance to act. A round represents approximately 6 seconds in game time." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Saving Throw (Save)", + "entries": [ + "When a creature is subject to a dangerous effect that must be avoided, it attempts a saving throw to mitigate the effect.", + "You attempt a saving throw automatically\u2014you don't have to use an action or a reaction. Unlike for most checks, the character who isn't acting rolls the d20 for a saving throw, and the creature who is acting provides the DC.", + "There are three types of saving throws: Fortitude (to resist diseases, poisons, and physical effects), Reflex (to evade effects a character could quickly dodge), and Will (to resist effects that target the mind and personality)." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Skill", + "entries": [ + "A skill represents a creature's ability to perform certain tasks that require instruction or practice. Skills are fully described in Chapter 4. Each skill includes ways anyone can use that skill even if untrained, as well as uses that require a character to be trained in the skill." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Speed", + "entries": [ + "Speed is the distance a character can move using a single action, measured in feet." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Spell", + "entries": [ + "Spells are magical effects created by performing mystical incantations and gestures known only to those with special training or inborn abilities. Casting a spell is an activity that usually uses two actions. Each spell specifies what it targets, the actions needed to cast it, its effects, and how it can be resisted. If a class grants spells, the basics of that ability are provided in the class description in Chapter 3, while the spells themselves are detailed in Chapter 7." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Trait", + "entries": [ + "A trait is a keyword that conveys additional information about a rules element, such as a school of magic or rarity.", + "Often, a trait indicates how other rules interact with an ability, creature, item, or another rules element that has that trait. All the traits used in this book appear on the {@filter traits|traits||Source=CRB} page." + ] + }, + { + "type": "pf2-h4", + "page": 13, + "name": "Turn", + "entries": [ + "During the course of a round, each creature takes a single turn according to initiative. A creature can typically use up to three actions during its turn." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 14, + "name": "Example of Play", + "entries": [ + "The following example is presented to give you a better idea of how the game of Pathfinder is played. In this adventure, Erik is the GM. Lyz is playing Valeros, a daring human fighter, James is playing Merisiel, a deadly elven rogue, and Judy is taking on the role of Kyra, a fiery human cleric of Sarenrae. The group has just defeated a horde of undead and is making its way into an ancient mausoleum.", + "{@b Erik:} The entrance to the crypt stands before you, a set of crumbling stairs leading down into darkness. A terrible smell issues forth from the doorway\u2014the stench of old, rotted flesh.", + "{@b Lyz:} I'm not afraid of a foul stink! I draw my sword and ready my shield.", + "{@b Judy:} The light of Sarenrae will guide us. I cast my {@i light spell on my religious symbol.}", + "{@b Erik:} All right, a glowing radiance spills forth, illuminating the stairs. They appear to go down only about 10 feet before opening up into a chamber. Puddles of stagnant water fill the cracks between uneven stone tiles.", + "{@b James:} I should go first to make sure it's safe. I'm going to draw my rapier and carefully go down the stairs, looking for traps as I go.", + "{@b Erik:} Sure, but looking for traps is a secret check, so I'll roll for you. What's your Perception modifier?", + "{@b James:} I have a +5.", + "{@i Erik rolls a d20 behind his GM screen, {@condition hidden} from the players' view, and gets a 17 on the die for a total of 22, more than enough to find the trip wire on the third step.}", + "{@b Erik:} Your caution pays off! You spot a thin wire located at ankle height just above the third stair.", + "{@b James:} I point it out to the others and head down.", + "{@b Lyz:} I follow right behind Merisiel, avoiding the wire but otherwise keeping an eye out for danger.", + "{@b Judy:} Me too.", + "{@b Erik:} Okay! You make it down the stairs to find yourselves in a crypt. Ancient wood coffins are arranged around the room, covered in cobwebs and dust. Directly ahead, on a raised dais, is a stone casket adorned with wicked-looking symbols. You can tell that it was once wrapped in iron chains, but now twisted links are scattered around the room, along with chunks of what must have been the casket's lid. From the damage, it looks like it was shattered from within!", + "{@b Judy:} Sarenrae protect us. I draw my blade and advance\u2014I want a better look at those symbols.", + "{@b Lyz:} I'll keep pace with her. I don't like the look of this.", + "{@b James:} I think I'll stay back here and hide behind one of the coffins.", + "{@b Erik:} Merisiel takes cover while the two of you advance. As you draw near, the stench of rot grows stronger until it's almost overpowering.", + "Suddenly you see the source of the horrid odor.", + "Rising up out of the casket is a nightmarish dead thing. It might have once been a human, but it's hard to tell from its withered body. Its flesh is the color of a new bruise, pulled so tight across its bones that it has split in places.", + "It's hairless, with pointed ears, but worst of all, its mouth is lined with tiny, sharp teeth and its tongue is entirely too long.", + "{@b Lyz:} So, not a friend?", + "{@b Erik:} Most certainly not. It looks poised to leap at you and attack. Roll for initiative! Valeros and Kyra need to roll Perception, while Merisiel should roll {@skill Stealth}.", + "{@i Everyone rolls for their initiative. Lyz rolls a 2 for Valeros, getting a total of 8. Judy rolls better for Kyra, getting a total of 14. James uses {@skill Stealth} for Initiative, because Merisiel was hiding at the start of the fight, and rolls a 17 for a total of 25! Erik rolls for the undead creature, getting a 12. Erik records all these totals, putting the characters in order from highest to lowest.}", + "{@b Erik:} Looks like Merisiel gets to act first. Whatever that thing is, you're pretty sure it doesn't know you are there.", + "{@b James:} Awesome! For my first action, I want to draw a dagger. For my second, I want to move closer.", + "{@b Erik:} You can get to within 15 feet of it with one Stride action.", + "{@b James:} Perfect. For my final action, I'm going to throw my dagger at it!", + "{@i James rolls a 13 and adds 8, due to Merisiel's skill at thrown daggers, for a total of 21, but the range means he takes a \u20132 penalty for a result of 19. Erik consults his notes to learn that the monster has an AC of 18.}", + "{@b Erik:} That's a hit! Go ahead and roll damage.", + "{@b James:} Okay, and I get to add extra damage due to sneak attack.", + "{@i Rogues have the ability to deal extra damage to foes that haven't acted yet in an encounter. This extra damage also applies to attacks against enemies that are distracted. James rolls 1d4 for the dagger and 1d6 for the sneak attack, and he adds 4 for Merisiel's Dexterity, getting a total of 9.}", + "{@b Erik:} It hisses as the blade sinks into its shoulder. That looks like it hurt, but the undead thing doesn't appear to be slowing down. James, that was all three of your actions. Next up is Kyra!", + "{@b Judy:} I think this is undead. What do I know about it?", + "{@b Erik:} You use an action to recall your training about the living dead. Give me a {@skill Religion} skill check.", + "{@i Judy rolls a 16, adding Kyra's +8 with {@skill Religion} to get a total of 24.}", + "{@b Erik:} At first, you thought this thing might be a ghoul, which is a type of undead that feasts on the flesh of the dead, but the terrible smell reveals the truth. This thing is a ghast, a more powerful type of ghoul. You are pretty sure that its stench can make you sick and that its claws can paralyze you with a touch.", + "{@b Judy:} This is bad. I am going to spend my last two {@i actions to cast bless. It gives anyone next to me} a +1 bonus to attack rolls.", + "{@i Casting this spell is an activity that requires two actions to complete, and it has two components. The complex gestures needed to invoke the spell are the somatic component, and Kyra's prayers to her deity are the verbal component.}", + "{@b Erik:} Okay! The ghast leaps from the casket straight toward Merisiel. The stench of its rotting body is absolutely horrific up close. Attempt a Fortitude save!", + "{@i James rolls an 8, for a total of 14.}", + "{@b Erik:} Not quite enough\u2014you gain the {@condition sickened} 1 condition, which is going to give you a \u20131 penalty to most of your d20 rolls. Next, it lunges at you, trying to bite you!", + "{@b James:} Oh no! I use my reaction to nimbly dodge out of the way.", + "{@i Erik rolls an attack roll for the ghast, getting an 9 on the die. Looking at the monster's statistics, he adds 11 for a total of 20. Merisiel's AC is normally 19, but the Nimble Dodge feat lets her use her reaction to increase her AC by 2 against a single attack. In this case, it turns the ghast's attack into a miss.}", + "{@b Erik:} Does a 20 hit you?", + "{@b James:} Nope, just missed!", + "{@b Erik:} You twist away from the ghast as its tongue leaves a slimy film on your armor. With its final action, the undead menace lashes out at you with its claw.", + "{@i Erik rolls a second attack with the ghast, this time with its claw. Normally this attack would take a \u20135 multiple attack penalty, but since the claw has the {@trait agile} trait, the penalty is only \u20134. He rolls a 19 on the die, adds 11 for the ghoul's attack modifier and subtracts 4, for a total of 26.}", + "{@b Erik:} You may have dodged the ghast's bite, but the thing's bony claw rakes across your face!", + "{@i Erik knows this is a hit and rolls the ghast's claw damage,} {@b Erik:} Take 8 points of damage, and I need you to attempt a Fortitude saving throw as a numbing sensation spreads from the wound.", + "{@i James rolls a Fortitude saving throw. He gets a 4 on the die, and after adding his bonus and the penalty from the sickened condition, it comes out to only a 9.}", + "{@b James:} This isn't my day. I don't suppose a 9 is good enough?", + "{@b Erik:} I am afraid not. You are {@condition paralyzed}!", + "{@i Erik notes that Merisiel is {@condition paralyzed}, making her unable to act, but she will get a new saving throw at the end of each of her turns to shake off the effect.}", + "{@b Erik:} A dry, creaking laugh escapes the ghast's curled lips, but that's the end of its turn. Valeros, you are the last one to act this round.", + "{@b Lyz:} About time, too! I raise my shield and use my final two actions to make a Sudden Charge!", + "{@i Sudden Charge is a fighter feat that lets Valeros move up to twice his Speed and attack at the end of his movement, all for only two actions.}", + "{@b Erik:} As you draw near, the smell is horrific. Attempt a Fortitude save.", + "{@i After rolling, Lyz gets a 19 on the Fortitude save.}", + "{@b Erik:} You fight off the nausea from this thing's stench. Make your attack roll.", + "{@i Lyz rolls the die and it comes up a 20.}", + "{@b Lyz:} I got a 20! That must be a critical success!", + "{@b Erik:} Your blade hits the vile creature right in the neck, dealing double damage!", + "{@i Lyz rolls a 5 on her d8, then adds 4 because of Valeros's Strength modifier. Because it is a critical success, she then doubles the total.}", + "{@b Lyz:} A mighty 18 damage! That surely had to kill it!", + "{@b Erik:} I'm afraid not. Black ichor runs from the deep wound on its neck, but it only turns to look at you. You can see burning hatred in its eyes!", + "{@b Lyz:} Uh-oh.", + "{@i That is the end of the first round of combat. The second round begins immediately after this, using the same initiative order as before. The fight is far from over...}" + ] + }, + { + "type": "pf2-h2", + "page": 16, + "name": "Using This Book", + "entries": [ + "While this chapter is here to teach you the basics of Pathfinder, the rest of this rulebook serves as a reference manual during play, and it is organized to make finding the rule you need as easy as possible. Rules are grouped together in chapters, with the early chapters focusing on character creation. The last two chapters contain rules for GMs, with advice on how to run a game of Pathfinder and a rich array of treasure. The following is a summary of what you can expect to find in each chapter.", + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 1: Introduction|CRB|1|Chapter 1: Introduction}", + "entries": [ + "This introduction is designed to help you understand the basics of Pathfinder. This chapter also includes the rules for building and leveling up a character. The chapter ends with an example of building a 1st-level character." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 2: Ancestries & Backgrounds|CRB|2|Chapter 2: Ancestries & Backgrounds}", + "entries": [ + "The rules for the most common ancestries in the Age of Lost Omens are in this chapter, including their ancestry feat options. Backgrounds are at the end of this chapter, along with a section about languages, as these are most often influenced by your choice of ancestry." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 3: Classes|CRB|3|Chapter 3: Classes}", + "entries": [ + "This chapter contains the rules for all 12 classes. Each class entry includes guidelines on playing the class, rules for building and advancing a character of that class, sample builds, and all of the class feats available to members of that class. This chapter also includes rules for animal companions and familiars, which can be acquired by members of several different classes. At the end of this chapter are the rules for archetypes\u2014special options available to characters as they increase in level.", + "These rules allow a character to dabble in the abilities of another class or concept." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 4: Skills|CRB|4|Chapter 4: Skills}", + "entries": [ + "The rules for using skills are presented in this chapter, and they detail what a character can do with a given skill, based on that character's proficiency rank.", + "Ancestry, background, and class can define some of a character's skill proficiencies, and each character can also select a few additional skills to reflect their personality and training." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 5: Feats|CRB|5|Chapter 5: Feats}", + "entries": [ + "As a character advances in level, they gain additional feats to represent their growing abilities. General feats and skill feats (which are a subset of general feats) are presented in this chapter." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 6: Equipment|CRB|6|Chapter 6: Equipment}", + "entries": [ + "Armor, weapons, and other gear can all be found in this chapter, along with the price for services, cost of living, and animals (such as horses, dogs, and pack animals)." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 7: Spells|CRB|7|Chapter 7: Spells}", + "entries": [ + "This chapter starts with rules for casting spells, determining their effects, and getting rid of foes' spells (called counteracting). After that, the spell lists for each spellcasting tradition are included, making it easy to quickly find spells by their level. Next are rules for every spell, presented in alphabetical order. Following the spell descriptions are all of the focus spells\u2014special spells granted by specific class abilities and feats. While most spells appear on multiple spell lists, focus spells are granted only to members of a specific class and are grouped together by class for ease of reference. Finally, at the end of the chapter are rules for rituals, complicated and risky spells that any character can cast." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 8: the age of lost omens|CRB|8|Chapter 8: the age of lost omens}", + "entries": [ + "The setting of Golarion is described in this chapter, including a brief overview of the world and its people, followed by a timeline of events. Most importantly, characters who venerate a deity should look to this chapter to find the rules associated with their faith." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 9: Playing the Game|CRB|9|Chapter 9: Playing the Game}", + "entries": [ + "This important chapter contains the universal rules needed to play Pathfinder, including rules for the various modes of play, the basic actions that every character can perform, the rules for combat, and the rules for death and dying. Every player should be familiar with this chapter, especially the GM." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 10: Game Mastering|CRB|10|Chapter 10: Game Mastering|}", + "entries": [ + "Packed full of guidelines and advice, this chapter helps Game Masters tell an interesting and compelling story.", + "It also includes advice on creating a fun and encouraging game space and guides for empowering players to create characters they want to play. This chapter also includes rules that are particularly important for the GM to know, such as rules dealing with traps, environmental dangers, and afflictions (such as curses, diseases, and poisons), as well as guidance on setting DCs and handing out rewards to player characters." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "{@book Chapter 11: Crafting & Treasure|CRB|11|Chapter 11: Crafting & Treasure}", + "entries": [ + "The treasures characters find during their adventures take many forms, from gold and gemstones to powerful magical weapons. This chapter details guidelines for distributing treasure to characters, as well as descriptions of hundreds of magic items. This chapter also contains the rules for alchemical items." + ] + }, + { + "type": "pf2-h3", + "page": 16, + "name": "Appendices", + "entries": [ + "The back of this book has an appendix with the rules for all of the conditions that you will find in the game.", + "This section also includes a blank character sheet, and an index with a comprehensive glossary of common terms and traits that you'll encounter in the game." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 17, + "name": "Format of Rules Elements", + "entries": [ + "Throughout this rulebook, you will see formatting standards that might look a bit unusual at first. Specifically, the game's rules are set apart in this text using specialized capitalization and italicization. These standards are in place to make this book rules elements easier to recognize.", + "The names of specific statistics, skills, feats, actions, and some other mechanical elements in Pathfinder are capitalized. This way, when you see the statement \"a Strike targets Armor Class,\" you know that both Strike and Armor Class are referring to rules.", + "If a word or a phrase is italicized, it is describing a spell or a magic item. This way, {@i when you see the statement \"the door is sealed by lock,\" you know that in this case the word denotes the lock spell, rather than a physical item.}", + "Pathfinder also uses many terms that are typically expressed as abbreviations, like AC for Armor Class, DC for Difficulty Class, and HP for Hit Points. If you're ever confused about a game term or an abbreviation, you can always turn to the Glossary and Index, beginning on page 628, and look it up.", + { + "type": "pf2-h3", + "page": 17, + "name": "Understanding Actions", + "entries": [ + "Characters and their adversaries affect the world of Pathfinder by using actions and producing effects. This is especially the case during encounters, when every action counts. When you use an action, you generate an effect. This effect might be automatic, but sometimes actions necessitate that you roll a die, and the effect is based on what you rolled.", + "Throughout this book, you will see special icons to denote actions.", + { + "type": "pf2-h4", + "page": 17, + "name": "Single Actions", + "entries": [ + "Single actions use this symbol: {@as 1}. They're the simplest, most common type of action. You can use three single actions on your turn in an encounter, in any order you see fit." + ] + }, + { + "type": "pf2-h4", + "page": 17, + "name": "Reactions", + "entries": [ + "Reactions use this symbol: {@as R}. These actions can be used even when it's not your turn. You get only one reaction per encounter round, and you can use it only when its specific trigger is fulfilled. Often, the trigger is another creature's action." + ] + }, + { + "type": "pf2-h4", + "page": 17, + "name": "Free Actions", + "entries": [ + "Free actions use this symbol: {@as F}. Free actions don't require you to spend any of your three single actions or your reaction. A free action might have a trigger like a reaction does. If so, you can use it just like a reaction\u2014even if it's not your turn. However, you can use only one free action per trigger, so if you have multiple free actions with the same trigger, you have to decide which to use. If a free action doesn't have a trigger, you use it like a single action, just without spending any of your actions for the turn." + ] + }, + { + "type": "pf2-h4", + "page": 17, + "name": "Activities", + "entries": [ + "Activities are special tasks that you complete by spending one or more of your actions together. Usually, an activity uses two or more actions and lets you do more than a single action would allow. You have to spend all the actions an activity requires for its effects to happen. Spellcasting is one of the most common activities, as most spells take more than a single action to cast.", + "Activities that use two actions use this symbol: {@as 2}. Activities that use three actions use this symbol: {@as 3}. A few special activities, such as spells you can cast in an instant, can be performed by spending a free action or a reaction.", + "All tasks that take longer than a turn are activities. If an activity is meant to be done during exploration, it has the {@trait exploration} trait. An activity that takes a day or more of commitment and that can be done only during downtime has the {@trait downtime} trait." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 18, + "name": "Reading Rules", + "entries": [ + "This book contains hundreds of rules elements that give characters new and interesting ways to respond to situations in the game. All characters can use the basic actions found in Chapter 9, but an individual character often has special rules that allow them to do things most other characters can't. Most of these options are feats, which are gained by making certain choices at character creation or when a character advances in level.", + "Regardless of the game mechanic they convey, rules elements are always presented in the form of a stat block, a summary of the rules necessary to bring the monster, character, item, or other rules element to life during play.", + "Where appropriate, stat blocks are introduced with an explanation of their format. For example, the Ancestry section of Chapter 2 contains rules for each of the game's six core ancestries, and an explanation of these rules appears at the beginning of that chapter.", + "The general format for stat blocks is shown below. Entries are omitted from a stat block when they don't apply, so not all rule elements have all of the entries given below. Actions, reactions, and free actions each have the corresponding icon next to their name to indicate their type. An activity that can be completed in a single turn has a symbol indicating how many actions are needed to complete it; activities that take longer to perform omit these icons. If a character must attain a certain level before accessing an ability, that level is indicated to the right of the stat block's name. Rules also often have traits associated with them (traits appear in the Glossary and Index).", + "Spells, alchemical items, and magic items use a similar format, but their stat blocks contain a number of unique elements (see Chapter 7 for more on reading spells, and Chapter 11 for more on alchemical and magic items)." + ] + } + ] + }, + { + "type": "pf2-h2", + "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 \u201328 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 \u201325; 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\u2014but 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 \u201325, 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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\u2014likely from their ancestry\u2014you decrease that ability score by 2." + ] + }, + { + "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\u2014the 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\u20131}. When your character receives additional ability boosts at higher levels, you assign them as any character would." + ] + } + ] + }, + { + "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\u20131: Ability Modifiers} to determine its ability modifier.", + { + "type": "data", + "tag": "table", + "name": "Ability Modifiers", + "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 \u201323 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 \u201323 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." + ] + }, + { + "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\u2013440. 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." + ] + }, + { + "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 \u201323 list each class's key ability score\u2014the 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\u201364." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "step": "1" + }, + { + "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 \u201320 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 \u201323 for more information." + ], + "step": "2" + }, + { + "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\u2014you'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" + ] + } + ], + "step": "3" + }, + { + "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." + ] + } + ], + "step": "4" + }, + { + "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 \u201323 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\u2014you'll handle that in Step 7." + ] + } + ], + "step": "5" + }, + { + "type": "pf2-h2", + "page": 26, + "name": "Determine Ability Scores", + "entries": [ + { + "type": "pf2-sidebar", + "page": 26, + "name": "OPTIONAL: VOLUNTARY FLAWS", + "entries": [ + "Sometimes, it's fun to play a character with a major flaw even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.", + "You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step." + ] + }, + "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\u20131: 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." + ] + } + ], + "step": "6" + }, + { + "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\u2014the 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." + ] + }, + { + "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\u2014but 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\u2014you'll handle that in Step 9." + ] + } + ], + "step": "7" + }, + { + "type": "pf2-h2", + "page": 27, + "name": "Buy Equipment", + "entries": [ + "At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.", + { + "type": "pf2-tips-box", + "page": 27, + "name": "CHARACTER SHEET", + "entries": [ + "Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10." + ] + } + ], + "step": "8" + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h3", + "page": 27, + "name": "Melee Strikes and Ranged Strikes", + "entries": [ + "Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes).", + "You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.", + "Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-tips-box", + "page": 28, + "name": "CHARACTER SHEET", + "entries": [ + "For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.", + "Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.", + "If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers." + ] + } + ], + "step": "9" + }, + { + "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 \u20132: 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\u2013440 and 106\u2013107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437\u2013440).", + { + "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." + ] + }, + { + "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\u2014though 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." + ] + }, + { + "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)." + ] + } + ] + }, + { + "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\u2013440 for more about Pathfinder's deities." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "step": "10" + } + ], + "data": { + "quickref": 1 + } + }, + { + "type": "pf2-h2", + "page": 30, + "name": "Sample Character", + "entries": [ + "This step-by-step example illustrates the process of creating a Pathfinder character.", + { + "type": "pf2-h3", + "page": 30, + "name": "Steps 1 and 2", + "entries": [ + "Adam is making his first Pathfinder character. After talking about it with the rest of the group, he's decided to make a dwarven druid. After jotting down a few ideas, he begins by writing down a 10 for each ability score." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 3", + "entries": [ + "Adam looks up the dwarf entry in Chapter 2. He records the ability boosts to his Constitution and Wisdom scores (bringing both up to 12). He also applies the ability flaw to his Charisma, dropping it to 8. For his free ability boost, he chooses Dexterity to boost his defenses, raising it to 12 as well. He also records the 10 Hit Points the ancestry gives him. Next, he returns to his character sheet to record the size, Speed, language, and {@ability darkvision} ability he gets from being a dwarf. Finally, he decides on a heritage, writing \"rock dwarf\" next to dwarf, and he picks an ancestry feat, deciding on Rock Runner, to show his character's strong connection to stone." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 4", + "entries": [ + "Looking through the backgrounds, Adam likes the idea of a solitary dwarven druid, and the nomad background makes for a good choice. For the first ability boost granted by the background, Adam chooses Wisdom, and for the free ability boost, he choses Constitution, taking both up to 14. On the second page, he writes \"Assurance ({@skill Survival})\" in the Skill Feats area, on the Background line.", + "Finally, returning to the first page, he writes \"cave\" next to the first Lore skill entry and checks the box under the \"T\" for that skill and {@skill Survival}." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 5", + "entries": [ + "Adam writes \"druid\" on the class line of his character sheet and fills in the number 1 in the level box. The druid class grants an ability boost to its key ability score, which is Wisdom, so Adam's character has his Wisdom raised to 16." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 6", + "entries": [ + "Adam applies four more ability boosts to his ability scores to determine his starting scores. After giving it some thought, he applies them to Wisdom (raising it to 18), since that's the most important ability score for his class, and to Strength, Dexterity, and Constitution (raising them to 12, 14, and 16, respectively) to make him better in combat. He then looks at {@table ABILITY MODIFIERS||Table 1\u20131} to determine the ability modifiers for each score and writes all of his ability scores and modifiers down on his character sheet." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 7", + "entries": [ + "As Adam applies his class, he has a number of things to figure out. First, he starts by recording all of his initial proficiencies, marking the appropriate boxes in the Armor Class, Saving Throws, Weapon Proficiencies, Spell Attack Roll, and Spell DCs areas of his sheet. Turning to skills, he marks {@skill Nature} as trained and notes that once he picks his druid order, he'll become trained in another skill determined by that order. He then gets to choose three more skills (if he had a higher Intelligence, he would have gotten more). He decides on {@skill Athletics}, {@skill Diplomacy}, and {@skill Medicine}, marking all of them as trained. Next, he adds the 8 Hit Points from the druid class and his Constitution modifier of +3 to the 10 Hit Points from his dwarf ancestry for an impressive 21 total Hit Points.", + "Moving on to class features, Adam marks down wild empathy in the class feats and abilities area, as well as the {@feat Shield Block} feat in the bonus feats area. He makes note of the anathema for being a druid and records Druidic in his language section. Next, he looks through the druid orders and decides upon the wild order, which gives him his final {@i trained skill ({@skill Intimidation}), the ability to cast wild morph,} as well as the Wild Shape feat, which lets him cast a spell to turn into an animal. He writes these spells in the focus spell area of his character sheet and also notes that he has 1 Focus Point to use to cast these spells.", + "Finally, a druid can cast a limited number of primal spells. Although he can change them every morning, Adam is curious, and he turns to Chapter 7: Spells to decide what spells he might cast. He jots down five cantrips and two 1st-level spells and marks them as prepared." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 8", + "entries": [ + "Next up, Adam turns to Chapter 6: Equipment. He's trained in medium armor, but since wearing metal armor is anathema to druids, he chooses hide armor. For weapons, he decides on a spear, but he buys two just in case he wants to throw the first one. He writes all of these on the front of his character sheet. Adam lists the spear under both melee Strikes and ranged Strikes, and he also writes the claws he {@i gains from wild morph under his melee Strikes, because} he's sure that he'll be casting that spell a lot. He records the rest of his gear in the Inventory section on the second page, along with coin left over after buying his starting gear." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 9", + "entries": [ + "Adam records all of the ability modifiers for Perception, saving throws, Strikes, and skills. He then puts a \"+3\" in the box marked Prof to indicate his proficiency bonus for each statistic he's trained in (1 for his level, plus 2 for being trained) and \"+5\" in any that he is an expert. Then, he adds up his modifiers for each statistic." + ] + }, + { + "type": "pf2-h3", + "page": 30, + "name": "Step 10", + "entries": [ + "Finally, Adam fills out the final details of his character, noting his neutral alignment and calculating his AC and Bulk limits. Last but not least, he fills in some last-minute information about his character and decides on a name.", + "Gar the dwarf druid is ready for his first adventure!" + ] + } + ] + }, + { + "type": "pf2-h2", + "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\u2014they 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." + ] + } + ] + } + ], + "data": { + "quickref": 1 + } + } + ] + }, + { + "type": "section", + "page": 32, + "name": "Chapter 2: Ancestries & Backgrounds", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 32, + "entries": [ + "{@i Your character's ancestry determines which people they call their own, whether it's diverse and ambitious humans, insular but vivacious elves, traditionalist and family-focused dwarves, or any of the other folk who call Golarion home. A character's ancestry and their experiences prior to their life as an adventurer\u2014represented by a background\u2014might be key parts of their identity, shape how they see the world, and help them find their place in it.}" + ] + }, + "A character has one ancestry and one background, both of which you select during character creation. You'll also select a number of languages for your character. Once chosen, your ancestry and background can't be changed.", + "This chapter is divided into three parts:", + { + "type": "list", + "items": [ + "{@b Ancestries} express the culture your character hails from. Within many ancestries are heritages\u2014subgroups that each have their own characteristics. An ancestry provides ability boosts (and perhaps ability flaws), Hit Points, ancestry feats, and sometimes additional abilities.", + "{@b Backgrounds}, starting on page 60, describe training or environments your character experienced before becoming an adventurer. Your character's background provides ability boosts, skill training, and a skill feat.", + "{@b Languages}, starting on page 65, let your character communicate with the wonderful and weird people and creatures of the world." + ] + }, + { + "type": "pf2-h2", + "page": 32, + "name": "Ancestry Entries", + "entries": [ + "Each entry includes details about the ancestry and presents the rules elements described below (all of these but heritages and ancestry feats are listed in a sidebar).", + { + "type": "pf2-h3", + "page": 32, + "name": "Hit Points", + "entries": [ + "This tells you how many Hit Points your character gains from their ancestry at 1st level. You'll add the Hit Points from your character's class (including their Constitution modifier) to this number. For more on calculating Hit Points, see Step 7: Record Class Details, on page 25." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Size", + "entries": [ + "This tells you the physical size of members of the ancestry.", + "Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Speed", + "entries": [ + "This entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Ability Boosts", + "entries": [ + "This lists the ability scores you apply ability boosts to when creating a character of this ancestry. Most ancestries provide ability boosts to two specified ability scores, plus a free ability boost that you can apply to any other score of your choice. For more about ability boosts, see page 20." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Ability Flaw", + "entries": [ + "This lists the ability score to which you apply an ability flaw when creating a character of this ancestry. Most ancestries, with the exception of humans, include an ability flaw. For more about applying ability flaws, see page 20." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Languages", + "entries": [ + "This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. More about languages can be found on page 65." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Traits", + "entries": [ + "These descriptors have no mechanical benefit, but they're important for determining how certain spells, effects, and other aspects of the game interact with your character." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Special Abilities", + "entries": [ + "Any other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest.", + "These are omitted for ancestries with no special rules." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Heritages", + "entries": [ + "You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can't change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage." + ] + }, + { + "type": "pf2-h3", + "page": 32, + "name": "Ancestry Feats", + "entries": [ + "This section presents ancestry feats, which allow you to customize your character. You gain your first ancestry feat at 1st level, and you gain another at 5th level, 9th level, 13th level, and 17th level, as indicated in the class advancement table in the descriptions of each class.", + "Ancestry feats are organized by level. As a starting character, you can choose from only 1st-level ancestry feats, but later choices can be made from any feat of your level or lower. These feats also sometimes list prerequisites\u2014requirements that your character must fulfill to select that feat." + ] + } + ] + }, + { + "type": "pf2-h1", + "page": 34, + "name": "Dwarf", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 34, + "entries": [ + "{@i Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils.}" + ] + }, + "If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom\u2014or at least dogged conviction\u2014you should play a dwarf.", + "{@Pf2eTools For the full entry on dwarves, click here.|ancestries.html#dwarf_crb}" + ] + }, + { + "type": "pf2-h1", + "page": 38, + "name": "Elf", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 38, + "entries": [ + "{@i As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe\u2014graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.}" + ] + }, + "If you want a character who is magical, mystical, and mysterious, you should play an elf.", + "{@Pf2eTools For the full entry on elves, click here.|ancestries.html#elf_crb}" + ] + }, + { + "type": "pf2-h1", + "page": 42, + "name": "Gnome", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 42, + "entries": [ + "{@i Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.}" + ] + }, + "If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.", + "{@Pf2eTools For the full entry on gnomes, click here.|ancestries.html#gnome_crb}" + ] + }, + { + "type": "pf2-h1", + "page": 46, + "name": "Goblin", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 46, + "entries": [ + "{@i The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.}" + ] + }, + "If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.", + "{@Pf2eTools For the full entry on goblins, click here.|ancestries.html#goblin_crb}" + ] + }, + { + "type": "pf2-h1", + "page": 50, + "name": "Halfling", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 50, + "entries": [ + "{@i Claiming no place as their own, halflings control few settlements larger than villages.}", + "{@i Instead, they frequently live among humans within the walls of larger cities, carving out small communities alongside taller folk. Many halflings lead perfectly fulfilling lives in the shadows of their larger neighbors, while others prefer a nomadic existence, traveling the world and taking advantage of opportunities and adventures as they come.}" + ] + }, + "If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.", + "{@Pf2eTools For the full entry on halflings, click here.|ancestries.html#halfling_crb}" + ] + }, + { + "type": "pf2-h1", + "page": 54, + "name": "Human", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 54, + "entries": [ + "{@i As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.}" + ] + }, + "If you want a character who can be just about anything, you should play a human.", + "{@Pf2eTools For the full entry on humans, click here.|ancestries.html#human_crb}" + ] + }, + { + "type": "pf2-h1", + "page": 60, + "name": "Backgrounds", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 60, + "entries": [ + "{@i Backgrounds allow you to customize your character based on their life before adventuring. This is the next step in their life story after their ancestry, which reflects the circumstances of their birth. Your character's background can help you learn or portray more about their personality while also suggesting what sorts of things they're likely to know. Consider what events set your character on their path to the life of an adventurer and how those circumstances relate to their background.}" + ] + }, + "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. {@filter Each background listed here|backgrounds||source=CRB} grants two ability boosts, a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill.", + "If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.", + "Lore skills represent deep knowledge of a specific subject and are described on page 247. If a Lore skill involves a choice (for instance, a choice of terrain), explain your preference to the GM, who has final say on whether it's acceptable or not. If you'd like some suggestions, the Common Lore Subcategories sidebar on page 248 lists a number of Lore skills that are suitable for most campaigns.", + "{@filter Skill feats expand the functions of your skills and appear here|feats||source=CRB|type=Skill}." + ] + }, + { + "type": "pf2-h1", + "page": 65, + "name": "Languages", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 65, + "entries": [ + "{@i The people of the Inner Sea region speak dozens of different languages, along with hundreds of dialects and regional variations. While a character can generally get by with Taldane, also known as Common, knowing another language is vital in some regions. Being able to speak these tongues can help you with negotiation, spying on enemies, or just conducting simple commerce. Languages also afford you the chance to contextualize your character in the world and give meaning to your other character choices.}" + ] + }, + "Your ancestry entry states which languages you know at 1st level. Typically, this means you can both speak and read these languages. Having a positive Intelligence modifier grants a number of additional languages equal to your Intelligence modifier. You can choose these languages from the list presented in your character's ancestry entry and from those available from your region or ethnicity.", + "Ask your GM if there's a language you want to select that isn't on these lists. If your Intelligence changes later on, you adjust your number of languages accordingly.", + "The languages presented here are grouped according to how common they are throughout the Inner Sea region.", + "Languages that are common are regularly encountered in most places, even among those who aren't native speakers.", + "Languages that are uncommon (see {@table Uncommon Languages|CRB|Table 2\u20132} and Regional Languages) are most frequently spoken by native speakers, but they are also spoken by certain scholars and others interested in the associated cultures.", + "Druidic is a secret language, and is available only to characters who are druids. In fact, druids are prohibited from teaching the language to non-druids (described further in Anathema on page 130).", + "It is possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed in {@table Common Languages||Table 2\u20131: Common Languages} and {@table Uncommon Languages||Table 2\u20132: Uncommon Languages}. Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions.", + { + "type": "data", + "tag": "table", + "name": "Common Languages", + "source": "CRB" + }, + { + "type": "data", + "tag": "table", + "name": "Uncommon Languages", + "source": "CRB" + }, + { + "type": "data", + "tag": "table", + "name": "Secret Language", + "source": "CRB" + }, + { + "type": "pf2-h2", + "page": 65, + "name": "Regional Languages", + "entries": [ + "Regional languages depend on the game world you're playing in. Chapter 8: The Age of Lost Omens lists the regional languages of the Pathfinder world and where they're spoken (page 432). These languages are uncommon.", + "Most characters learn the Common language. This is the most widely used language in the region where the campaign takes place. In the Inner Sea region of Golarion, the Common tongue is Taldane, for example. Characters with Common might face a language barrier if they travel somewhere with a different Common language." + ] + }, + { + "type": "pf2-h2", + "page": 65, + "name": "Sign Language and Reading Lips", + "entries": [ + "The language entry for most characters lists languages they use to communicate in spoken words. However, you might know the signed version of a language or know how to read lips. You can learn these by taking the Sign Language and Read Lips skill feats. If you are creating a character who is deaf, hard of hearing, or unable to speak, discuss with your GM whether it makes sense for your character to know sign languages or lip reading. If so, your GM might allow you to select one of these feats for free (even if you don't meet the prerequisites) to represent your character concept." + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 67, + "name": "Chapter 3: Classes", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 67, + "entries": [ + "{@i Just as your character's ancestry plays a key role in expressing their identity and worldview, their class indicates the training they have and will improve upon as an adventurer.}", + "{@i Choosing your character's class is perhaps the most important decision you will make for them. Groups of players often create characters whose skills and abilities complement each other mechanically\u2014for example, ensuring your party includes a healer, a combatoriented character, a stealthy character, and someone with command over magic\u2014so you may wish to discuss options with your group before deciding.}" + ] + }, + "The rules within each class allow you to bring a wealth of character concepts to life. Perhaps you want to create a brilliant but scatterbrained alchemist who can rattle off complex formulas for alchemical items but has trouble remembering his best friend's birthday. Or perhaps you want your character to be a muscle-bound swordswoman who becomes as immovable as a mountain when she hoists a shield. Maybe they'll be a hot-tempered sorcerer whose gesticulating fingers pulse with light from an angelic ancestor. The choices you make for your character within their class\u2014such as a cleric's choice of deity, a fighter's choice of weapon, or a sorcerer's bloodline\u2014bring these visions to life within the context of the rules and the world.", + "The entries on the pages that follow describe the 12 core classes in Pathfinder. Each entry contains the information you need to play a character of that class, as well as to advance them from their humble beginnings at 1st level to the dizzying heights of power at 20th level. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level.", + { + "type": "list", + "items": [ + "{@b Leveling Up} on page 31 tells you how to make your character stronger when you get enough Experience Points to reach a new level.", + "{@b Animal Companions and Familiars} on page 214 provides rules to create an animal companion or a familiar to share your adventures with. You must have a class feature or feat that grants you a companion or familiar to use these rules.", + "{@b Archetypes} on page 219 gives you thematic options that allow you to further customize your character's abilities. Though these rules are not recommended for beginners, the archetypes in this book allow you to gain abilities from other classes starting at 2nd level." + ] + }, + { + "type": "pf2-h2", + "page": 67, + "name": "Reading Class Entries", + "entries": [ + "Every class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the game's various modes. Each class provides your character with an ability boost to a key ability score; a number of Hit Points they receive at each level; proficiency ranks for various abilities, equipment, and skills; special abilities from their class features; and more. Your character's class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign.", + { + "type": "pf2-h3", + "page": 67, + "name": "Playing the Class", + "entries": [ + "The first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your character's actions and define their personality, but you aren't obligated to play your character as this section describes." + ] + }, + { + "type": "pf2-h3", + "page": 67, + "name": "Key Ability", + "entries": [ + "This is the ability score that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this ability in some way.", + "For instance, this is the ability score you'll use to determine the Difficulty Class (DC) associated with your character's class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values.", + "Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you're a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or {@trait finesse} weapons.", + "Additionally, when you choose your character's class, they gain an ability boost to their key ability score, increasing that ability score by 2. For more about ability boosts, see page 20." + ] + }, + { + "type": "pf2-h3", + "page": 67, + "name": "Hit Points", + "entries": [ + "This section tells you how many Hit Points your character gains from their class at each level. To determine your character's starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number.", + "Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer.", + "Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry.", + "For more about calculating your character's Constitution modifier and determining their Hit Points, see page 26." + ] + }, + { + "type": "pf2-h3", + "page": 68, + "name": "Initial Proficiencies", + "entries": [ + "When you choose your character's class, they gain a set of initial proficiencies. Proficiencies measure your character's ability to perform tasks, use abilities, and succeed at checks.", + "Proficiency ranks range from trained to legendary. For instance, a character who is trained with a longbow can use it effectively, while a person who is legendary with the weapon might be able to split an arrow from 100 paces away!", + "Each class entry specifies your character's initial proficiency rank in Perception, saving throws, attacks, defenses, and either spells or class DC. You gain the trained proficiency rank in at least one skill that is important to your class, and you can choose other skills to gain trained proficiency in\u2014the exact number depends on your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.", + "A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic.", + "If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4. For more about proficiency ranks, see page 13.", + "Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class's entry.", + "If something isn't listed in your character's class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic." + ] + }, + { + "type": "pf2-h3", + "page": 68, + "name": "Advancement Table", + "entries": [ + "This table summarizes the feats, skill increases, ability boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level. The 1st-level entry includes a reminder to select your ancestry and background." + ] + }, + { + "type": "pf2-h3", + "page": 68, + "name": "Class Features", + "entries": [ + "This section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the ability's name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions can't be changed without retraining (as explained on page 481).", + { + "type": "pf2-h4", + "page": 68, + "name": "Class Feats", + "entries": [ + "This section specifies the levels at which your character gains class feats\u2014special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry." + ] + }, + { + "type": "pf2-h4", + "page": 68, + "name": "Skill Feats", + "entries": [ + "This section specifies the levels at which your character gains feats with the skill trait, called skill feats. Skill feats can be found in Chapter 5: Feats, beginning on page 254. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat." + ] + }, + { + "type": "pf2-h4", + "page": 68, + "name": "General Feats", + "entries": [ + "This section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it. More information can be found in Chapter 5: Feats (page 254)." + ] + }, + { + "type": "pf2-h4", + "page": 68, + "name": "Skill Increases", + "entries": [ + "This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often.", + "Your character can use a skill increase to either become trained in one skill in which they're untrained or become an expert in one skill in which they're already trained.", + "If your character is at least 7th level, they can use a skill increase to become a master of a skill in which they're already an expert. If they're at least 15th level, they can use an increase to become legendary in a skill of which they're already a master." + ] + }, + { + "type": "pf2-h4", + "page": 68, + "name": "Ability Boosts", + "entries": [ + "At 5th level and every 5 levels thereafter, your character boosts four different ability scores. Your character can use these ability boosts to increase their ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.", + "For more about ability boosts and applying them during character creation, see page 20." + ] + }, + { + "type": "pf2-h4", + "page": 68, + "name": "Ancestry Feats", + "entries": [ + "This section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels.", + "Ancestry feats are detailed in each ancestry entry in Chapter 2, which begins on page 32." + ] + } + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "pf2-options", + "items": [ + { + "name": "{@class Alchemist|CRB}", + "entries": [ + "The alchemist uses their skill at crafting to create alchemical items\u2014such as bombs, elixirs, and poisons\u2014that they use to defeat foes and aid allies. Smart and resourceful, an alchemist often has just the right tool for the job and esoteric knowledge to help their friends get out of a jam." + ] + }, + { + "name": "{@class Barbarian|CRB}", + "entries": [ + "The barbarian is a fearsome embodiment\nof rage, focusing the deadly power\nof their anger against anyone who\nstands in their way. A barbarian is\nquick to enter battle and, once their fury\nhas been unleashed, is immensely strong,\noften unpredictable, and nearly unstoppable." + ] + }, + { + "name": "{@class Bard|CRB}", + "entries": [ + "An artist and a scholar, the bard uses\nperformance and esoteric learning to\nbolster their companions and foil their\nenemies. Sometimes sneaky and quite\noften charming, the bard adventures\nwith pizzazz and talent backed up by\nan impressive repertoire of occult magic." + ] + }, + { + "name": "{@class Champion|CRB}", + "entries": [ + "A defender of good who straps on\narmor and wields a righteous weapon,\nthe champion protects the innocent\nand vanquishes evil. Steadfast in their\nbeliefs, and devoted to both a deity and\nan aspect of good, they follow a strict code\nas they fight to make the world a better place." + ] + }, + { + "name": "{@class Cleric|CRB}", + "entries": [ + "The cleric is dedicated to the\nworship of a single deity and draws\ndivine magic from this devotion.\nClerics can be vastly different\ndepending on who they worship, and\nwhether they're cloistered clerics who\npursue one of their deity's domains or war\npriests who serve as the sword arm of their god." + ] + }, + { + "name": "{@class Druid|CRB}", + "entries": [ + "The druid walks the wild, primordial\nplaces of the world without fear,\nharnessing the primal magic of nature\nand controlling it with calm purpose.\nA devotee of the wilderness, the druid\nfinds nourishment in its power, allies\namong its creatures, and strength in its fury." + ] + }, + { + "name": "{@class Fighter|CRB}", + "entries": [ + "With calculated daring and fearless\ndetermination, the fighter tracks down\nand confronts their enemies while\ndefending allies from harm. A master\nof the battlefield, the fighter is quick to\nexploit opportunities and strike any who\nstumble within reach of their sword or bow." + ] + }, + { + "name": "{@class Monk|CRB}", + "entries": [ + "The monk seeks perfection in all things,\nand that includes transforming their\nbody into the perfect weapon. They\ncan be walking with calm purpose\nand contemplating the subtleties\nof existence in one minute and then\ntransform into a blur of deadly blows in the next." + ] + }, + { + "name": "{@class Ranger|CRB}", + "entries": [ + "Resourceful and cunning, the ranger\nis a hunter, tracker, and warrior who\npreserves the natural world and\nprotects civilization from its ravages.\nWhether they use a bow, crossbow,\na pair of weapons, or snares, the ranger\nis a fearsome enemy and great ally in the wild." + ] + }, + { + "name": "{@class Rogue|CRB}", + "entries": [ + "Cunning and quick, the rogue brings\nskill and expertise few of their comrades\ncan match. In battle, they excel at\nsneak attacks and ambushes. Their\nracket gives them the tools they need\nto get the job done, and their wide array of\nskill choices lets them specialize as they see fit." + ] + }, + { + "name": "{@class Sorcerer|CRB}", + "entries": [ + "The intense magic the sorcerer\ncommands comes from neither\nstudy nor worship\u2014it comes from\ntheir blood. Their magical abilities\ndepend on whether they have the\nblood of dragons, angels, fey, aberrant\ncreatures, or some other being flowing\nthrough their veins and powering their spells." + ] + }, + { + "name": "{@class Wizard|CRB}", + "entries": [ + "The wizard is the arcane master of\nspellcasting, plucking incredible power\nfrom reality through complicated\nspell formulas. They stride with\nconfidence, without a need for armor\nor weapons, enacting their will upon the\nworld and bringing woe upon their enemies." + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "pf2-h1", + "page": 214, + "name": "Animal Companions and Familiars", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 214, + "entries": [ + "{@i Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.}" + ] + }, + { + "type": "pf2-h2", + "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." + ] + }, + { + "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 + } + }, + { + "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." + ] + }, + { + "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}\u20134, {@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." + ] + }, + { + "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." + ] + }, + { + "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 + } + }, + { + "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 + } + }, + { + "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 + } + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickrefIndex": true + } + } + ], + "data": { + "quickref": 1 + } + }, + { + "type": "pf2-h2", + "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." + ] + }, + { + "type": "pf2-h3", + "page": 217, + "name": "Hit Points", + "entries": [ + "Your familiar has 5 Hit Points for each of your levels." + ] + }, + { + "type": "pf2-h3", + "page": 218, + "name": "Size", + "entries": [ + "Your familiar is Tiny." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + } + ] + }, + { + "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." + ] + } + ] + } + ] + } + ] + } + ], + "data": { + "quickref": 1 + } + } + ] + }, + { + "type": "pf2-h1", + "page": 219, + "name": "Archetypes", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 219, + "entries": [ + "{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}" + ] + }, + "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)." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h4", + "page": 219, + "name": "Spellcasting Archetypes", + "entries": [ + "Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.", + "A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.", + "Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.", + "All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.", + "{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"", + "{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"", + "{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\"" + ], + "data": { + "quickrefIndex": true + } + }, + "{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}" + ], + "data": { + "quickref": 1 + } + } + ] + }, + { + "type": "section", + "page": 233, + "name": "Chapter 4: Skills", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 233, + "entries": [ + "{@i While your character's ability scores represent their raw talent and potential, skills represent their training and experience at performing certain tasks. Each skill is keyed to one of your character's ability scores and used for an array of related actions. Your character's expertise in a skill comes from several sources, including their background and class. In this chapter, you'll learn about skills, their scope, and the actions they can be used for.}" + ] + }, + "A character's acumen in skills can come from all sorts of training, from practicing acrobatic tricks to studying academic topics to rehearsing a performing art. When you create your character and as they advance in level, you have flexibility as to which skills they become better at and when. Some classes depend heavily on certain skills\u2014such as the alchemist's reliance on {@skill Crafting}\u2014but for most classes, you can choose whichever skills make the most sense for your character's theme and backstory at 1st level, then use their adventure and downtime experiences to inform how their skills should improve as your character levels up.", + "A character gains training in certain skills at 1st level: typically two skills from their background, a small number of predetermined skills from their class, and several skills of your choice granted by your class. This training increases your proficiency ranks for those skills to trained instead of untrained and lets you use more of the skills' actions. Sometimes you might gain training in a specific skill from multiple sources, such as if your background granted training in {@skill Crafting} and you took the alchemist class, which also grants training in {@skill Crafting}. Each time after the first that you would gain the trained proficiency rank in a given skill, you instead allocate the trained proficiency to any other skill of your choice\u2014though if the skill is a {@skill Lore} skill, the new skill must also be a {@skill Lore} skill.", + { + "type": "pf2-sidebar", + "page": 233, + "name": "Improving Skills", + "entries": [ + "As your character advances in level, there are two main ways their skills improve: skill increases and skill feats. Your class lists the levels at which you gain each of these improvements.", + { + "type": "pf2-title", + "name": "Skill Increases" + }, + "Skill increases improve your proficiency in skills of your choice. You can use these increases to become trained in new skills or increase your proficiency rank in skills you're trained in (from trained to expert at any level, expert to master at 7th level or higher, and master to legendary at 15th level or higher). Unlike when you first become trained at a skill, if two different abilities would make you an expert, master, or legendary in a skill, you don't get to choose a second skill to become expert in\u2014the redundant benefit simply has no effect.", + { + "type": "pf2-title", + "name": "Skill Feats" + }, + "Skill feats are a type of general feat that often grant you a new way to use a skill or make you better at using a skill in a particular way. Skill feats always have the skill trait. These feats appear in Chapter 5." + ] + }, + { + "type": "pf2-h2", + "page": 233, + "name": "Key Ability", + "entries": [ + "Each skill is tied to a key ability. You add your modifier for this ability to checks and DCs when using that skill. For example, skulking about the shadows of a city at night with {@skill Stealth} uses your Dexterity modifier, navigating the myriad personalities and power plays of court politics with Society uses your Intelligence modifier, and so on. The key ability for each skill is listed on {@table Skills, Key Abilities, and Actions||Table 4\u20131: Skills, Key Abilities, and Actions} and also appears in parentheses following the skill's name in the descriptions on the following pages. If the GM deems it appropriate for a certain situation, however, they might have you use a different ability modifier for a skill check or when determining your skill DC." + ] + }, + { + "type": "pf2-h2", + "page": 233, + "name": "Skill Actions", + "entries": [ + "The actions you can perform with a given skill are sorted into those you can use untrained and those that require you to be trained in the skill, as shown on {@table Skills, Key Abilities, and Actions||Table 4\u20131: Skills, Key Abilities, and Actions}. The untrained and trained actions of each skill appear in separate sections within the skill's description.", + "Anyone can use a skill's untrained actions, but you can use trained actions only if you have a proficiency rank of trained or better in that skill. A circumstance, condition, or effect might bar you from a skill action regardless of your proficiency rank, and sometimes using a skill in a specific situation might require you to have a higher proficiency rank than what is listed on the table. For instance, even though a barbarian untrained in {@skill Arcana} could identify a construct with a lucky roll using {@skill Arcana} to Recall Knowledge, the GM might decide that Recalling Knowledge to determine the spells used to create such a construct is beyond the scope of the barbarian's anecdotal knowledge. The GM decides whether a task requires a particular proficiency rank." + ] + }, + { + "type": "pf2-h2", + "page": 234, + "name": "Skill Checks and Skill DCs", + "entries": [ + "When you're actively using a skill, often by performing one of its actions, you might attempt a skill check: rolling a d20 and adding your skill modifier. To determine this modifier, add your ability modifier for the skill's key ability, your proficiency bonus for the skill, and any other bonuses and penalties.", + { + "type": "pf2-inset", + "page": 234, + "entries": [ + "Skill modifier = modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties" + ] + }, + "When writing down the modifier on your character sheet, you should write down only the numbers that always apply\u2014typically just your ability modifier and proficiency bonus at 1st level. At higher levels, you may wear or use items to improve your skills with item bonuses pretty much all the time; you should write those down, too.", + "The GM sets the DC of a skill check, using the guidelines in Chapter 10: Game Mastering. The most important DCs to remember are the five simple skill DCs below.", + { + "type": "table", + "page": 234, + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Task Difficulty", + "Simple DC" + ], + [ + "Untrained", + "10" + ], + [ + "Trained", + "15" + ], + [ + "Expert", + "20" + ], + [ + "Master", + "30" + ], + [ + "Legendary", + "40" + ] + ] + }, + "When someone or something tests your skill, they attempt a check against your skill DC, which is equal to 10 plus your skill modifier. A skill DC works like any other DC to determine the effect of an opposing creature's skill action.", + "See page 444 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties.", + { + "type": "pf2-h3", + "page": 234, + "name": "Armor and Skills", + "entries": [ + "Some armor imposes a penalty on specific skill checks and DCs. If a creature is wearing armor that imparts a skill penalty, that penalty is applied to the creature's Strengthand Dexterity-based skill checks and skill DCs, unless the action has the attack trait. Check penalties from armor are detailed on page 274 in Chapter 6: Equipment." + ] + }, + { + "type": "pf2-h3", + "page": 234, + "name": "Secret Checks", + "entries": [ + "Sometimes you won't know whether you succeed at a skill check. If an action has the secret trait, the GM rolls the check for you and informs you of the effect without revealing the result of the roll or the degree of success. The GM rolls secret checks when your knowledge about the outcome is imperfect, like when you're searching for a hidden creature or object, attempting to deceive someone, translating a tricky bit of ancient text, or remembering some piece of lore.", + "This way, you as the player don't know things that your character wouldn't. This rule is the default for actions with the secret trait, but the GM can choose not to use secret checks if they would rather some or all rolls be public." + ] + }, + { + "type": "pf2-h3", + "page": 234, + "name": "Exploration and Downtime Activities", + "entries": [ + "Some skill activities have the exploration or downtime trait. Exploration activities usually take a minute or more, while downtime activities may take a day or more. They usually can't be used during an encounter, though the GM might bend this restriction. If you're not sure whether you have the time to use one of these activities, ask your GM." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 234, + "name": "General Skill Actions", + "entries": [ + "General skill actions are skill actions that can be used with multiple different skills. When you use a general skill action, you might use your modifier from any skill that lists it as one of the skill's actions, depending on the situation.", + { + "type": "table", + "page": 234, + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "General Skill Action", + "Proficiency", + "Page" + ], + [ + "{@action Decipher Writing}", + "Trained", + "234" + ], + [ + "{@action Earn Income}", + "Trained", + "236" + ], + [ + "{@action Identify Magic}", + "Trained", + "238" + ], + [ + "{@action Learn a Spell}", + "Trained", + "238" + ], + [ + "{@action Recall Knowledge} {@as 1}", + "Untrained", + "238" + ], + [ + "{@action Subsist}", + "Untrained", + "240" + ] + ] + }, + { + "type": "pf2-h3", + "page": 234, + "name": "Decipher Writing (Trained)", + "entries": [ + "When you encounter particularly archaic or esoteric texts, the GM might require you to Decipher the Writing before you can understand it. You must be trained in the relevant skill to Decipher Writing. {@skill Arcana} is typically used for writing about magic or science, {@skill Occultism} for esoteric texts about mysteries and philosophy, {@skill Religion} for scripture, and Society for coded messages or archaic documents.", + { + "type": "data", + "tag": "action", + "name": "Decipher Writing", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 234, + "name": "Sample Decipher Tasks", + "entries": [ + "{@b Trained} entry-level philosophy treatise", + "{@b Expert} complex code, such as a cipher", + "{@b Master} spymaster's code or advanced research notes", + "{@b Legendary} esoteric planar text written in metaphor by an ancient celestial" + ] + } + ] + }, + { + "type": "data", + "tag": "table", + "name": "Skills, Key Abilities, and Actions", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 236, + "name": "Earn Income (Trained)", + "entries": [ + "You can use a skill\u2014typically {@skill Crafting}, Lore, or {@skill Performance}\u2014to earn money during downtime. You must be trained in the skill to do so. This takes time to set up, and your income depends on your proficiency rank and how lucrative a task you can find. Because this process requires a significant amount of time and involves tracking things outside the progress of adventures, it won't come up in every campaign.", + { + "type": "pf2-brown-box", + "page": 236, + "name": "Extra Preperation", + "entries": [ + "When Earning Income, you might be able to spend days of downtime to prepare for your task, which adjusts the DC of the skill check. This might involve rehearsing a play, studying a topic, and so on. The GM determines how long preparation takes and how much the DC changes. This is most useful when you're trying a task that's higher level than you; otherwise such tasks have an increased DC!", + { + "type": "pf2-title", + "name": "Ending or Interrupting Tasks" + }, + "When a task you're doing is complete, or if you stop in the middle of one, you normally have to find a new task if you want to keep Earning Income. For instance, if you quit your job working at the docks, you'll need to find another place of employment instead of picking up where you left off. This usually takes 1 day or more of downtime looking for leads on new jobs.", + "However, you might pause a task due to an adventure or event that wouldn't prevent you from returning to the old job later. The GM might decide that you can pick up where you left off, assuming the task hasn't been completed by others in your absence. Whether you roll a new skill check when you resume is also up to the GM. Generally speaking, if you had a good initial roll and want to keep it, you can, but if you had a bad initial roll, you can't try for a better one by pausing to do something else. If your statistics changed during the break\u2014usually because you leveled up while adventuring\u2014you can attempt a new check." + ] + }, + "In some cases, the GM might let you use a different skill to Earn Income through specialized work. Usually, this is scholarly work, such as using {@skill Religion} in a monastery to study old texts\u2014but giving sermons at a church would still fall under {@skill Performance} instead of {@skill Religion}. You also might be able to use physical skills to make money, such as using {@skill Acrobatics} to perform feats in a circus or {@skill Thievery} to pick pockets. If you're using a skill other than {@skill Crafting}, Lore, or {@skill Performance}, the DC tends to be significantly higher.", + { + "type": "data", + "tag": "action", + "name": "Earn Income", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 237, + "name": "Sample Earn Income Tasks", + "entries": [ + "These examples use Alcohol Lore to work in a bar or Legal Lore to perform legal work.", + "{@b Trained} bartend, do legal research", + "{@b Expert} curate drink selection, present minor court cases", + "{@b Master} run a large brewery, present important court cases", + "{@b Legendary} run an international brewing franchise, present a case in Hell's courts" + ] + }, + { + "type": "data", + "tag": "table", + "name": "Income Earned", + "source": "CRB" + }, + { + "type": "pf2-h4", + "page": 237, + "name": "Crafting Goods for the Market ({@skill Crafting})", + "entries": [ + "Using {@skill Crafting}, you can work at producing common items for the market. It's usually easy to find work making basic items whose level is 1 or 2 below your settlement's level (see Earn Income on page 504). Higher-level tasks represent special commissions, which might require you to Craft a specific item using the Craft downtime activity and sell it to a buyer at full price. These opportunities don't occur as often and might have special requirements\u2014or serious consequences if you disappoint a prominent client." + ] + }, + { + "type": "pf2-h4", + "page": 237, + "name": "Practicing a Trade (Lore)", + "entries": [ + "You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there's high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you're attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant's scale to buy and sell valuables in a market." + ] + }, + { + "type": "pf2-brown-box", + "page": 237, + "name": "Income Examples", + "entries": [ + "The following examples show the kinds of tasks your character might take on to Earn Income during low-level and high-level play.", + { + "type": "pf2-title", + "name": "Harsk Makes Tea" + }, + "Harsk is a 3rd-level ranger and an expert at harvesting and brewing tea. He has a Tea Lore modifier of +7. He has 30 days of downtime at his disposal and decides to work at a prestigious local tea house. The GM decides this is a 5th-level task if Harsk wants to assist the tea master, or a 2nd-level task if he wants to serve tea.", + "Harsk chooses the tougher task, and the GM secretly sets the DC at 20.", + "Harsk rolls a 4 on his Tea Lore check for a result of 11.", + "Poor Harsk has failed! He earns only 2 sp for his efforts and continues working for 3 more days, for a total of 8 sp.", + "At that point, the GM offers Harsk a choice: either he can finish out the week with the tea master and look for a new job, or he can lower his ambitions and serve in the tea house. Harsk, now more aware of his own capabilities, accepts the less prestigious job for now.", + "He moves to his new job and attempts a new Tea Lore check against DC 16. Rolling a 19, he gets a result of 26\u2014a critical success! He earns 5 sp per day (like a success at a 3rd-level task). The GM rules that demand will be high enough that Harsk can work there for the remainder of his downtime if he so chooses, a total of 26 days. Harsk accepts and earns a total of 138 sp (13 gp, 8 sp) that month.", + { + "type": "pf2-title", + "name": "Lem Performs" + }, + "Lem is a 16th-level bard and legendary with his flute. He has a {@skill Performance} modifier of +31 with his enchanted flute. With 30 days of downtime ahead of him, Lem wonders if he can find something that might excite him more than performing in front of a bunch of stuffy nobles.", + "He finds a momentous offer indeed\u2014a performance in a celestial realm, and Lem's patron goddess Shelyn might even be in attendance! This is a 20th-level task, and the GM secretly sets the DC at 40.", + "Lem rolls an 11 on his {@skill Performance} check for a result of 42. Success! The engagement lasts for a week, and at the end, the grateful celestials present Lem with a beautiful living diamond rose in constant bloom worth 1,400 gold pieces (200 gp per day for 7 days).", + "With 23 days of downtime left, Lem accepts a 14thlevel task performing at a prestigious bardic college for members of a royal court. The GM secretly sets the DC at 32, and Lem critically succeeds, earning 28 gp per day for a total of 644 gp. Between the two performances, Lem has earned just over 2,000 gold pieces during his downtime\u2014though he's not sure he'll ever sell that rose." + ] + }, + { + "type": "pf2-h4", + "page": 238, + "name": "Staging a Performance ({@skill Performance})", + "entries": [ + "You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level. Your degree of success determines whether you moved your audience and whether you were rewarded with applause or rotten fruit." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 238, + "name": "Identify Magic (Trained)", + "entries": [ + "Using the skill related to the appropriate tradition, as explained in Magical Traditions and Skills on page 238, you can attempt to identify a magical item, location, or ongoing effect. In many cases, you can use a skill to attempt to Identify Magic of a tradition other than your own at a higher DC. The GM determines whether you can do this and what the DC is.", + { + "type": "data", + "name": "Identify Magic", + "tag": "action", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 238, + "name": "Magical Traditions and Skills", + "entries": [ + "Each magical tradition has a corresponding skill, as shown on the table below. You must have the trained proficiency rank in a skill to use it to Identify Magic or Learn a Spell.", + "Something without a specific tradition, such as an item with the magical trait, can be identified using any of these skills." + ] + }, + { + "type": "table", + "page": 238, + "rows": [ + [ + "Magical Tradition", + "Correspoding Skill" + ], + [ + "Arcane", + "{@skill Arcana}" + ], + [ + "Divine", + "{@skill Religion}" + ], + [ + "Occult", + "{@skill Occultism}" + ], + [ + "Primal", + "{@skill Nature}" + ] + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 238, + "name": "Learn a Spell (Trained)", + "entries": [ + "If you're a spellcaster, you can use the skill corresponding to your magical tradition to learn a new spell of that tradition. {@table Learning a Spell||Table 4\u20133: Learning a Spell} lists the Price of the materials needed to Learn a Spell of each level.", + { + "type": "data", + "name": "Learn a Spell", + "tag": "action", + "source": "CRB" + }, + { + "type": "data", + "tag": "table", + "name": "Learning a Spell", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h3", + "page": 238, + "name": "Recall Knowledge (Untrained)", + "entries": [ + "To remember useful information on a topic, you can attempt to Recall Knowledge. You might know basic information about something without needing to attempt a check, but {@action Recall Knowledge} requires you to stop and think for a moment so you can recollect more specific facts and apply them. You might even need to spend time investigating first. For instance, to use {@skill Medicine} to learn the cause of death, you might need to conduct a forensic examination before attempting to Recall Knowledge.", + { + "type": "data", + "name": "Recall Knowledge", + "tag": "action", + "source": "CRB" + }, + "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": "list", + "items": [ + "{@b {@skill Arcana}:} Arcane theories, magical traditions, creatures of arcane significance, and arcane planes.", + "{@b {@skill Crafting}:} Alchemical reactions and creatures, item value, engineering, unusual materials, and constructs.", + "{@b Lore:} The subject of the Lore skill's subcategory.", + "{@b {@skill Medicine}:} Diseases, poisons, wounds, and forensics.", + "{@b {@skill Nature}:} The environment, flora, geography, weather, creatures of natural origin, and natural planes.", + "{@b {@skill Occultism}:} Ancient mysteries, obscure philosophy, creatures of occult significance, and esoteric planes.", + "{@b {@skill Religion}:} Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.", + "{@b Society:} Local history, key personalities, legal institutions, societal structure, and humanoid culture." + ] + }, + "The GM might allow checks to {@action Recall Knowledge} using other skills. For example, you might assess the skill of an acrobat using {@skill Acrobatics}. If you're using a physical skill (like in this example), the GM will most likely have you use a mental ability score\u2014typically Intelligence\u2014instead of the skill's normal physical ability score.", + { + "type": "pf2-sample-box", + "page": 239, + "name": "Recall Knowledge Tasks", + "entries": [ + "These examples use Society or {@skill Religion}.", + "{@b Untrained} name of a ruler, key noble, or major deity", + "{@b Trained} line of succession for a major noble family, core doctrines of a major deity", + "{@b Expert} genealogy of a minor noble, teachings of an ancient priest", + "{@b Master} hierarchy of a genie noble court, major extraplanar temples of a deity", + "{@b Legendary} existence of a long-lost noble heir, secret doctrines of a religion" + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 240, + "name": "Subsist (Untrained)", + "entries": [ + "If you need to provide food and shelter, you can use the {@action Subsist} downtime activity. This typically uses Society if you're in a settlement or {@skill Survival} if you're in the wild.", + { + "type": "data", + "name": "Subsist", + "tag": "action", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 240, + "name": "Sample Subsist Tasks", + "entries": [ + "{@b Untrained} lush forest with calm weather or large city with plentiful resources", + "{@b Trained} typical hillside or village", + "{@b Expert} typical mountains or insular hamlet", + "{@b Master} typical desert or city under siege", + "{@b Legendary} barren wasteland or city of undead" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 240, + "name": "Skill Descriptions", + "entries": [ + "The following entries describe the skills in the game. The heading for each entry provides the skill's name, with that skill's key ability in parentheses. A brief description of the skill is followed by a list of actions you can use if you're untrained in that skill, and then the actions you can perform if you are trained in that skill. Some actions list sample tasks for each rank to give you a better sense of what you can accomplish as your proficiency increases. As the actions of a skill aren't comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed actions, or times when the GM asks you to roll using a different key ability modifier.", + "Most skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.", + { + "type": "pf2-h2", + "page": 240, + "name": "Acrobatics (Dex)", + "entries": [ + "{@skill Acrobatics} measures your ability to perform tasks requiring coordination and grace. When you use the {@action Escape} basic action (page 470), you can use your {@skill Acrobatics} modifier instead of your unarmed attack modifier.", + { + "type": "data", + "tag": "action", + "name": "Balance", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 240, + "name": "Sample Balance Tasks", + "entries": [ + "{@b Untrained} tangled roots, uneven cobblestones", + "{@b Trained} wooden beam", + "{@b Expert} deep, loose gravel", + "{@b Master} tightrope, smooth sheet of ice", + "{@b Legendary} razor's edge, chunks of floor falling in midair" + ] + }, + { + "type": "data", + "tag": "action", + "name": "Tumble Through", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 240, + "name": "Acrobatics Trained Actions", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Maneuver in Flight", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 241, + "name": "Sample Maneuver in Flight Tasks", + "entries": [ + "{@b Trained} steep ascent or descent", + "{@b Expert} fly against the wind, hover midair", + "{@b Master} reverse direction", + "{@b Legendary} fly through gale force winds" + ] + }, + { + "type": "data", + "tag": "action", + "name": "Squeeze", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 241, + "name": "Sample Squeeze Tasks", + "entries": [ + "{@b Trained} space barely fitting your shoulders", + "{@b Master} space barely fitting your head" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 241, + "name": "Arcana (Int)", + "entries": [ + "{@skill Arcana} measures how much you know about arcane magic and creatures. Even if you're untrained, you can {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b Recall Knowledge} about arcane theories; magic traditions; creatures of arcane significance (like dragons and beasts); and the Elemental, Astral, and Shadow Planes." + ] + }, + { + "type": "pf2-h3", + "page": 241, + "name": "Arcana Trained Actions", + "entries": [ + "You must be trained in {@skill Arcana} to use it for the following general skill actions (page 234).", + { + "type": "list", + "items": [ + "{@b Decipher Writing} about arcane theory.", + "{@b Identify Magic}, particularly arcane magic.", + "{@b Learn a Spell} from the {@trait arcane} tradition." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Borrow an Arcane Spell", + "source": "CRB" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 241, + "name": "Athletics (Str)", + "entries": [ + "{@skill Athletics} allows you to perform deeds of physical prowess. When you use the {@action Escape} basic action, you can use your {@skill Athletics} modifier instead of your unarmed attack modifier.", + { + "type": "data", + "tag": "action", + "name": "Climb", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 242, + "name": "Sample Climb Tasks", + "entries": [ + "{@b Untrained} ladder, steep slope, low-branched tree", + "{@b Trained} rigging, rope, typical tree", + "{@b Expert} wall with small handholds and footholds", + "{@b Master} ceiling with handholds and footholds, rock wall", + "{@b Legendary} smooth surface" + ] + }, + { + "type": "pf2-sample-box", + "page": 242, + "name": "TABLE 4\u20134: CLIMB AND SWIM DISTANCE", + "entries": [ + "This table provides a quick reference for how far you can move with a Climb or Swim action.", + { + "type": "table", + "source": "CRB", + "page": 242, + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rowStyles": [ + "text-center" + ], + "labelRowIdx": [ + 0, + 1 + ], + "spans": [ + [ + [ + 2, + 4 + ], + [ + 4, + 6 + ] + ] + ], + "rows": [ + [ + "Climb Distance", + "Swim Distance" + ], + [ + "Speed", + "Success", + "Critical", + "Success", + "Critical" + ], + [ + "5-15 feet", + "5", + "5", + "5", + "10" + ], + [ + "20-35 feet", + "5", + "10", + "10", + "15" + ], + [ + "40-55 feet", + "10", + "15", + "15", + "20" + ], + [ + "60-65 feet", + "15", + "20", + "20", + "25" + ] + ] + } + ] + }, + { + "type": "data", + "tag": "action", + "name": "Force Open", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 242, + "name": "Sample Force Open Tasks", + "entries": [ + "{@b Untrained} fabric, flimsy glass", + "{@b Trained} ice, sturdy glass", + "{@b Expert} flimsy wooden door, wooden portcullis", + "{@b Master} sturdy wooden door, iron portcullis, metal bar", + "{@b Legendary} stone or iron door" + ] + }, + { + "type": "data", + "tag": "action", + "name": "Grapple", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "High Jump", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 242, + "name": "Leap", + "entries": [ + "The Leap basic action is used for High Jump and Long Jump. Leap lets you take a careful, short jump. You can Leap up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap if your Speed is between 15 feet and 30 feet, or a 10-foot gap if your Speed is 30 feet or more). If you make a vertical Leap, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Long Jump", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Shove", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 243, + "name": "Forced Movement", + "entries": [ + "The {@action Shove} action can force a creature to move. When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions triggered by movement." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Swim", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 243, + "name": "Sample Swim Tasks", + "entries": [ + "{@b Untrained} lake or other still water", + "{@b Trained} flowing water, like a river", + "{@b Expert} swiftly flowing river", + "{@b Master} stormy sea", + "{@b Legendary} maelstrom, waterfall" + ] + }, + { + "type": "data", + "tag": "action", + "name": "Trip", + "source": "CRB" + }, + { + "type": "pf2-brown-box", + "page": 243, + "name": "FALLING", + "entries": [ + "When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you're knocked prone when you land.", + "If you fall into water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can't be greater than the depth of the water (so when falling into water that is only 10 feet deep, you treat the fall as 10 feet shorter).", + "You can {@action Grab an Edge} as a reaction to reduce or eliminate the damage from some falls. More detailed rules for falling damage appear on page 463." + ] + }, + { + "type": "pf2-h3", + "page": 243, + "name": "Athletics Trained Action", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Disarm", + "source": "CRB" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 243, + "name": "Crafting (Int)", + "entries": [ + "You can use this skill to create, understand, and repair items.", + "Even if you're untrained, you can {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b Recall Knowledge} about alchemical reactions, the value of items, engineering, unusual materials, and alchemical or mechanical creatures. The GM determines which creatures this applies to, but it usually includes constructs." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Repair", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 244, + "name": "Crafting Trained Actions", + "entries": [ + "You must be trained in {@skill Crafting} to use it to {@action Earn Income}.", + { + "type": "list", + "items": [ + "{@b Earn Income} by crafting goods for the market." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Craft", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 245, + "name": "Consumables and Ammunition", + "entries": [ + "You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also Craft non-magical ammunition in batches, using the quantity listed in {@table Ranged Weapons||Table 6\u20138: Ranged Weapons} (typically 10)." + ] + }, + { + "type": "pf2-sample-box", + "page": 245, + "name": "Getting Formulas", + "entries": [ + "You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a {@item basic crafter's book}. See the rules on page 293 for information on how to acquire other formulas." + ] + }, + { + "type": "pf2-brown-box", + "page": 245, + "name": "Crafting Example", + "entries": [ + "Ezren is a 5th-level wizard and an expert in {@skill Crafting}. He has a {@skill Crafting} modifier of +13 and the {@feat Magical Crafting} feat. With 2 weeks of downtime ahead of him, he decides to craft a {@item striking} rune, a 4th-level item. The GM secretly chooses a DC of 19.", + "The item has a Price of 65 gp, so Ezren prepares 32 gp, 5 sp worth of raw materials. He has another 32 gp, 5 sp worth of raw materials on hand. After spending 4 days building and incanting spells, he rolls a 12 on his {@skill Crafting} check, for a result of 25. That's a success! At this point, Ezren can spend the additional 32 gp, 5 sp worth of materials to complete the item immediately for 65 gp.", + "However, Ezren has 10 more days on his hands, so he decides to spend additional time to complete the item.", + "Because he's a 5th-level character and an expert at {@skill Crafting}, he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the {@item striking} rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's {@skill Crafting} check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Identify Alchemy", + "source": "CRB" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 245, + "name": "Deception (Cha)", + "entries": [ + "You can trick and mislead others using disguises, lies, and other forms of subterfuge.", + { + "type": "data", + "tag": "action", + "name": "Create a Diversion", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Impersonate", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Lie", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 246, + "name": "Deception Trained Action", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Feint", + "source": "CRB" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 246, + "name": "Diplomacy (Cha)", + "entries": [ + "You influence others through negotiation and flattery.", + { + "type": "data", + "tag": "action", + "name": "Gather Information", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 246, + "name": "Sample Gather Information Tasks", + "entries": [ + "{@b Untrained} talk of the town", + "{@b Trained} common rumor", + "{@b Expert} obscure rumor, poorly guarded secret", + "{@b Master} well-guarded or esoteric information", + "{@b Legendary} information known only to an incredibly select few, or only to extraordinary beings" + ] + }, + { + "type": "data", + "tag": "action", + "name": "Make an Impression", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 246, + "name": "Changing Attitudes", + "entries": [ + "Your influence on NPCs is measured with a set of attitudes that reflect how they view your character. These are only a brief summary of a creature's disposition. The GM will supply additional nuance based on the history and beliefs of the characters you're interacting with, and their attitudes can change in accordance with the story.", + "The attitudes are detailed in the Conditions Appendix and are summarized here.", + { + "type": "list", + "items": [ + "{@b {@condition Helpful||Helpful:}} Willing to help you and responds favorably to your requests.", + "{@b {@condition Friendly||Friendly:}} Has a good attitude toward you, but won't necessarily stick their neck out to help you.", + "{@b {@condition Indifferent||Indifferent:}} Doesn't care about you either way. (Most NPCs start out indifferent.)", + "{@b {@condition Unfriendly||Unfriendly:}} Dislikes you and doesn't want to help you.", + "{@b {@condition Hostile||Hostile:}} Actively works against you\u2014and might attack you just because of their dislike." + ] + }, + "No one can ever change the attitude of a player character with these skills. You can roleplay interactions with player characters, and even use {@skill Diplomacy} results if the player wants a mechanical sense of how convincing or charming a character is, but players make the ultimate decisions about how their characters respond." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Request", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h2", + "page": 247, + "name": "Intimidation (Cha)", + "entries": [ + "You bend others to your will using threats.", + { + "type": "data", + "tag": "action", + "name": "Coerce", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Demoralize", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h2", + "page": 247, + "name": "Lore (Int)", + "entries": [ + "You have specialized information on a narrow topic.", + "Lore features many subcategories. You might have Military Lore, Sailing Lore, Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn't increase your proficiency with Sailing Lore, for example.", + "You gain a specific subcategory of the Lore skill from your background. The GM determines what other subcategories they'll allow as Lore skills, though these categories are always less broad than any of the other skills that allow you to Recall Knowledge, and they should never be able to fully or mainly take the place of another skill's {@action Recall Knowledge} action. For instance, Magic Lore wouldn't enable you to recall the same breadth of knowledge covered by {@skill Arcana}, Adventuring Lore wouldn't simply give you all the information an adventurer needs, and Planar Lore would not be sufficient to gain all the information spread across various skills and subcategories such as Heaven Lore.", + "If you have multiple subcategories of Lore that could apply to a check or that would overlap with another skill in the circumstances, you can use the skill with the better skill modifier or the one you would prefer to use. If there's any doubt whether a Lore skill applies to a specific topic or action, the GM decides whether it can be used or not.", + "Even if you're untrained in Lore, you can use it to {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b {@action Recall Knowledge}} about the subject of your Lore skill's subcategory." + ] + }, + { + "type": "pf2-sample-box", + "page": 248, + "name": "Common Lore Categories", + "entries": [ + "You can learn any Lore skill your GM gives you permission to take. The following list covers a wide variety of common Lore topics appropriate for most campaigns. Backgrounds often grant you a Lore from this list.", + { + "type": "list", + "items": [ + "Academia Lore", + "Accounting Lore", + "Architecture Lore", + "Art Lore", + "Circus Lore", + "Engineering Lore", + "Farming Lore", + "Fishing Lore", + "Fortune-Telling Lore", + "Games Lore", + "Genealogy Lore", + "Gladiatorial Lore", + "Guild Lore", + "Heraldry Lore", + "Herbalism Lore", + "Hunting Lore", + "Labor Lore", + "Legal Lore", + "Library Lore", + "Lore about a specific deity ({@deity Abadar|CRB|Golarion} Lore, {@deity Iomedae|CRB|Golarion} Lore, etc.)", + "Lore about a specific creature or narrow category of creatures (Demon Lore, Owlbear Lore, Vampire Lore, etc.)", + "Lore of a specific plane other than the Material Plane,or the plane in which the game is set if not the Material Plane (Abyss Lore, Astral Plane Lore, Heaven Lore, etc.)", + "Lore about a specific settlement (Absalom Lore,Magnimar Lore, etc.)", + "Lore about a specific terrain (Mountain Lore, River Lore, etc.)", + "Lore of a type of food or drink (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, Tea Lore, etc.)", + "Mercantile Lore", + "Midwifery Lore", + "Milling Lore", + "Mining Lore", + "Sailing Lore", + "Scouting Lore", + "Scribing Lore", + "Stabling Lore", + "Tanning Lore", + "Theater Lore", + "Underworld Lore", + "Warfare Lore" + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 248, + "name": "Lore Trained Action", + "entries": [ + "You must be trained in Lore to use it to Earn Income (page 236).", + { + "type": "list", + "items": [ + "{@b {@action Earn Income}} by using your knowledge to practice a trade." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 248, + "name": "Medicine (Wis)", + "entries": [ + "You can patch up wounds and help people recover from diseases and poisons. Even if you're untrained in {@skill Medicine}, you can use it to {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b {@action Recall Knowledge}} about diseases, injuries, poisons, and other ailments. You can use this to perform forensic examinations if you spend 10 minutes (or more, as determined by the GM) checking for evidence such as wound patterns. This is most useful when determining how a body was injured or killed." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Administer First Aid", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 248, + "name": "Medicine Trained Actions", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Treat Disease", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Treat Poison", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Treat Wounds", + "source": "CRB" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 249, + "name": "Nature (Wis)", + "entries": [ + "You know a great deal about the natural world, and you command and train animals and magical beasts. Even if you're untrained in {@skill Nature}, you can use it to {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b {@action Recall Knowledge}} about fauna, flora, geography, weather, the environment, creatures of natural origin (like animals, beasts, fey, and plants), the First World, the Material Plane, and the Elemental Planes." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Command an Animal", + "source": "CRB" + }, + { + "type": "pf2-brown-box", + "page": 249, + "name": "COMMANDED ANIMALS", + "entries": [ + "Issuing commands to an animal doesn't always go smoothly. An animal is an independent creature with limited intelligence. Most animals understand only the simplest instructions, so you might be able to instruct your animal to move to a certain square but not dictate a specific path to get there, or command it to attack a certain creature but not to make its attack nonlethal. The GM decides the specifics of the action your animal uses.", + "The animal does what you commanded as soon as it can, usually as its first action on its next turn. If you successfully commanded it multiple times, it does what you said in order. It forgets all commands beyond what it can accomplish on its turn. If multiple people command the same animal, the GM determines how the animal reacts. The GM might also make the DC higher if someone has already tried to Command the Animal that round." + ] + }, + { + "type": "pf2-h3", + "page": 249, + "name": "Nature Trained Actions", + "entries": [ + "You must be trained in {@skill Nature} to use it for the following general skill actions (page 234).", + { + "type": "list", + "items": [ + "{@b {@action Identify Magic}}, particularly primal magic.", + "{@b {@action Learn a Spell}} from the {@trait primal} tradition." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 249, + "name": "Occultism (Int)", + "entries": [ + "You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you're untrained in {@skill Occultism}, you can use it to {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b {@action Recall Knowledge}} about ancient mysteries; obscure philosophies; creatures of occult significance (like aberrations, spirits, and oozes); and the Positive Energy, Negative Energy, Shadow, Astral, and Ethereal Planes." + ] + }, + { + "type": "pf2-h3", + "page": 249, + "name": "Occultism Trained Actions", + "entries": [ + "You must be trained in {@skill Occultism} to use it for the following general skill actions (page 234).", + { + "type": "list", + "items": [ + "{@b {@action Decipher Writing}} on occult topics, including complex metaphysical systems, syncretic principles, weird philosophies, and incoherent ramblings.", + "{@b {@action Identify Magic}}, particularly occult magic.", + "{@b {@action Learn a Spell}} from the {@trait occult} tradition." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 250, + "name": "Performance (Cha)", + "entries": [ + "You are skilled at a form of performance, using your talents to impress a crowd or make a living.", + { + "type": "pf2-h3", + "page": 250, + "name": "Basic Competence", + "entries": [ + "Some performances require you to be more than just charismatic, and if you don't meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant ability score. For example, if you're dancing and have a negative Dexterity modifier, you might take a penalty to your attempt at dancing.", + "Likewise, if you are orating and have a negative Intelligence modifier, you might have to hope your raw Charisma can overcome the penalties from your intellectual shortcomings\u2014or ask someone to help write your speeches!" + ] + }, + { + "type": "pf2-h3", + "page": 250, + "name": "Performance Traits", + "entries": [ + "When you use an action that utilizes the {@skill Performance} skill, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances, but the most common performancebased traits are listed below.", + { + "type": "table", + "rows": [ + [ + "Performance", + "Additional Traits" + ], + [ + "Act or perform comedy", + "{@trait Auditory}, {@trait linguistic}, and {@trait visual}" + ], + [ + "Dance", + "{@trait Move} and {@trait visual}" + ], + [ + "Play an instrument", + "{@trait Auditory} and {@trait manipulate}" + ], + [ + "Orate or sing", + "{@trait Auditory} and {@trait linguistic}" + ] + ] + } + ] + }, + { + "type": "data", + "tag": "action", + "name": "Perform", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 250, + "name": "Sample Perform Tasks", + "entries": [ + "{@b Untrained} audience of commoners", + "{@b Trained} audience of artisans", + "{@b Expert} audience of merchants or minor nobles", + "{@b Master} audience of high nobility or minor royalty", + "{@b Legendary} audience of major royalty or otherworldly beings" + ] + }, + { + "type": "pf2-h3", + "page": 250, + "name": "Performance Trained Action", + "entries": [ + "You must be trained in {@skill Performance} to use it to Earn Income (page 236).", + { + "type": "list", + "items": [ + "{@b {@action Earn Income}} by staging a performance." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 250, + "name": "Religion (Wis)", + "entries": [ + "The secrets of deities, dogma, faith, and the realms of divine creatures both sublime and sinister are open to you. You also understand how magic works, though your training imparts a religious slant to that knowledge.", + "Even if you're untrained in {@skill Religion}, you can use it to {@action Recall Knowledge}.", + { + "type": "list", + "items": [ + "{@b {@action Recall Knowledge}} about divine agents, the finer points of theology, obscure myths regarding a faith, and creatures of religious significance (like celestials, fiends, and undead), the Outer Sphere, and the Positive and Negative Energy Planes." + ] + }, + { + "type": "pf2-h3", + "page": 250, + "name": "Religion Trained Actions", + "entries": [ + "You must be trained in {@skill Religion} to use it for the following general skill actions (page 234).", + { + "type": "list", + "items": [ + "{@b {@action Decipher Writing}} of a religious nature, including allegories, homilies, and proverbs.", + "{@b {@action Identify Magic}, particularly divine magic.", + "{@b {@action Learn a Spell}} from the {@trait divine} tradition." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 250, + "name": "Society (Int)", + "entries": [ + "You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that knowledge to navigate the complex physical, societal, and economic workings of settlements. Even if you're untrained in Society, you can use it for the following general skill actions (page 234).", + { + "type": "list", + "items": [ + "{@b {@action Recall Knowledge}} about local history, important personalities, legal institutions, societal structure, and humanoid cultures. The GM might allow Society to apply to other creatures that are major elements of society in your region, such as the draconic nobility in a kingdom of humans ruled by dragons.", + "{@b {@action Subsist}} in a settlement by finding shelter, scrounging, or begging for food." + ] + }, + { + "type": "pf2-h3", + "page": 250, + "name": "Society Trained Actions", + "entries": [ + "You must be trained in Society to use it to {@action Decipher Writing}.", + { + "type": "list", + "items": [ + "{@b {@action Decipher Writing}} that's a coded message, text written in an incomplete or archaic form, or in some cases, text in a language you don't know." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Create Forgery", + "source": "CRB" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 251, + "name": "Stealth (Dex)", + "entries": [ + "You are skilled at avoiding detection, allowing you to slip past foes, hide, or conceal an item.", + { + "type": "data", + "tag": "action", + "name": "Conceal an Object", + "source": "CRB" + }, + { + "type": "pf2-brown-box", + "page": 251, + "name": "Being Stealthy", + "entries": [ + "If you want to sneak around when there are creatures that can see you, you can use a combination of {@action Hide} and {@action Sneak} to do so.", + { + "type": "list", + "items": [ + "First, {@action Hide} behind something (either by taking advantage of cover or having the {@condition concealed} condition due to fog, a spell, or a similar effect). A successful {@skill Stealth} check makes you hidden, though the creatures still know roughly where you are.", + "Second, now that you're hidden, you can {@action Sneak}. That means you can move at half your Speed and attempt another {@skill Stealth} check. If it's successful, you're now {@condition undetected}. That means the creatures don't know which square you're in anymore." + ] + }, + "If you were approaching creatures that didn't know you were there, you could begin {@action Sneak|CRB|Sneaking} right away, since they didn't know your location to start with. Some actions can cause you to become {@condition observed} again, but they're mostly what you'd expect: standing out in the open, attacking someone, making a bunch of noise, and so forth. If you {@action Strike} someone after successfully {@action Hide||Hiding} or {@action sneak||Sneaking}, though, they're {@condition flat-footed} to that {@action Strike}.", + "Creatures can try to find you using the {@action Seek} action , described on page 471.", + "Three conditions explain the states of detection. Remember that these conditions are relative to each creature\u2014you can be observed by one creature while hidden to another and undetected by a third.", + { + "type": "pf2-title", + "name": "Observed" + }, + "You're in the creature's clear view.", + { + "type": "pf2-title", + "name": "Hidden" + }, + "The creature knows your location but can't see you.", + { + "type": "pf2-title", + "name": "Undetected" + }, + "The creature doesn't know your location." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Hide", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h2", + "page": 252, + "name": "Survival (Wis)", + "entries": [ + "You are adept at living in the wilderness, foraging for food and building shelter, and with training you discover the secrets of tracking and hiding your trail. Even if you're untrained, you can still use {@skill Survival} to Subsist (page 240).", + { + "type": "list", + "items": [ + "{@b {@action Subsist}} in the wild by foraging for food and building shelter." + ] + }, + { + "type": "data", + "tag": "action", + "name": "Sense Direction", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 252, + "name": "Sense Direction Tasks", + "entries": [ + "{@b Untrained} determine a cardinal direction using the sun", + "{@b Trained} find an overgrown path in a forest", + "{@b Expert} navigate a hedge maze", + "{@b Master} navigate a byzantine labyrinth or relatively featureless desert", + "{@b Legendary} navigate an ever-changing dream realm" + ] + }, + { + "type": "pf2-h3", + "page": 252, + "name": "Survival Trained Actions", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Cover Tracks", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Track", + "source": "CRB" + }, + { + "type": "pf2-sample-box", + "page": 253, + "name": "Sample Track Tasks", + "entries": [ + "{@b Untrained} the path of a large army following a road", + "{@b Trained} relatively fresh tracks of a rampaging bear through the plains", + "{@b Expert} a nimble panther's tracks through a jungle, tracks after the rain", + "{@b Master} tracks after a winter snow, tracks of a mouse or smaller creature, tracks left on surfaces that can't hold prints like bare rock", + "{@b Legendary} old tracks through a windy desert's sands, tracks after a major blizzard or hurricane" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 253, + "name": "Thievery (Dex)", + "entries": [ + "You are trained in a particular set of skills favored by thieves and miscreants.", + { + "type": "data", + "tag": "action", + "name": "Palm an Object", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Steal", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 253, + "name": "Thievery Trained Actions", + "entries": [ + { + "type": "data", + "tag": "action", + "name": "Disable a Device", + "source": "CRB" + }, + { + "type": "data", + "tag": "action", + "name": "Pick a Lock", + "source": "CRB" + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 255, + "name": "Chapter 5: Feats", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 255, + "entries": [ + "{@i All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Abilities that require a degree of training but can be learned by anyone\u2014not only members of certain ancestries or classes\u2014are called general feats.}" + ] + }, + "For most classes, you gain a general feat when you reach 3rd level and every 4 levels thereafter. Each time you gain a general feat, you can select any feat with the general trait whose prerequisites you satisfy.", + "General feats also include a subcategory of skill feats, which expand on what you can accomplish via skills. These feats also have the skill trait. Most characters gain skill feats at 2nd level and every 2 levels thereafter. When you gain a skill feat, you must select a general feat with the skill trait; you can't select a general feat that lacks the skill trait. The level of a skill feat is typically the minimum level at which a character could meet its proficiency prerequisite.", + "Please visit the {@filter feats page|feats||source=CRB} to view all Feats.", + { + "type": "data", + "tag": "table", + "name": "General Feats", + "source": "CRB" + }, + { + "type": "data", + "tag": "table", + "name": "General Skill Feats", + "source": "CRB" + } + ] + }, + { + "type": "section", + "page": 271, + "name": "Chapter 6: Equipment", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 271, + "entries": [ + "{@i To make your mark on the world, you'll need to have the right equipment, including armor, weapons, and other gear. This chapter presents the various equipment that you can purchase during character creation. You can usually find these items for sale in most cities and other large settlements.}" + ] + }, + "Your character starts out with 15 gold pieces (150 silver pieces) to spend on any common items from this chapter. Items with an uncommon rarity can be purchased only if you have special access from abilities you selected during character creation or your GM gives you permission to purchase them.", + "Once you've purchased your starting items, there are three main ways to gain new items and equipment: you can find them during an adventure, make them using the {@skill Crafting} skill, or purchase them from a merchant.", + { + "type": "pf2-h2", + "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\u20131: 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." + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "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 \"\u2014\" 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)" + } + ] + }, + { + "type": "data", + "tag": "table", + "name": "Coin Values", + "source": "CRB" + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "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\u20132: 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 \u201310-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet." + ] + } + ] + }, + { + "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\u2014) 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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" + ] + ] + } + ] + }, + { + "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\u2014roughly 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." + ] + } + ] + }, + { + "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\u2014you'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." + ] + }, + { + "type": "data", + "tag": "table", + "name": "Changing Equipment", + "source": "CRB" + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "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\u2014commonly 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\u2014 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: \u20131 for broken light armor, \u20132 for broken medium armor, or \u20133 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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "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 \u20132 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 + } + }, + { + "type": "pf2-h1", + "page": 274, + "name": "Armor", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 274, + "entries": [ + "{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}" + ] + }, + { + "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" + ] + }, + "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." + ] + }, + { + "type": "pf2-h2", + "page": 274, + "name": "Donning and Removing Armor", + "entries": [ + "Getting in and out of armor is time consuming\u2014so 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." + ] + }, + { + "type": "pf2-h2", + "page": 274, + "name": "Armor Statistics", + "entries": [ + "{@table Unarmored Defense||Table 6\u20133: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6\u20134: 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\u2014unarmored, light armor, medium armor, or heavy armor\u2014indicates which proficiency bonus you use while wearing the armor." + ] + }, + { + "type": "pf2-h3", + "page": 274, + "name": "AC Bonus", + "entries": [ + "This number is the item bonus you add for the armor when determining Armor Class." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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 \u20135 feet, or to a \u20135-foot penalty if the penalty was \u201310 feet)." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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" + } + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h1", + "page": 277, + "name": "Shields", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 277, + "entries": [ + "{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}" + ] + }, + "{@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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "type": "data", + "tag": "table", + "name": "Shields", + "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\u20137: 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\u20137}. These work like other weapons and can even be etched with runes." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h1", + "page": 278, + "name": "Weapons", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 278, + "entries": [ + "{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}" + ] + }, + { + "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" + ] + }, + { + "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" + ] + }, + "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 \u20135 penalty, and any subsequent attacks take a \u201310 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." + ] + } + ] + }, + { + "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" + ] + }, + { + "type": "pf2-inset", + "page": 278, + "entries": [ + "Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties" + ] + }, + "Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.", + "Magic weapons with {@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." + ] + }, + { + "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." + ] + }, + { + "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\u20136: 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." + ] + }, + { + "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 \u20132 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." + ] + }, + { + "type": "pf2-h2", + "page": 279, + "name": "Weapon Statistics", + "entries": [ + "The tables on pages 280 \u2013282 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}}}" + ] + } + ] + }, + { + "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 \u20132 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 \u20132 penalty against a target beyond 60 feet but up to 120 feet away, and a \u20134 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet." + ] + }, + { + "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 \"\u2014\" 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 + } + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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||source=CRB}" + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 283, + "name": "Critical Specialization Effects", + "entries": [ + "Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.", + "{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.", + "{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.", + "{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.", + "{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.", + "{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.", + "{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.", + "{@b Flail:} The target is knocked {@condition prone}.", + "{@b Hammer:} The target is knocked {@condition prone}.", + "{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.", + "{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.", + "{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.", + "{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.", + "{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.", + "{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.", + "{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.", + { + "type": "pf2-h3", + "page": 284, + "name": "Weapon Descriptions", + "entries": [ + "You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}." + ] + } + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h1", + "page": 287, + "name": "Gear", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 287, + "entries": [ + "{@i Your character needs all sorts of items both while exploring and in downtime, ranging from rations to climbing gear to fancy clothing, depending on the situation.}" + ] + }, + { + "type": "pf2-h2", + "page": 287, + "name": "Gear Statistics", + "entries": [ + "{@table Adventuring Gear||Tables 6\u20139} and {@table Uncommon Adventuring Gear||6\u201310} list Price and Bulk entries for a wide variety of gear. Any item with a number after it in parentheses indicates that the item's Price is for the indicated quantity, though the Bulk entry for such an item is the value for only one such item. All items in this chapter are level 0 unless the item name is followed by a higher item level in parentheses.", + { + "type": "pf2-h3", + "page": 287, + "name": "Hands", + "entries": [ + "This lists how many hands it takes to use the item effectively. Most items that require two hands can be carried in only one hand, but you must spend an Interact action to change your grip in order to use the item. The GM may determine that an item is too big to carry in one hand (or even two hands, for particularly large items)." + ] + }, + { + "type": "pf2-h3", + "page": 287, + "name": "Wearing Tools", + "entries": [ + "You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use." + ], + "data": { + "quickref": 2 + } + }, + { + "type": "data", + "tag": "table", + "name": "Adventuring Gear", + "source": "CRB" + }, + { + "type": "data", + "tag": "table", + "name": "Uncommon Adventuring Gear", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h2", + "page": 290, + "name": "Adventuring Gear", + "entries": [ + "These items follow special rules or require more detail.", + "{@b Adventurer's Pack:} This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.", + "The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 {@item torch||torches}, and a waterskin.", + "{@b Alchemist's Tools:} These beakers and chemicals can be used to set up a mobile alchemical laboratory. Expanded alchemist's tools give a +1 item bonus to {@skill Crafting} checks to create alchemical items. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.", + "{@b Artisan's Tools:} You need these tools to create items from raw materials with the Craft skill. Sterling artisan's tools give you a +1 item bonus to the check. Different sets are needed for different work, as determined by the GM; for example, blacksmith's tools differ from woodworker's tools.", + "{@b Backpack:} A backpack holds up to 4 Bulk of items. If you're carrying or stowing the pack rather than wearing it on your back, its bulk is light instead of negligible.", + "{@b Basic Crafter's Book:} This book contains the {@quickref formulas|CRB|1|formulas|0} for {@skill Crafting} the common items in this chapter.", + "{@b Caltrops:} These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. The first creature that moves into that square must succeed at a DC 14 {@skill Acrobatics} check or take 1d4 piercing damage and 1 persistent bleed damage. A creature taking persistent bleed damage from caltrops takes a \u20135-foot penalty to its Speed. Spending an Interact action to pluck the caltrops free reduces the DC to stop the bleeding. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe.", + "Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.", + "{@b Candle:} A lit candle sheds dim light in a 10-foot radius.", + "{@b Chest:} A wooden chest can hold up to 8 Bulk of items.", + "{@b Climbing Kit:} This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you're Climbing, moving half as quickly as usual (minimum 5 feet) but letting you attempt a DC {@flatDC 5} flat check whenever you critically fail to prevent a fall. You gain a +1 item bonus to {@skill Athletics} checks to Climb while using an extreme climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.", + "{@b Clothing:} Ordinary clothing is functional with basic tailoring, such as peasant garb, monk's robes, or work clothes.", + "Explorer's clothing is sturdy enough that it can be reinforced to protect you, even though it isn't a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk's garments, or wizard's robes, as members of all three classes are likely to avoid wearing armor. For more information on explorer's clothing, see pages 275 \u2013276.", + "Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns.", + "You gain a +1 item bonus to checks to Make an Impression on nobility or other upper-class folk while wearing highfashion fine clothing.", + "Winter clothing allows you to negate the damage from severe environmental cold and reduce the damage from extreme cold to that of severe cold.", + "{@b Compass:} A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a \u20132 item penalty to these checks (similar to using a shoddy item).", + "A lensatic compass gives you a +1 item bonus to these checks.", + "{@b Crowbar:} When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a \u20132 item penalty to the {@skill Athletics} check to Force Open (similar to using a shoddy item). A levered crowbar grants you a +1 item bonus to {@skill Athletics} checks to Force Open anything that can be pried open.", + "{@b Disguise Kit:} This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the {@skill Deception} skill.", + "An elite disguise kit adds a +1 item bonus to relevant checks. If you've crafted a large number of disguises, you can replenish your cosmetics supply with replacement cosmetics suitable for the type of your disguise kit.", + "{@b Fishing Tackle:} This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Professional fishing tackle grants a +1 item bonus to checks to fish.", + "{@b Flint and Steel:} Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.", + "{@b Formula Book:} A formula book holds the formulas necessary to make items other than the common equipment from this chapter; alchemists typically get one for free. Each formula book can hold the formulas for up to 100 different items. Formulas can also appear on parchment sheets, tablets, and almost any other medium; there's no need for you to copy them into a specific book as long as you can keep them on hand to reference them.", + "{@b Grappling Hook:} You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you're partway up.", + "{@b Healer's Tools:} This kit of bandages, herbs, and suturing tools is necessary for {@skill Medicine} checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds.", + "Expanded healer's tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.", + "{@b Holly and Mistletoe:} Plants of supernatural significance provide a primal focus for primal spellcasters, such as druids, when using certain abilities and casting some spells.", + "A bundle of holly and mistletoe must be held in one hand to use it. Other primal foci exist for druids focused on other aspects of nature.", + "{@b Lantern:} A lantern sheds bright light and requires 1 pint of oil to function for 6 hours.", + "A bull's-eye lantern emits its light in a 60-foot cone (and dim light in the next 60 feet).", + "A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light.", + "Closing or opening the shutters takes an Interact action.", + "{@b Lock:} Picking a poor lock requires two successful DC 15 {@skill Thievery} checks, a simple lock requires three successful DC 20 {@skill Thievery} checks, an average lock requires four successes at DC 25, a good lock requires five successes at DC 30, and a superior lock six successes at DC 40.", + "{@b Magnifying Glass:} This quality handheld lens gives you a +1 item bonus to {@skill Perception} checks to notice minute details of documents, fabric, and the like.", + "{@b Manacles:} You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10\u201330 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a \u201315-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC {@flatDC 5} flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 {@skill Thievery} checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.", + "{@b Material Component Pouch:} This pouch contains material components for those spells that require them.", + "Though the components are used up over time, you can refill spent components during your daily preparations.", + "{@b Musical Instrument:} Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and viols, flutes and recorders, small harps, lutes, trumpets, and similarly sized instruments. The GM might rule that an especially large handheld instrument (like a tuba) has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable and generally need to be stationary while played.", + "A virtuoso instrument gives a +1 item bonus to {@skill Performance} checks using that instrument.", + "{@b Oil:} You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil, then throw it with another action as a ranged attack. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC {@flatDC 10} flat check for the oil to ignite successfully when it hits.", + "If the oil ignites, the target takes {@dice 1d6} fire damage.", + "{@b Piton:} These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.", + "{@b Religious Symbol:} This piece of wood or silver is emblazoned with an image representing a deity. Some divine spellcasters, such as clerics, can use a religious symbol of their deity as a divine focus to use certain abilities and cast some spells. A religious symbol must be held in one hand to use it.", + "{@b Religious Text:} This manuscript contains scripture of a particular religion. Some divine spellcasters, such as clerics, can use a religious text as a divine focus to use certain abilities and cast some spells. A religious text must be held in one hand to use it.", + "{@b Repair Kit:} A repair kit allows you to perform simple repairs while traveling.", + "It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the {@skill Crafting} skill. A superb repair kit gives you a +1 item bonus to the check.", + "{@b Sack:} A sack can hold up to 8 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but must use two hands to transfer items in and out.", + "{@b Saddlebags:} Saddlebags come in a pair. Each can hold up to 3 Bulk of items. The Bulk value given is for saddlebags worn by a mount. If you are carrying or stowing saddlebags, they count as 1 Bulk instead of light Bulk.", + "{@b Scholarly Journal:} Scholarly journals are uncommon.", + "Each scholarly journal is a folio on a very specific topic, such as vampires or the history of a single town or neighborhood of a city. If you spend 1 minute referencing an academic journal before attempting a skill check to {@action Recall Knowledge} about the subject, you gain a +1 item bonus to the check. A compendium of journals costs five times as much as a single journal and requires both hands to use; each compendium contains several journals and grants its bonus on a broader topic, such as all undead or a whole city. The GM determines what scholarly journals are available in any location.", + "{@b Signal Whistle:} When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.", + "{@b Snare Kit:} This kit contains tools and materials for creating snares. A snare kit allows you to Craft snares using the {@skill Crafting} skill. A specialist snare kit gives you a +1 item bonus to the check.", + "{@b Spellbook:} A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.", + "{@b Spyglass:} A typical spyglass lets you see eight times farther than normal. A fine spyglass adds a +1 item bonus to {@skill Perception} checks to notice details at a distance.", + "{@b Survey Map:} Maps are uncommon.", + "Most maps you can find are simple and functional. A survey map details a single location in excellent detail. One of these maps gives you a +1 item bonus to {@skill Survival} checks and any skill checks to Recall Knowledge, provided the checks are related to the location detailed on the map.", + "Maps sometimes come in atlases, containing a number of maps of the same quality, often on similar topics. An atlas costs five times as much as a single map and requires both hands to use. The GM determines what maps are available in any location.", + "{@b Tack:} Tack includes all the gear required to outfit a riding animal, including a saddle, bit and bridle, and stirrups if necessary. Especially large or oddly shaped animals might require specialty saddles. These can be more expensive or hard to find, as determined by the GM. The Bulk value given is for tack worn by a creature.", + "If carried, the Bulk increases to 2.", + "{@b Ten-Foot Pole:} When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.", + "{@b Thieves' Tools:} You need thieves' tools to Pick Locks or Disable Devices (of some types) using the {@skill Thievery} skill.", + "Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices. If your thieves' tools are broken, you can repair them by replacing the lock picks with replacement picks appropriate to your tools; this doesn't require using the Repair action.", + "{@b Tool:} This entry is a catchall for basic hand tools that don't have a specific adventuring purpose. A hoe, shovel, or sledgehammer is a long tool, and a hand drill, ice hook, or trowel is a short tool. A tool can usually be used as an improvised weapon, dealing 1d4 damage for a short tool or 1d6 for a long tool. The GM determines the damage type that's appropriate or adjusts the damage if needed.", + "{@b Torch:} A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.", + "{@b Waterskin:} When it's full, a waterskin has 1 Bulk and contains roughly 1 day's worth of water for a Small or Medium creature.", + "{@b Writing Set:} Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal. If you've written a large amount, you can refill your kit with extra ink and paper." + ] + }, + { + "type": "pf2-h2", + "page": 289, + "name": "Class Kits", + "entries": [ + "If you want to quickly decide how to spend your starting money on what your class needs, start with one of these kits. Note than an adventurer's pack, which is included in each kit, contains a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 {@item torch||torches}, and a waterskin.", + { + "type": "pf2-h3", + "page": 289, + "name": "Alchemist", + "entries": [ + "{@b Price} 9 gp, 6 sp; {@b Bulk} 4 Bulk, 6 light;", + "{@b Money Left Over} 5 gp, 4 sp", + "{@b Armor} studded leather armor", + "{@b Weapons} dagger, sling with 20 sling bullets", + "{@b Gear} adventurer's pack, alchemist's tools, bandolier, basic crafter's book, 2 sets of caltrops, sheath", + "{@b Options} repair kit (2 gp)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Barbarian", + "entries": [ + "{@b Price} 3 gp, 2 sp; {@b Bulk} 3 Bulk, 5 light; {@b Money Left Over} 11 gp, 8 sp {@b Armor} hide armor {@b Weapons} 4 javelins {@b Gear} adventurer's pack, grappling hook, 2 sheaths {@b Options} greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battle axe and steel shield (3 gp)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Bard", + "entries": [ + "{@b Price} 6 gp, 8 sp; {@b Bulk} 4 Bulk, 3 light; {@b Money Left Over} 8 gp, 2 sp {@b Armor} studded leather armor {@b Weapons} dagger, rapier, sling with 20 sling bullets {@b Gear} adventurer's pack, bandolier, handheld instrument, sheath" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Champion", + "entries": [ + "{@b Price} 3 gp, 8 sp; {@b Bulk} 3 Bulk, 7 light; {@b Money Left Over} 11 gp, 2 sp {@b Armor} hide armor {@b Weapons} dagger, 4 javelins {@b Gear} adventurer's pack, crowbar, grappling hook, sheath {@b Options} your deity's favored weapon (see the deity entries on pages 437\u2013441; use the Price listed in this chapter)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Cleric", + "entries": [ + "{@b Price} 1 gp 5 sp; {@b Bulk} 1 Bulk, 3 light; {@b Money Left Over} 13 gp {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, religious symbol (wooden) {@b Options} your deity's favored weapon (see the deity entries on pages 437\u2013441; use the Price listed in this chapter), hide armor (2 gp)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Druid", + "entries": [ + "{@b Price} 3 gp, 7 sp; {@b Bulk} 4 Bulk, 4 light; {@b Money Left Over} 11 gp, 3 sp {@b Armor} leather armor {@b Weapons} 4 javelins, longspear {@b Gear} adventurer's pack, bandolier, holly and mistletoe {@b Options} healer's tools (5 gp)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Fighter", + "entries": [ + "{@b Price} 3 gp; {@b Bulk} 3 Bulk, 2 light; {@b Left Over} 12 gp {@b Armor} hide armor {@b Weapons} dagger {@b Gear} adventurer's pack, grappling hook, sheath {@b Options} greatsword (2 gp), longbow with 20 arrows (6 gp, 2 sp), or longsword and steel shield (3 gp)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Monk", + "entries": [ + "{@b Price} 4 gp, 9 sp; {@b Bulk} 4 Bulk, 2 light; {@b Money Left Over} 10 gp, 2 sp {@b Weapons} longspear, staff {@b Gear} adventurer's pack, bandolier, climbing kit, grappling hook, lesser smokestick" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Ranger", + "entries": [ + "{@b Price} 9 gp, 1 sp; {@b Bulk} 3 Bulk, 3 light; {@b Money Left Over} 5 gp, 9 sp {@b Armor} leather armor {@b Weapons} dagger, longbow with 20 arrows {@b Gear} adventurer's pack, sheath" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Rogue", + "entries": [ + "{@b Price} 5 gp, 4 sp; {@b Bulk} 4 Bulk, 1 light; {@b Money Left Over} 9 gp, 6 sp {@b Armor} leather armor {@b Weapons} dagger, rapier {@b Gear} adventurer's pack, climbing kit, sheath {@b Options} thieves' tools (3 gp)" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Sorcerer", + "entries": [ + "{@b Price} 1 gp, 6 sp; {@b Bulk} 1 Bulk, 6 light; {@b Money Left Over} 12 gp, 9 sp {@b Weapons} dagger, slingshot with 20 sling bullets {@b Gear} adventurer's pack, bandolier, 2 sets of caltrops, sheath" + ] + }, + { + "type": "pf2-h3", + "page": 289, + "name": "Wizard", + "entries": [ + "{@b Price} 1 gp, 2 sp; {@b Bulk} 2 Bulk, 2 light; {@b Money Left Over} 11 gp, 8 sp {@b Weapons} staff {@b Gear} adventurer's pack, material component pouch, writing set {@b Options} crossbow with 20 bolts (3 gp, 2 sp)" + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 292, + "name": "Alchemical Gear", + "entries": [ + "The items listed on Table 6\u201311 are the most widely available alchemical items from Chapter 11, which a 1st-level character could likely access. The descriptions below are incomplete; each item's full entry appears in Chapter 11 on the page listed in the table. Your GM might allow you to start with other alchemical items from Chapter 11 on a case-by-case basis.", + { + "type": "data", + "tag": "table", + "name": "Alchemical Gear", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 292, + "name": "Alchemical Bombs", + "entries": [ + "Alchemical bombs are consumable weapons that deal damage or produce special effects, and they sometimes deal splash damage. For more on alchemical bombs, see page 544.", + "{@b Lesser Acid Flask:} This alchemical bomb deals 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage.", + "{@b Lesser Alchemist's Fire:} This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.", + "{@b Lesser Bottled Lightning:} This alchemical bomb deals 1d6 electricity damage and 1 electricity splash damage, and it makes the target {@condition flat-footed}.", + "{@b Lesser Frost Vial:} This alchemical bomb deals 1d6 cold damage and 1 cold splash damage, and it gives the target a \u20135-foot status penalty to its Speeds until the end of its next turn.", + "{@b Lesser Tanglefoot Bag:} This alchemical bomb gives the target a \u201310-foot status penalty to its Speeds for 1 minute, and the target is immobilized on a critical hit unless it {@action Escape||Escapes}.", + "{@b Lesser Thunderstone:} This alchemical bomb deals {@damage 1d4} sonic damage and 1 sonic splash damage, and any creature within 10 feet that fails a DC 17 Fortitude save is deafened until the end of its turn." + ] + }, + { + "type": "pf2-h3", + "page": 292, + "name": "Elixirs", + "entries": [ + "Elixirs are alchemical items you drink to gain various unusual effects. For more on elixirs, see page 546.", + "{@b Lesser Antidote:} After drinking a lesser antidote, you gain a +2 item bonus to Fortitude saves against poison for 6 hours.", + "{@b Lesser Antiplague:} After drinking a lesser antiplague, you gain a +2 item bonus to Fortitude saves against disease for 24 hours, including your saves against diseases' progression.", + "{@b Lesser Elixir of Life:} Drinking a lesser elixir of life restores 1d6 Hit Points and grants a +1 item bonus to saving throws against diseases and poisons for 10 minutes." + ] + }, + { + "type": "pf2-h3", + "page": 292, + "name": "Alchemical Tools", + "entries": [ + "Alchemical tools are a type of alchemical item you use, rather than drink or throw. For more on alchemical tools, see page 564.", + "{@b Smokestick:} You create a 5-foot radius smokescreen for 1 minute.", + "{@b Sunrod:} You can strike a sunrod on a hard surface as an Interact action to cause it to shed bright light in a 20-foot radius (dim light in the next 20 feet) for 6 hours.", + "{@b Tindertwig:} You can use a tindertwig to ignite something flammable with a single Interact action, faster than with flint and steel." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 293, + "name": "Magical Gear", + "entries": [ + "The items on Table 6\u201312 are the magic items from Chapter 11 that a 1st-level character could most frequently access. The descriptions below are incomplete; the items' full entries appear in Chapter 11 on the pages listed in the table. Your GM might allow you to start with other magic items from Chapter 11 on a case-by-case basis.", + { + "type": "data", + "tag": "table", + "name": "Magical Gear", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 293, + "name": "Consumable Magic Items", + "entries": [ + "You can typically purchase {@item holy water||holy} and {@item unholy water} in a settlement. Particularly good settlements tend to ban {@item unholy water} and evil settlements tend to ban {@item holy water}.", + "{@b Holy Water:} You can throw {@item holy water} like a bomb, dealing {@dice 1d6} good damage and 1 good splash damage to {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}, and {@filter other creatures weak to good damage|bestiary||weaknesses=good}.", + "{@b Unholy Water:} You can throw {@item unholy water} like a bomb, dealing {@dice 1d6} evil damage and 1 evil splash damage to {@filter celestials|bestiary||creature type=celestial} and {@filter other creatures weak to evil damage|bestiary||weaknesses=evil}." + ] + }, + { + "type": "pf2-h3", + "page": 293, + "name": "Potions", + "entries": [ + "Potions are magic items you drink to gain a variety of benefits. For more on potions, see page 562." + ] + }, + { + "type": "pf2-h3", + "page": 293, + "name": "Scrolls", + "entries": [ + "Scrolls are magical scriptures that hold the necessary magic to cast a particular spell without using your spell slots.", + "The Price listed in the table is for a scroll with a common 1st-level spell. For more on scrolls, see page 564." + ] + }, + { + "type": "pf2-h3", + "page": 293, + "name": "Talismans", + "entries": [ + "A talisman is a special, single-use item you affix to your armor, a weapon, or elsewhere, allowing you to activate the talisman later for a special benefit. For more on talismans, see page 565.", + "{@b Potency Crystal:} When you affix the crystal to a weapon and activate it, this talisman empowers the weapon for the rest of the turn, granting it a +1 item bonus to attack rolls and a second weapon damage die." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 293, + "name": "Formulas", + "entries": [ + "Formulas are instructions for making items with the {@action Craft} activity. You can usually read a formula as long as you can read the language it's written in, though you might lack the skill to {@action Craft} the item. Often, alchemists and crafting guilds use obscure languages or create codes to protect their formulas from rivals.", + "You can buy common formulas at the Price listed on {@table formulas||Table 6\u201313}, 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\u2014if 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.}" + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 294, + "name": "Services", + "entries": [ + "The services listed on {@table Basic Services and Consumables||Table 6\u201314} 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." + ] + }, + { + "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\u201314. Arranging transportation into dangerous lands can be more expensive or impossible." + ] + }, + { + "type": "pf2-h3", + "page": 294, + "name": "Spellcasting", + "entries": [ + "Spellcasting services, listed on {@table Spellcasting Services||Table 6\u201315}, 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" + } + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 294, + "name": "Cost of Living", + "entries": [ + "{@table Cost of Living||Table 6\u201316} shows how much it costs to get by. This covers room and board, dues, taxes, and other fees.", + { + "type": "data", + "tag": "table", + "name": "Cost of Living", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h2", + "page": 294, + "name": "Animals", + "entries": [ + "The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.", + "Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.", + { + "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\u201318}). 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" + } + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 295, + "name": "Items and Sizes", + "entries": [ + "The Bulk rules in this chapter are for {@trait Small} and {@trait Medium} creatures, as the items are made for creatures of those sizes. Large creatures can carry more, and smaller creatures can carry less, as noted on {@table Bulk Conversions||Table 6\u201319}.", + "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\u201319}, {@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\u2014a {@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" + } + ] + }, + { + "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 \u201320} 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 \u201320}, then use the formula in the precious material's entry to determine the item's Price. See page 578 for more information." + ] + } + ], + "data": { + "quickref": 2 + } + } + ] + } + ] + }, + { + "type": "section", + "page": 297, + "name": "Chapter 7: Spells", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 297, + "entries": [ + "{@i Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. This chapter explains how spells work and how spellcasters prepare and cast their spells.}" + ] + }, + "With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals.", + { + "type": "pf2-h2", + "page": 297, + "name": "Tradition and School", + "entries": [ + "The fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. A spell's magical tradition can vary, because many spells can be cast using different traditions. A spell's school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment spells can change thoughts, and evocation spells can create blasts of fire.", + { + "type": "pf2-sidebar", + "page": 297, + "name": "Spellbooks", + "entries": [ + "Carefully maintained and jealously guarded, there are few things more valuable to a wizard than a spellbook. These repositories of magical lore are often trapped and warded to ensure that no one meddles with the secrets inside.", + "Although spellbooks play a central role in a wizard's daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 297, + "name": "Magical Schools", + "entries": [ + "All spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic.", + { + "type": "pf2-h3", + "page": 297, + "name": "Abjuration", + "entries": [ + "Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers." + ] + }, + { + "type": "pf2-h3", + "page": 297, + "name": "Conjuration", + "entries": [ + "Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.", + "Conjuration spells often have the teleportation trait, and the creatures summoned by conjuration spells have the summoned trait." + ] + }, + { + "type": "pf2-h3", + "page": 297, + "name": "Divination", + "entries": [ + "Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.", + "Divinations often have the detection trait if they find something, the prediction trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location." + ] + }, + { + "type": "pf2-h3", + "page": 297, + "name": "Enchantment", + "entries": [ + "Enchantments affect the minds and emotions of other creatures\u2014sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the mental trait, and many have the emotion trait or the fear trait." + ] + }, + { + "type": "pf2-h3", + "page": 298, + "name": "Evocation", + "entries": [ + "Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or sonic." + ] + }, + { + "type": "pf2-h3", + "page": 298, + "name": "Illusion", + "entries": [ + "Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the mental trait, and depending on how the illusion is perceived, they might also have the auditory or visual trait." + ] + }, + { + "type": "pf2-brown-box", + "page": 298, + "name": "Disbelieving Illusions", + "entries": [ + "Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).", + "If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.." + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h3", + "page": 298, + "name": "Necromancy", + "entries": [ + "Necromancy spells harness the power of life and death.", + "They can sap life essence or sustain creatures with life-saving healing. Necromancy spells often have the curse, death, healing, negative, or positive traits." + ] + }, + { + "type": "pf2-h3", + "page": 298, + "name": "Transmutation", + "entries": [ + "Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells." + ] + }, + { + "type": "pf2-brown-box", + "page": 298, + "name": "Spell Attack Roll and Spell DC", + "entries": [ + "Many spells allow creatures to defend themselves using either their AC or a saving throw. Two statistics govern how potent your spells are against these defenses: your spell attack roll and your spell DC. When recording these on your character sheet, add together only the numbers that always apply\u2014usually just your ability modifier and proficiency bonus.", + "{@c {@b Spell attack roll = your spellcasting ability modifier + proficiency bonus + other bonuses + penalties}}", + "{@c {@b Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties}}", + "A spell attack roll is like other attack rolls, so any bonuses or penalties that apply to all your attack rolls should be included in your calculation. For instance, the +1 status bonus from the {@spell bless} spell would benefit your spell ray just like it could an arrow. However, note that the spell attack roll doesn't gain any bonuses or penalties that apply specifically to weapon attacks or unarmed attacks. The multiple attack penalty applies to spell attacks, so it's usually a bad idea to cast a spell that has a spell attack roll if you've already made an attack that turn.", + "As with other checks and DCs, bonuses can increase the result of your spell attack roll or your spell DC, and penalties can decrease the result of your spell attack roll or your spell DC. See pages 444\u2013445 in Chapter 9: Playing the Game for more information about modifiers, bonuses, and penalties." + ] + } + ] + }, + { + "type": "pf2-h2", + "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\u2014such as a cleric, druid, or wizard\u2014you 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." + ] + }, + { + "type": "pf2-h3", + "page": 298, + "name": "Spontaneous Spells", + "entries": [ + "If you're a spontaneous spellcaster\u2014such as a bard or a sorcerer\u2014you 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." + ] + }, + { + "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." + ] + ] + } + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + ] + } + ] + } + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-brown-box", + "page": 301, + "name": "Other Spell Traits", + "entries": [ + "Some spells and effects have traits such as \"mental\" or \"good.\" These tell you more about the spell and how it works, and other rules might reference them. A creature might, for example, have a \u20132 circumstance penalty to saving throws against mental effects. Below is a glossary of a few traits you might see with important rules.", + { + "type": "pf2-title", + "name": "Auditory" + }, + "Auditory spells rely on sound. A spell with the auditory trait has its effect only if the target can hear it. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect makes sound.", + { + "type": "pf2-title", + "name": "Darkness and Light" + }, + "Effects with the darkness and light traits interact in specific ways. Non-magical light always shines in non-magical darkness and always fails to shine in magical darkness.", + "Magical light always shines in non-magical darkness but shines in magical darkness only if the light spell has a higher level than that of the darkness effect. Spells with the darkness trait or the light trait can always counteract one another, but bringing light and darkness into contact doesn't automatically do so. You must usually cast a light spell on a darkness effect directly to counteract it (and vice versa), but some spells automatically attempt to counteract opposing effects.", + { + "type": "pf2-title", + "name": "Incapacitation" + }, + "An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's level treats the result of their check to prevent being incapacitated as one degree of success better or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.", + { + "type": "pf2-title", + "name": "Minion" + }, + "Minions are creatures that directly serve another creature. A creature with this trait can use only 2 actions per turn and can't use reactions. Your minion acts on your turn in combat, once per turn, when you spend an action to issue it commands. For an animal companion, you Command an Animal; for a minion that's a spell or magic item effect like a summoned minion you Sustain a Spell or Sustain an Activation; and if not otherwise specified, you issue a verbal command, which is a single action with the auditory and {@trait concentrate}s. If given no commands, by default minions use no actions except to defend themselves or to escape obvious harm. If left unattended for long enough, typically 1 minute, mindless minions usually don't act, animals often indulge their creature comforts, and sapient minions act how they please.", + { + "type": "pf2-title", + "name": "Morph" + }, + "Spells that slightly alter a creature's form have the morph trait. Any Strikes specifically granted by a morph effect are magical. You can be affected by multiple morph spells at once, but if you morph the same body part more than once, the second morph effect attempts to counteract the first (in the same manner as two polymorph effects, described below).", + "Your morph effects might also end if you are polymorphed and the polymorph effect invalidates or overrides your morph effect. For instance, a morph that gave you wings would be dismissed if you polymorphed into a form that had wings of its own (though if your new form lacked wings, you'd keep the wings from your morph). The GM determines which morph effects can be used together and which can't.", + { + "type": "pf2-title", + "name": "Polymorph" + }, + "These effects transform the target into a new form. A target can't be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.", + "If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items.", + { + "type": "pf2-title", + "name": "Summoned" + }, + "A creature called by a conjuration spell or effect gains the summoned trait. A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost. It has the minion trait. If it tries to cast a spell of equal or higher level than the spell that summoned it, the spell fails and the summon spell ends. Otherwise, it uses the standard abilities for a creature of its kind. It generally attacks your enemies to the best of its abilities. If you can communicate with it, you can attempt to command it, but the GM determines the degree to which it follows your commands.", + "Immediately when you finish {@action Cast a Spell||Casting the Spell}, the summoned creature uses its 2 actions for that turn.", + "Summoned creatures can be banished by various spells and effects. They are automatically banished if reduced to 0 Hit Points or if the spell that called them ends.", + { + "type": "pf2-title", + "name": "Visual" + }, + "A visual spell can affect only creatures that can see it." + ] + }, + { + "type": "pf2-h2", + "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\u2014you 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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\u2014usually once per day\u2014and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.", + "You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.", + "If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.", + "You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell." + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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)." + ] + }, + { + "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)." + ] + }, + { + "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." + ] + }, + { + "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}." + ] + }, + { + "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} 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." + ] + } + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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." + ] + }, + { + "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." + ] + }, + { + "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\u2013467. 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)." + ] + }, + { + "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}." + ] + } + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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" + } + ] + }, + { + "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." + ] + }, + { + "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" + } + ] + } + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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." + ] + } + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "page": 305, + "name": "Identifying Spells", + "entries": [ + "Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.", + "If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast." + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "page": 305, + "name": "Counteracting", + "entries": [ + "Some spells, such as {@spell dispel magic}, can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a {@quickref counteract|CRB|3|counteracting} check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls." + ] + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "page": 305, + "name": "Setting Triggers", + "entries": [ + "If a spell is meant to respond only to certain events or under certain conditions\u2014such as {@spell magic mouth}\u2014it 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 + } + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "page": 306, + "name": "Reading Spells", + "entries": [ + "Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level." + ], + "data": { + "quickref": 3 + } + }, + { + "type": "pf2-h2", + "page": 307, + "name": "Spell Lists", + "entries": [ + "These lists include the spells for each tradition, including cantrips. (Focus spells appear on pages 386\u2013407.) A superscript \"H\" indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates a spell's school." + ] + }, + { + "type": "pf2-h2", + "page": 316, + "name": "Spell Descriptions", + "entries": [ + "{@note Please visit the {@filter spells page|spells||source=CRB|spell type=spell} to view all Spells.}", + { + "type": "pf2-brown-box", + "page": 323, + "name": "MAGIC AND MORALITY", + "entries": [ + "While magic allows you to perform wondrous acts in the game, it can be used for terrible purposes. While some spells are obviously vile or have the evil trait and a direct connection to the profane, other spells can be used for good or ill. Using magic does not free you from the morality of the outcome.", + "Nowhere is this more true than when it comes to enchantment spells, especially those used to compel a character to do something. These spells can remove the power of choice from a character and can very easily be used in ways that are evil. Dominating an ogre and forcing him to abandon his guard post is not necessarily evil, but using that same spell to force a merchant to give you all of his wares certainly is. Using a spell for an evil purpose can cause a player character's alignment to shift to evil, with the ultimate judgment of whether a player is using a spell for an evil purpose left up to the GM.", + "Regardless of in-game effects, all players should take care when using such spells. These effects can negatively affect people at the table, as they might create situations that echo truly awful experiences players might have had, creating uncomfortable or hostile environments.", + "Players and GMs should work to prevent these situations so everyone can focus on having fun at the table." + ] + } + ] + }, + { + "type": "pf2-h1", + "page": 323, + "name": "Focus Spells", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 323, + "entries": [ + "{@i Some classes gain special spells that they cast using Focus Points instead of spell slots. These focus spells are listed below, organized by class. The full rules for casting focus spells appear on page 300.}" + ] + }, + "{@note Please visit the {@filter spells page|spells||source=CRB|spell type=focus spell} to view all Focus Spells.}" + ] + }, + { + "type": "pf2-h1", + "page": 408, + "name": "Rituals", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 408, + "entries": [ + "{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}" + ] + }, + { + "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\u2014albeit risky\u2014to 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." + ] + }, + { + "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\u20131}." + ] + }, + { + "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." + ] + }, + { + "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" + } + ] + } + ], + "data": { + "quickrefIndex": true + } + }, + { + "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 \u20134 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 + } + }, + { + "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 + } + }, + { + "type": "pf2-h2", + "page": 409, + "name": "Rituals", + "entries": [ + "{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}" + ] + } + ], + "data": { + "quickref": 3 + } + } + ] + }, + { + "type": "section", + "page": 417, + "name": "Chapter 8: The Age of Lost Omens", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 417, + "entries": [ + "{@i Ten thousand years ago, the world of Golarion came close to ending. Earthfall, as this extinction-level event came to be known, saw the world pummeled by a shower of falling stars that sank continents, hollowed out new seas, and destroyed civilizations. It took centuries for the world to recover, and centuries more for society to rebuild, but recover it did.}" + ] + }, + "Dwarves ascended to the surface from the underground reaches of the Darklands in their legendary Quest for Sky, elves returned from the neighboring planet of Castrovel via a network of portals to reclaim their lands and traditions, and gnomes from the mysterious First World sought shelter from a now-forgotten terror. Survivors from other ancestries who had sheltered through the terror and destruction of Earthfall emerged during the Age of Darkness to reclaim their ancestral lands, from scrappy goblin tribes with a knack for surviving despite all odds against them to industrious halflings who emerged from the ruins to found societies of their own.", + "But humanity made the most astounding recovery. Less than 2,000 years after the near-extinction from Earthfall, the Age of Destiny saw the rise of many new human empires throughout the world. Humanity built wondrous structures, and its schools relearned magic that had been thought lost. Among these human nations walked a man named Aroden\u2014an immortal survivor of the devastation of Earthfall. Aroden had long since cultivated a following of loyal subjects who regarded him with awe, for immortality was but one of the wonders he'd achieved. Greatest among these was his discovery of a shard of potent magic known today as the {@i Starstone}, a fragment from the stars that fell during Earthfall, which had lodged at the bottom of the Inner Sea. Contact with this alien artifact assailed Aroden with phantasmagoric visions, subjected him to a series of deadly martial trials, and posed exhausting moral quandaries that challenged his limits more than any of the arduous experiences he had yet endured. He emerged from this test a living god, and his first divine act was to raise the {@i Starstone} and the mass of land on which it had lain from the bottom of the sea to form the Isle of Kortos\u2014also known as Starstone Isle\u2014where he then established the city of Absalom.", + "In the centuries to follow, Absalom grew into one of the largest cities in the world, and Aroden's legacy grew alongside it. As the millennia passed, his attentions increasingly turned away from the concerns of the Inner Sea's inhabitants to otherworldly matters beyond mortal ken, but prophecy spoke of a time when he would return to Golarion and lead humanity triumphantly into an Age of Glory. As the time of Aroden's return drew near, entire nations undertook monumental preparations to welcome him back to Golarion.", + "But instead, Aroden died, and with him the reliability of prophecy as well.", + "Golarion was wracked by storms, war, and supernatural devastation as the god's death marked the beginning of a new age\u2014a time of uncertainty, but also a time of opportunity. This is the Age of Lost Omens, an age in need of heroes like never before.", + { + "type": "pf2-h2", + "page": 418, + "name": "Beyond the Inner Sea", + "entries": [ + "The Inner Sea region consists of the continent of Avistan and the northern portion of the continent of Garund, but it is only one part of a much larger world. Garund itself extends further south, and its southern reaches are home to several unique ancestries and cultures. As one travels east from the Inner Sea, the vast expanse of the continent of Casmaron stretches beyond the horizon.", + "With the immense inland Castrovin Sea at its heart, Casmaron is the largest of Golarion's continents and home to some of its oldest and most successful empires.", + "Farther east of Casmaron lies the continent of Tian Xia, a region often called the Dragon Empires. The northern section of Tian Xia connects to Golarion's northernmost continent, a frozen reach known as the Crown of the World. This continent forms a bridge between Tian Xia and Avistan over the north pole. South of Tian Xia lies the mysterious continent of Sarusan, of which little is known due to the powerful storms and vexing currents that shroud its shores. Heading west from the Inner Sea region, sailors encounter the shattered remnants of lost Azlant, a ruined continent that hosted one of humanity's first empires until it was destroyed during Earthfall.", + "Sailing farther west from these ruins eventually leads to the shores of Arcadia, a land with unusual magical traditions and powerful nations of its own. And beneath all of these lands, carved into the planet's very crust, lie the twisting tunnels of the tripartite underground realm known collectively as the Darklands, which houses great horrors and dangers but equally great opportunities for triumph and treasure.", + "In addition, Golarion is but one of 11 worlds that orbit its sun. To the vast majority of the planet's denizens, the other 11 worlds are little more than points of light in the sky, but these worlds are not so distant as one might expect. The planets of Akiton and Castrovel are Golarion's closest neighbors. Travelers from both have visited and in some cases settled on Golarion, most notably elves, who originally hail from Castrovel.", + "Even the farthest planet, remote Aucturn, has influenced Golarion, with its alien inhabitants exerting a sinister touch on the world that recently put the entire planet in peril. The wise thus do not discount the dangers and wonders that dwell on other planets of Golarion's solar system." + ] + }, + { + "type": "pf2-h2", + "page": 418, + "name": "The Great Beyond", + "entries": [ + "Countless planets lie beyond Golarion's solar system, but even these myriad worlds of the universe, known as the Material Plane, are but a fragment compared to what lies in the multiverse beyond. Other planes of existence and strange dimensions wrap this reality in a series of layered, nested spheres, known collectively as the Great Beyond. This model of reality is as much a metaphor for concepts that mortal minds have difficulty grasping as a physical description, for within the Great Beyond, anything is possible.", + { + "type": "pf2-h3", + "page": 419, + "name": "Inner Sphere", + "entries": [ + "The core of the multiverse is the Inner Sphere. Here, the vast expanse of the Material Plane and its countless worlds can be found. The Elemental Planes surround the Material Plane like layered shells, with the Plane of Air on the inside, transitioning to the Plane of Water, then to the Plane of Earth, and finally to the Plane of Fire, in something of a reversal of order in which these elements most often appear on habitable planets. The planes of Positive and Negative Energy are also within the Inner Sphere, their opposing nodes of life and death, creation and destruction, light and dark forming the start and the end of all existence." + ] + }, + { + "type": "pf2-h3", + "page": 419, + "name": "Outer Sphere", + "entries": [ + "The scope of reality within the Outer Sphere is difficult to grasp. Here the gods dwell and the souls of the dead gather to be judged by the goddess of the dead, Pharasma, atop the spire in the realm that is her Boneyard. Anything is possible in the Outer Sphere, and its realms are as much manifestations of philosophies and belief as anything else.", + "From the towering mountain of Heaven to the endless gulfs of the demon-held Abyss, be it the agonizing pit of Hell or the boundless wonders of Elysium, all of reality is represented within the Outer Sphere. Over time this reality erodes away and is recycled back into the raw material of life within the Positive Energy Plane." + ] + }, + { + "type": "pf2-h3", + "page": 419, + "name": "other planes and Dimensions", + "entries": [ + "Some planes exist in the same physical or metaphysical space as others, overlapping these other planes like overlays of reality. They include the ghost world of the Ethereal Plane, which overlays the Inner Sphere; the dizzying vastness of the Astral Plane, which overlays almost all reality and fills the seemingly endless gulf between the Inner Sphere and the Outer Sphere; and the fey-haunted First World and the sinister Shadow Plane, which each overlay the Material Plane. Stranger reaches of the Great Beyond exist as well; some, such as the Dreamlands, are visited often (if accidentally), while others, such as the enigmatic Dimension of Time, are visited rarely, if ever. In all cases these dimensions cannot be accessed by normal means, and each has their own method of entry and exit." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 419, + "name": "The Inner Sea Region", + "entries": [ + "Although infinite opportunities for adventure await on other continents, worlds, and planes, the Inner Sea region is the focus of the Pathfinder campaign setting. With dozens of nations, empires, frontiers, and wildlands, this region presents a huge range of opportunities for heroism and villainy, exploration and adventure!", + "The following pages break down the Inner Sea region into 10 separate regions, each with its own themes. Only a brief overview of each region is presented here\u2014enough to establish the setting and whet the imagination. If you're interested in exploring Golarion and the Inner Sea region more, see the Pathfinder World Guide, Pathfinder Adventures, and Pathfinder Adventure Path volumes. Adventure paths present not only in-depth material about the region, but also full-length campaigns whose adventures bring a brand-new group of heroes all the way to the height of power!", + "advances in the real world, time also progresses for Golarion. {@book The Pathfinder Core Rulebook|CRB} was first published in the year 2019, with the Inner Sea region's corresponding year ending in the same two final digits. Golarion's history is expansive, but two of the and prophecies the world over began to fail, beginning the Age of Lost Omens.", + "The map on page 416 depicts the Inner Sea region, further subdivided into the 10 subregions explored on the following pages. The borders of these regions are thematic rather than political. For an in-depth exploration of the Inner Sea region and its dozens", + { + "type": "pf2-sidebar", + "page": 419, + "name": "TIME", + "entries": [ + "Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years." + ] + }, + { + "type": "pf2-sidebar", + "page": 419, + "name": "MONTHS AND DAYS", + "entries": [ + "The names of the months of the year are as follows in the Inner Sea region:", + "Abadius ( January) Calistril (February) Pharast (March) Gozran (April) Desnus (May) Sarenith ( June) Erastus ( July) Arodus (August) Rova (September) Lamashan (October) Neth (November) Kuthona (December) The names of the days are as follows:", + "Moonday (Monday) Toilday (Tuesday) Wealday (Wednesday) Oathday (Thursday) Fireday (Friday) Starday (Saturday) Sunday (Sunday)" + ] + }, + "At the heart of the Inner Sea stands the Isle of Kortos, raised from the waters thousands of years ago as Aroden's first deific act. This amazing feat marks the dawn of the Age of Enthronement and the first year of the Absalom Reckoning calendar. The city of Absalom itself, the largest in the Inner Sea region, sprawls on the southern shore of this isle, and at the city's heart stands the legendary Starstone Cathedral. Within the walls of this structure, the {@i Starstone} ever waits to test its next supplicants\u2014the few mortals who pass this mystic test become gods themselves. This has made Absalom an oft-besieged metropolis, but in its nearly 5,000 years, it has never once fallen.", + "Absalom, called by many the City at the Center of the World, boasts a population of over 300,000, and its culture is a true melting pot in both ancestry and belief. Even the city's architecture reflects this, as one might expect of a settlement of its age. From the towering and majestic temples of the Ascendant Court to the close-packed shops and guildhalls of the Petal District and the sagging shanties in the Puddles, Absalom's neighborhoods never fail to present a memorable skyline. Many world-reaching organizations were born in Absalom, notably the Pathfinder Society (page 436).", + "The Isle of Kortos, also known as Starstone Isle, has a similarly diverse ecosystem. The verdant forests and grasslands of the west provide many of the resources Absalom needs, but to the east, the rugged stony desert known as the Scrape, the dangerous Riven Hills, and the newly formed necromantic wasteland known as the Tyrant's Grasp present far harsher climates. The Isle of Erran, just north of Starstone Isle, hosts the secondlargest city in the area, Escadar. A rough seaport with more than its share of shady dealings and dangerous types, Escadar also hosts large shipyards and maintains a strong navy that helps to keep the surrounding waters of the Inner Sea safe. A number of smaller islands also skirt the coast of the Isle of Kortos\u2014some barren, some serving as hideouts for criminals and outcasts.", + "Rising from the center of the Isle of Kortos are the Kortos Mounts, a short but rugged range of tors that have, over the years, been ruled by minotaurs, harpies, dragons, and worse. A few treacherous passes allow travel through the mountains, but with the northern shore of the Isle of Kortos being dominated by the soggy tangles of Dunmire, these northern reaches offer little to draw anyone other than bandits and adventurers into these still-untamed lands." + ] + }, + { + "type": "pf2-h1", + "page": 420, + "name": "Absalom and Starstone Isle", + "entries": [ + "{@note Read on the page 420 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 421, + "name": "Broken Lands", + "entries": [ + "{@note Read on the page 421 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 422, + "name": "Eye of Dread", + "entries": [ + "{@note Read on the page 422 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 423, + "name": "Golden Road", + "entries": [ + "{@note Read on the page 423 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 424, + "name": "High Seas", + "entries": [ + "{@note Read on the page 424 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 425, + "name": "Impossible Lands", + "entries": [ + "{@note Read on the page 425 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 426, + "name": "Mwangi Expanse", + "entries": [ + "{@note Read on the page 426 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 427, + "name": "Old Cheliax", + "entries": [ + "{@note Read on the page 427 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 428, + "name": "Saga Lands", + "entries": [ + "{@note Read on the page 428 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h1", + "page": 429, + "name": "Shining Kingdoms Cultures", + "entries": [ + "{@note Read on the page 429 of the Core Rulebook.}", + "{@note {@ancestry Human} Ethnicities can be found on the {@pf2etools Ancestries|ancestries.html} page.}", + { + "type": "pf2-h2", + "page": 432, + "name": "Regional Languages", + "entries": [ + "These languages are uncommon outside the region of their genesis. A character hailing from one of the regions listed below automatically has access to that language. In the Inner Sea region, the language referred to as Common elsewhere in the rules is the same as Taldane\u2014a result of Taldor's legacy of control and influence over the whole region.", + "Nearly every language listed here is spoken on the melting-pot streets of Absalom.", + { + "type": "data", + "tag": "table", + "source": "CRB", + "name": "Regional Languages" + } + ] + } + ] + }, + { + "type": "pf2-h1", + "page": 433, + "name": "Creatures", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 433, + "entries": [ + "{@i The six humanoid ancestries are far from Golarion's only inhabitants. Many other creatures dwell in the world, some kindly and others cruel, some wild and others organized, some anthropomorphic and others completely monstrous. Even creatures that are usually foes of civilization, and whom brave adventurers face in battle, can sometimes be reasoned with or even befriended. Not all of them are evil, and some are actively helpful to their neighbors. And some, of course, simply want to be left alone.}" + ] + }, + "Listed on these pages are brief descriptions of many creatures that have held important cultural, regional, or historical roles on Golarion, particularly in the Inner Sea region.", + { + "type": "pf2-h3", + "page": 433, + "name": "Alghollthus", + "entries": [ + "{@note Read on the page 433 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 433, + "name": "Demons", + "entries": [ + "{@note Read on the page 433 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 433, + "name": "Devils", + "entries": [ + "{@note Read on the page 433 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 433, + "name": "Dragons", + "entries": [ + "{@note Read on the page 433 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 433, + "name": "Genies", + "entries": [ + "{@note Read on the page 433 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 433, + "name": "Giants", + "entries": [ + "{@note Read on the page 433 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Gnolls", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Goblinoids", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Kobolds", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Leshys", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Lizardfolk", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Orcs", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Planar Scions", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 434, + "name": "Serpentfolk", + "entries": [ + "{@note Read on the page 434 of the Core Rulebook.}" + ] + } + ] + }, + { + "type": "pf2-h1", + "page": 435, + "name": "Factions", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 435, + "entries": [ + "{@i While nations and faiths command vast resources and control entire regions, they must still compete for the loyalty of their followers. In addition to being swayed by church and state, many people are influenced by societal groups known as factions. These groups vary wildly in size and purpose\u2014from local thieves' guilds interested only in filling the pockets and bellies of their members, to far-reaching, international commercial conglomerates with their own private armies.}" + ] + }, + "The largest factions compete with lesser sovereign nations for wealth, power, and influence, and they sometimes rival even larger nations. In some cases, nations take the risky step of relying upon these powerful factions, making them an extension of government itself (as is the case with some Hellknights in Cheliax, for example). In other cases, such as that of the Red Mantis, entire nations bow to the power of these organizations. Smaller groups, while less rich in resources, nonetheless inspire great zeal in their members. Those groups that strive to grow in size, influence, or wealth frequently attract more dedicated and motivated members.", + "The factions summarized below represent a sampling of those active in the Inner Sea region. Some, like the Pathfinder Society and the Aspis Consortium, are widespread and powerful; their influence can be found throughout the world. Others, such as the Firebrands and the Sczarni, are disorganized or regional in scope.", + "All encourage adventurers to join their ranks, although the benefits each faction can offer an adventurer varies widely.", + { + "type": "pf2-h3", + "page": 435, + "name": "Aspis Consortium", + "entries": [ + "{@note Read on the page 435 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 435, + "name": "Bellflower Network", + "entries": [ + "{@note Read on the page 435 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 435, + "name": "Esoteric Order of the Palatine Eye", + "entries": [ + "{@note Read on the page 435 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 435, + "name": "Eagle Knights", + "entries": [ + "{@note Read on the page 435 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 435, + "name": "Firebrands", + "entries": [ + "{@note Read on the page 435 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 435, + "name": "Free Captains", + "entries": [ + "{@note Read on the page 435 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Hellknights", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Knights of Lastwall", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Lion Blades", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Magaambya", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Night Heralds", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Pathfinder Society", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Red Mantis", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + }, + { + "type": "pf2-h3", + "page": 436, + "name": "Sczarni", + "entries": [ + "{@note Read on the page 436 of the Core Rulebook.}" + ] + } + ] + }, + { + "type": "pf2-h1", + "page": 437, + "name": "Religion", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 437, + "entries": [ + "{@i Selection of a deity is critical for certain classes\u2014like champion and cleric\u2014but most characters pay respect to at least one deity to find a focus in life and guide their choices, especially in times of hardship or need. Some people instead worship a group of deities arranged in a pantheon, follow a nondeific religion like the Green Faith, or adhere to a specific philosophy. Note that far more deities, religions, and philosophies exist on any world, Golarion included, than those detailed below.}" + ] + }, + { + "type": "pf2-h2", + "page": 437, + "name": "Deities", + "entries": [ + "Anyone can worship a deity, but those who do so devoutly should take care to pursue the faith's edicts (behaviors the faith encourages) and avoid its anathemas (actions considered blasphemous). Each deity below has their alignment listed in parentheses after their name, followed by a short description and their edicts, anathemas, and the alignments permitted for followers. Following that are benefits available to the most ardent devotees of the deities.", + "You get these benefits only if you're a cleric of the deity or some other rule specifically gives you a devotee benefit." + ] + }, + { + "type": "pf2-h2", + "page": 440, + "name": "Faiths and Philosophies", + "entries": [ + "Of course, faith can express itself in more ways than venerating a single deity\u2014or a deity at all. A few examples of nondeific religions and philosophies are presented below. Clerics can work with allied faiths and philosophies, but the organizations here turn to other classes\u2014such as sorcerers with divine bloodlines, druids, or monks\u2014to serve as their leaders. These faiths and philosophies don't have an external godhead that offers benefits to devotees." + ] + }, + { + "type": "pf2-h2", + "page": 441, + "name": "Domains", + "entries": [ + "The following domains are used by the primary deities of Golarion, as listed on pages 437\u2013440.", + { + "type": "data", + "tag": "table", + "source": "CRB", + "name": "Domains" + } + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 443, + "name": "Chapter 9: Playing the Game", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 443, + "entries": [ + "{@i At this point, you have a character and are ready to play Pathfinder! Or maybe you're the GM and you are getting ready to run your first adventure. Either way, this chapter provides the full details for the rules outlined in Chapter 1: Introduction. This chapter begins by describing the general rules and conventions of how the game is played and then presents more in-depth explanations of the rules for each mode of play.}" + ] + }, + "Before diving into how to play Pathfinder, it's important to understand the game's three modes of play, which determine the pace of your adventure and the specific rules you'll use at a given time. Each mode provides a different pace and presents a different level of risk to your characters. The Game Master (GM) determines which mode works best for the story and controls the transition between them.", + "You'll likely talk about the modes less formally during your play session, simply transitioning between exploration and encounters during the adventure, before heading to a settlement to achieve something during downtime.", + "The most intricate of the modes is {@b encounter mode}. This is where most of the intense action takes place, and it's most often used for combat or other high-stakes situations. The GM typically switches to encounter mode by calling on the players to \"roll for initiative\" to determine the order in which all the actors take their turns during the encounter.", + "Time is then divided into a series of rounds, each lasting roughly 6 seconds in the game world. Each round, player characters, other creatures, and sometimes even hazards or events take their turn in initiative order. At the start of a participant's turn, they gain the use of a number of actions (typically 3 in the case of PCs and other creatures) as well as a special action called a reaction. These actions, and what you do with them, are how you affect the world within an encounter. The full rules for playing in encounter mode start on page 468.", + "In {@b exploration mode}, time is more flexible and the play more free form. In this mode, minutes, hours, or even days in the game world pass quickly in the real world, as the characters travel cross country, explore uninhabited sections of a dungeon, or roleplay during a social gathering. Often, developments during exploration lead to encounters, and the GM will switch to that mode of play until the encounter ends, before returning to exploration mode. The rules for exploration start on page 479.", + "The third mode is {@b downtime}. During downtime, the characters are at little risk, and the passage of time is measured in days or longer. This is when you might forge a magic sword, research a new spell, or prepare for your next adventure. The rules for downtime are on page 481.", + { + "type": "pf2-h2", + "page": 443, + "name": "General Rules", + "entries": [ + "Before exploring the specific rules of each mode of play, you'll want to understand a number of general rules of the game. To one degree or another, these rules are used in every mode of play." + ] + }, + { + "type": "pf2-h2", + "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\u2014two 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 + } + }, + { + "type": "pf2-h2", + "page": 443, + "name": "Checks", + "entries": [ + "When success isn't certain\u2014whether 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\u2014you'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 Recall Knowledge. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.", + "No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.", + { + "type": "pf2-brown-box", + "page": 444, + "name": "Game Conventions", + "entries": [ + "Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.", + { + "type": "pf2-title", + "name": "The GM Has the Final Say" + }, + "If you're ever uncertain how to apply a rule, the GM decides.", + "Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.", + { + "type": "pf2-title", + "name": "Specific Overrides General" + }, + "A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.", + { + "type": "pf2-title", + "name": "Rounding" + }, + "You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.", + "For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.", + { + "type": "pf2-title", + "name": "Multiplying" + }, + "When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.", + { + "type": "pf2-title", + "name": "Duplicate Effects" + }, + "When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.", + { + "type": "pf2-title", + "name": "Ambiguous Rules" + }, + "Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed." + ], + "data": { + "quickref": 4 + } + }, + { + "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\u2014you 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\u2014in 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 \u20132 status penalty from the sickened condition, you'd apply them both to your roll\u2014so {@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." + ] + }, + { + "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\u2014this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result." + ] + }, + { + "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\u2014so 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." + ] + } + ] + }, + { + "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\u2014either good or bad\u2014can 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\u2014sometimes called a fumble\u2014are 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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2014notably, 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 \u20135 penalty to your check. The third time you attack, and on any subsequent attacks, you take a \u201310 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 \u20134 on the second attack or \u20138 on further attacks.", + { + "type": "table", + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Attack", + "Multiple Attack Penalty", + "Agile" + ], + [ + "First", + "None", + "None" + ], + [ + "Second", + "\u20135", + "\u20134" + ], + [ + "Third or subsequent", + "\u201310", + "\u20138" + ] + ] + }, + "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 \u20135 penalty if you use the {@item longsword} or a \u20134 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 \u201310 penalty with the {@item longsword} and a \u20138 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 \u20132 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 \u20132 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a \u20134 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 \u201310 penalty due to range." + ] + }, + { + "type": "pf2-h4", + "page": 447, + "name": "Armor Class", + "entries": [ + "Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.", + "Armor Class is calculated using the following formula.", + { + "type": "pf2-inset", + "entries": [ + "Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties" + ] + }, + "Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.", + "Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.", + "Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)." + ] + } + ] + } + ] + }, + { + "type": "pf2-brown-box", + "page": 447, + "name": "STRIDING AND STRIKING", + "entries": [ + "Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.", + "{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.", + "You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.", + "{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).", + "If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.", + "Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.", + "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls." + ] + }, + { + "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\u2014including 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 + } + }, + { + "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." + ] + } + ] + }, + { + "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\u2014the \"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\u2014no 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." + } + } + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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\u2014and the spyglass!\u2014to see long distances." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2014you 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." + ] + }, + { + "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\u2014as often happens with {@action Recall Knowledge} or Seek\u2014you 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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2014especially a melee weapon damage roll\u2014is 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." + ] + }, + { + "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\u2013623 for the complete rules regarding the persistent damage condition." + ] + }, + { + "type": "pf2-h4", + "page": 451, + "name": "Doubling and Halving Damage", + "entries": [ + "Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 451, + "name": "Step 2: Determine The Damage Type", + "entries": [ + "Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.", + { + "type": "pf2-h4", + "page": 451, + "name": "Damage Types and Traits", + "entries": [ + "When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage." + ] + }, + { + "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\u2014not 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." + ] + } + ] + }, + { + "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\u2014unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}." + ] + }, + { + "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\u2014you simply don't become frightened if you're targeted by the ability again before the immunity ends." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h4", + "page": 453, + "name": "Resistance", + "entries": [ + "If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.", + "If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.", + "It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely." + ] + } + ] + }, + { + "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 \u20132 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." + ] + } + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2013623.", + { + "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\u2013623. 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 + } + }, + { + "type": "pf2-h2", + "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\u2013305.", + "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." + ] + }, + { + "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}\u2014the 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 \u20132 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a \u201310 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 \u20132 penalty if a target is over 60 and up to 120 feet away, a \u20134 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.", + "{@b Reach} is how far you can physically reach with your body or a weapon. Melee Strikes rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickrefIndex": true + } + }, + { + "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\u2014that 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 + } + }, + { + "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||4|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 + } + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2014including 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "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." + ] + } + ] + }, + { + "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." + } + } + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h4", + "page": 459, + "name": "Unconscious", + "entries": [ + "You're sleeping, or you've been knocked out. You can't act.", + "You take a \u20134 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\u2014though 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 460, + "name": "Death", + "entries": [ + "After you die, you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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)." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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" + ] + }, + { + "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\u2014they'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\u2014but 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." + ] + } + ] + }, + { + "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\u2014usually one of the Basic Actions on page 469\u2014in 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." + ] + }, + { + "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\u2014and {@i only} when it is satisfied\u2014you 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\u2014but 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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\u2013623.", + "Whenever you lose a number of actions\u2014whether from these conditions or in any other way\u2014you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.", + "Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak. When you can't act, you don't regain your actions and reaction on your turn." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2014also called land Speed\u2014which 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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}." + ] + } + ] + }, + { + "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." + } + } + ] + }, + { + "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." + ] + } + ], + "data": { + "quickrefIndex": true + } + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "page": 464, + "name": "Perception", + "entries": [ + "Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action .", + "The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.", + { + "type": "pf2-h3", + "page": 464, + "name": "Light", + "entries": [ + "The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.", + { + "type": "pf2-h4", + "page": 464, + "name": "Bright Light", + "entries": [ + "In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light." + ] + }, + { + "type": "pf2-h4", + "page": 464, + "name": "Dim Light", + "entries": [ + "Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision." + ] + }, + { + "type": "pf2-h4", + "page": 464, + "name": "Darkness", + "entries": [ + "A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 464, + "name": "Senses", + "entries": [ + "The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.", + { + "type": "pf2-h4", + "page": 464, + "name": "Precise Senses", + "entries": [ + "Average vision is a precise sense\u2014a 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." + ] + }, + { + "type": "pf2-h4", + "page": 464, + "name": "Imprecise Senses", + "entries": [ + "Hearing is an imprecise sense\u2014it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@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 Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden\u2014it can't make the creature observed." + ] + }, + { + "type": "pf2-h4", + "page": 465, + "name": "Vague Senses", + "entries": [ + "A character also has many vague senses\u2014ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.", + "When one creature might detect another, the GM almost always uses the most precise sense available.", + "Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 465, + "name": "Special Senses", + "entries": [ + "While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.", + "Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.", + { + "type": "pf2-h4", + "page": 465, + "name": "Darkvision and Greater Darkvision", + "entries": [ + "A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h3", + "page": 465, + "name": "Detecting Creatures", + "entries": [ + "There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618\u2013623.", + "With the exception of {@condition invisible}, these conditions are relative to the viewer\u2014it'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 (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).", + { + "type": "pf2-h4", + "page": 466, + "name": "Observed", + "entries": [ + "In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed." + ] + }, + { + "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\u2014as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not." + ] + }, + { + "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\u2014you 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\u2014whether 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\u2014the 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!" + ] + }, + { + "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." + ] + } + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h3", + "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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h2", + "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\u2014something 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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h1", + "page": 468, + "name": "Encounter Mode", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 468, + "entries": [ + "{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}" + ] + }, + { + "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\u2014a battle\u2014but 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\u2014the 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\u2014the 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u2014it'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\u2014you 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u2013305, and the actions for using magic items appear on pages 531\u2013534.", + "{@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 auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.", + "not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).", + "If you want to prepare to Release something outside of your turn, use the Ready activity." + ] + }, + { + "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)." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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\u20131: Size and Reach}.", + "Table 9\u20131 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." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h3", + "page": 474, + "name": "Moving Through a Creature's Space", + "entries": [ + "You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can Tumble Through that creature's space using {@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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + } + ] + }, + { + "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\u2014because objects are in the way or because you lack the movement type needed to reach it, for example\u2014you 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 + } + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickrefIndex": true + } + }, + { + "type": "pf2-h3", + "page": 476, + "name": "Flanking", + "entries": [ + "When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a \u20132 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 + } + }, + { + "type": "pf2-h3", + "page": 477, + "name": "Cover", + "entries": [ + "When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@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." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "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 \u20135 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." + ] + }, + { + "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 \u20132 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "page": 478, + "name": "THREE-DIMENSIONAL COMBAT", + "entries": [ + "In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:", + { + "type": "list", + "items": [ + "Find platforms to place flying creatures' miniatures on.", + "Set a die next to a creature with the number indicating how many squares up in the air it is.", + "Make a stack of dice or tokens, 1 per 5 feet of elevation.", + "Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from." + ] + }, + "As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions\u2014creatures above and below an enemy can flank it just as effectively as they can from opposite sides." + ] + }, + { + "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\u2014such as trying to reverse course 180 degrees or fly through a narrow gap\u2014might 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." + ] + }, + { + "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 \u20132 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 + } + } + ], + "data": { + "quickrefIndex": true + } + } + ] + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h1", + "page": 479, + "name": "Exploration Mode", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 479, + "entries": [ + "{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}" + ] + }, + "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 \u20132 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." + ] + }, + { + "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 \u20132.", + "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)." + ] + } + ] + }, + { + "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 + } + } + ], + "data": { + "quickref": 4 + } + }, + { + "type": "pf2-h1", + "page": 481, + "name": "Downtime Mode", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 481, + "entries": [ + "{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}" + ] + }, + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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\u2014always at least a month." + ] + }, + { + "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)." + ] + } + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 4 + } + } + ] + }, + { + "type": "section", + "page": 483, + "name": "Chapter 10: Game Mastering", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 483, + "entries": [ + "{@i As Game Master, you run each session of Pathfinder, providing the link between the players and the world of the game. It's up to you to set the scene as the player characters battle monsters, interact with other people, and explore the world.}" + ] + }, + "When you take on the role of Game Master, you'll have the rewarding job of crafting fun experiences for a group of your friends. Your responsibilities include...", + { + "type": "list", + "items": [ + "Telling the story of the group's adventures in a compelling and consistent way.", + "Fleshing out the world in which the game takes place, emphasizing the fantastical while grounding it enough in the real world to feel believable.", + "Entertaining the players and yourself with novel concepts, and rewarding creative ideas with interesting outcomes.", + "Preparing for game sessions by building or studying adventures and creating characters and plots.", + "Improvising the reactions of nonplayer characters and other forces in the world as the players do unexpected things.", + "Making rules decisions to ensure fairness and keep the game moving forward." + ] + }, + "This chapter provides the tools you need to shoulder those responsibilities. The following sections break down the various components of a campaign, discuss the different modes of play and how to set DCs for the tasks the PCs attempt, provide different ways of rewarding player characters, and describe aspects of the environment that might affect an adventuring party.", + { + "type": "pf2-h2", + "page": 483, + "name": "Planning a Campaign", + "entries": [ + "A Pathfinder game is typically structured as a campaign\u2014a 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\u2014gatherings 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." + ] + }, + { + "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\u2014and make any necessary adjustments." + ] + } + ] + }, + { + "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." + ] + }, + { + "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\u2014or even leave the table\u2014if 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}}." + ] + }, + { + "type": "pf2-h4", + "page": 486, + "name": "Objectionable Content", + "entries": [ + "Before a campaign begins, check in with your players\u2014as a group or individually\u2014to 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\u2014no 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h2", + "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." + ] + }, + { + "type": "pf2-brown-box", + "page": 487, + "name": "Characters With Disabilities", + "entries": [ + "A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.", + { + "type": "pf2-title", + "name": "Blindness or Impaired Vision" + }, + "A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.", + "A character with impaired vision might take a \u20132 to \u20134 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.", + { + "type": "pf2-title", + "name": "Deafness or Being Hard of Hearing" + }, + "A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.", + "A hard-of-hearing character might take a \u20132 to \u20134 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.", + { + "type": "pf2-title", + "name": "Missing Limb" + }, + "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-title", + "name": "Mental Illness and Chronic Illness" + }, + "Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players." + ], + "data": { + "quickref": 1 + } + }, + { + "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." + ] + }, + { + "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\u2014or 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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u2014primarily 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." + ] + }, + { + "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." + ] + }, + { + "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\u20132: 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 \u20133\" 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." + ] + }, + { + "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\u20131: 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\u2014you'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." + ] + }, + { + "type": "data", + "tag": "table", + "source": "CRB", + "name": "Encounter Budget" + }, + { + "type": "data", + "tag": "table", + "source": "CRB", + "name": "Creature XP and Role" + } + ], + "data": { + "quickrefIndex": true + } + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h2", + "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)." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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\u2014sometimes intentional, sometimes not\u2014and 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\u2014many 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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 \u20131 circumstance penalty.", + "If you're not sure how difficult a significant challenge should be, use the DC for the party's level.", + "If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).", + "If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).", + "Use the characters' daily preparations as the time to reset anything that lasts roughly a day.", + "When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@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." + ] + } + ] + }, + { + "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 \u20131 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or \u20132 for a major circumstance. The maximum bonus or penalty, +4 or \u20134, 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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\u2014some 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." + ] + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h2", + "page": 492, + "name": "Pathfinder Society", + "entries": [ + "Organized play campaigns allow you to play in and run games all over the world with persistent characters. If you want to play Pathfinder this way, you can do so through the Pathfinder Society Roleplaying Guild! Once you go online to {@b {@link PathfinderSociety.club|https://paizo.com/pathfinderSociety}} to make an account, you can organize games yourself with your friends or join an existing event.", + "Pathfinder Society primarily uses 4- to 5-hour adventures called scenarios. At the start of a session when you're running a scenario, you'll collect your players' information.", + "At the end of the adventure, you'll record the rewards their characters earn for completing the scenario, all of which are detailed in the adventure. Once you report the session's results online, the rewards become a persistent part of these characters, even if they play in other games with other groups. These scenarios include important choices, and you can report what your group chose\u2014decisions that will guide the future of the campaign!" + ] + }, + { + "type": "pf2-h1", + "page": 493, + "name": "Running Modes of Play", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 493, + "entries": [ + "{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}" + ] + }, + "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\u2014perhaps 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." + ] + }, + { + "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." + ] + }, + { + "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\u2014often, two characters ganging up in melee is enough to count." + ] + }, + { + "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\u2014ending 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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\u2014{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful\u2014provide 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\u2014all within a limited time frame." + ] + }, + { + "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\u2014there's still time for desperate heroics or a twist in the story." + ] + } + ] + } + ] + }, + { + "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\u2013480 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "page": 498, + "name": "EXPLORATION ACTIVITIES", + "entries": [ + "The following exploration activities are fully detailed on pages 479\u2013480 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\u2014such exertion isn't sustainable over the longer time frame of exploration." + ] + }, + { + "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." + ] + }, + { + "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\u20132: 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." + ] + }, + { + "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)." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u2014that 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." + ] + }, + { + "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\u20133:", + "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 \u20134 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" + } + ] + } + ] + }, + { + "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)." + ] + } + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 501, + "name": "Longer Periods of Downtime", + "entries": [ + "Running downtime during a long time off\u2014like several weeks, months, or even years\u2014can 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\u2014usually 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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u201316: 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." + ] + }, + { + "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." + ] + }, + { + "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\u2014usually from a few days to a week of downtime\u2014they 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." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h4", + "page": 502, + "name": "Instruction and Cost", + "entries": [ + "The rules abstract the process of learning new things as you level up\u2014you're learning on the job\u2014but 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\u2014about 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." + ] + }, + { + "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\u2014special 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\u2014maybe 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." + ] + } + ] + } + ] + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h1", + "name": "Difficulty Classes", + "page": 503, + "alias": [ + "DCs" + ], + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 503, + "entries": [ + "{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}" + ] + }, + { + "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\u20134 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).", + "If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30\u2014the 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 + } + }, + { + "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\u20135 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1\u201310 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 + } + }, + { + "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 \u201310 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\u20135. 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\u2014they 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." + ] + } + ], + "data": { + "quickrefIndex": true + } + }, + { + "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\u2014after 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 + } + }, + { + "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\u20136 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." + ] + }, + { + "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\u20131 for a village, 2\u20134 for a town, or 5\u20137 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\u2014no 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\u20135. 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." + ] + }, + { + "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\u20134). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure." + ] + }, + { + "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\u20135 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." + ] + }, + { + "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}." + ] + }, + { + "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\u2014the character has recalled everything they know about the subject." + ] + }, + { + "type": "pf2-h4", + "page": 505, + "name": "Creature Identification", + "entries": [ + "A character who successfully identifies a creature learns one of its best-known attributes\u2014such 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\u20137, 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" + } + ] + } + ] + }, + { + "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\u2014that's covered by the {@skill Religion} skill\u2014but 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h1", + "page": 507, + "name": "Rewards", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 507, + "entries": [ + "{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}" + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h3", + "page": 507, + "name": "Accomplishments", + "entries": [ + "Characters' actions that move the story forward\u2014like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart\u2014are 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\u20138: 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." + ] + }, + { + "type": "data", + "tag": "table", + "name": "XP Awards", + "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\u2014always 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." + ] + }, + { + "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." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 508, + "name": "Treasure", + "entries": [ + "As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.", + "This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.", + { + "type": "pf2-h3", + "page": 508, + "name": "Treasure by Level", + "entries": [ + "Table 10\u20139: 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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\u20139: 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." + ] + }, + { + "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\u20139" + ] + }, + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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\u201310: 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." + ] + }, + { + "type": "data", + "tag": "table", + "name": "Character Wealth", + "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)." + ] + } + ] + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h1", + "page": 512, + "name": "Environment", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 512, + "entries": [ + "{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}" + ] + }, + "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\u201312 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\u201311 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" + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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 + } + }, + { + "type": "pf2-h3", + "page": 515, + "name": "Doors", + "entries": [ + "Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to Pick the Lock or Force them Open." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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)." + ] + }, + { + "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\u2014such as doors, gates, and windows\u2014can 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 517, + "name": "Climate", + "entries": [ + "Weather is more than just set dressing to establish mood\u2014it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from \u20131 to \u20134 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\u2014possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze." + ] + }, + { + "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." + ] + }, + { + "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)." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u201313 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" + } + ] + }, + { + "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 \u20131 circumstance penalty, and Tiny creatures typically take a \u20132 penalty." + ] + } + ] + } + ] + }, + { + "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\u201311: 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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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" + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 519, + "name": "Wildfires", + "entries": [ + "Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.", + { + "type": "pf2-h4", + "page": 519, + "name": "Flames", + "entries": [ + "Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire." + ] + }, + { + "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." + ] + }, + { + "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)." + ] + } + ] + } + ] + } + ], + "data": { + "quickref": 5 + } + }, + { + "type": "pf2-h1", + "page": 520, + "name": "Hazards", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 520, + "entries": [ + "{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}" + ] + }, + { + "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\u2014it 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." + ] + }, + { + "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\u2014by opening a door, for example\u2014use 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." + ] + }, + { + "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\u2014in 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." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u2014especially if it's a mechanical trap\u2014they 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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + } + ] + }, + { + "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 \u20134 are trivial and award no XP.", + { + "type": "data", + "tag": "table", + "name": "Hazard XP", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h2", + "page": 522, + "name": "Hazard Format", + "entries": [ + "Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.", + { + "type": "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\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well." + } + ], + [ + { + "name": "Description", + "entry": "This explains what the hazard looks like and might\ninclude special rules." + } + ] + ], + [ + [ + { + "name": "Disable", + "entry": "The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses." + } + ], + [ + { + "name": "AC", + "entry": "the hazard's AC" + }, + { + "name": "Saving Throws", + "entry": "the hazard's saves. Usually\nonly haunts are subject to Will saves." + } + ], + [ + { + "name": "Hardness", + "entry": "the hazard's Hardness" + }, + { + "name": "HP", + "entry": "the hazard's Hit Points,\nwith its Broken Threshold in parentheses" + }, + { + "name": "Immunities", + "entry": "the\nhazard's immunities" + }, + { + "name": "Weaknesses", + "entry": "the hazard's weaknesses,\nif any" + }, + { + "name": "Resistances", + "entry": "the hazard's resistances, if any" + } + ], + [ + { + "name": "Action Type", + "entry": "{@as r} or {@as f} This is the reaction or free action the\nhazard uses" + }, + { + "name": "Trigger", + "entry": "The trigger that sets off the hazard\nappears here" + }, + { + "name": "Effect", + "entry": "For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a" + } + ], + [ + { + "name": "Routine", + "entry": "This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry." + } + ], + [ + { + "name": "Action", + "entry": "Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack." + } + ] + ], + [ + [ + { + "name": "Reset", + "entry": "If the hazard can be reset, that information is here." + } + ] + ] + ] + } + }, + { + "type": "pf2-h3", + "page": 522, + "name": "Level", + "entries": [ + "The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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\u20135: 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 \u201310. 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." + ] + } + ] + } + ], + "data": { + "quickref": 5 + } + } + ] + }, + { + "type": "section", + "page": 531, + "name": "Chapter 11: Crafting & Treasure", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 531, + "entries": [ + "{@i Characters acquire treasure from the glittering hoards of their foes, as rewards for defending the innocent, and as favors from the grand personalities they treat with. As they progress through their adventures and improve their station in the world, characters collect ever more fabulous items from enchanted armor and weapons to spell-infused staves.}" + ] + }, + "Treasure comes in all sorts of forms, from humble copper coins to incredibly powerful and valuable magic items.", + "The GM controls the flow of items in the game as the PCs win them through adventures, find them for purchase, or acquire the formulas to make the items themselves.", + "Items can support characters by granting bonuses to their statistics, allowing them to cast more spells, and creating all sorts of effects that can't be achieved in any other way.", + "Magic items come in many varieties, from enchanted swords that can harm even incorporeal undead to containers that can store a king's ransom within a tiny space; many are permanent items that can be used repeatedly. Alchemical items, by contrast, are not intrinsically magical and are often consumed when used. Both have a variety of uses, from curing the sick to lighting foes on fire. Some treasures are neither magical nor alchemical, but are instead crafted from precious materials or using specialized expertise.", + "This chapter provides rules for using different kinds of items encountered in the game. Rules for distributing treasure and creating treasure hoards can be found on page 508 of Chapter 10: Game Mastering.", + { + "type": "list", + "items": [ + "{@b Using Items}, beginning below, describes how to activate items and explains the statistics for items.", + "{@b {@table Treasure by Level||Table 11\u20131: Treasure by Level}}, lists the options for treasures, arranged by level, category, and Price.", + "The catalog of items, which begins on page 543, presents descriptions and rules for all sorts of different treasures that can appear in the game, sorted by category (page 533 has a list of key categories and subcategories). This also includes a section on precious materials found in the game world, which can give items unusual properties." + ] + }, + { + "type": "pf2-h2", + "page": 531, + "name": "Using Items", + "entries": [ + "This section presents the rules for how characters use alchemical items, magic items, and other special items during play.", + "The myriad types of items give their powerful boons in different ways. Some function automatically, while others need to be activated. While you need only swing a {@runeItem greataxe||flaming|} to scorch foes, you need to invest a {@item diadem of intellect} for it to work, imbibe an {@item elixir of life} to heal yourself, activate {@item slippers of spider climbing} to walk up a wall, activate your {@item mail of luck} to protect yourself, and {@action Cast a Spell} using a magical scroll." + ] + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "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\u2014but 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 + } + }, + { + "type": "pf2-h2", + "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\u2014for 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." + ] + }, + { + "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." + ] + }, + { + "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}." + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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." + ] + }, + { + "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." + ] + } + ] + }, + { + "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" + } + ] + }, + { + "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" + } + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 534, + "name": "Reading Items", + "entries": [ + "Hundreds of items lie ahead. Each item is presented in a stat block, much like spells or feats. The example below shows the structure of an item stat block and gives a brief description of each entry. Entries appear only when applicable, so not all items will have every entry described here. Detailed rules governing aspects of the stat block specific to items appear after the stat block.", + { + "type": "pf2-brown-box", + "page": 534, + "name": "ITEM RARITY", + "entries": [ + "Like many other aspects of the rules, items have rarities.", + "Player characters might find uncommon magic items for sale, but only infrequently and often by private sellers or in clandestine markets. Their formulas are often guarded and not readily available. Unless the GM decides otherwise, a character cannot purchase rare items, and their formulas are lost to time.", + "Rarities for uncommon and rare treasures are indicated by the first trait in the stat block. Unique items are indicated in the same way, though there are none in this book." + ] + }, + { + "type": "data", + "tag": "generic", + "data": { + "source": "CRB", + "page": 534, + "name": "Item Name", + "level": " [Level]", + "category": "Item", + "traits": [ + "traits" + ], + "sections": [ + [ + [ + { + "name": "Price", + "entry": "This entry lists the item's Price. An item that has multiple types includes Price for each type in its entry." + } + ], + [ + { + "name": "Ammunition", + "entry": "Magic ammunition lists the types of ammunition available for that kind of item." + } + ], + [ + { + "name": "Usage", + "entry": "This entry describes whether the item is held, worn, or affixed to or etched onto another item" + }, + { + "name": "Bulk", + "entry": "The item's Bulk is listed here (the rules for Bulk appear on page 271). Runes don't have a Bulk entry." + } + ], + [ + { + "name": "Activate", + "entry": "The number of actions needed to Activate the Item appear here, followed by the components in parentheses. You can find activation rules on page 532. This entry appears here for consumables and lower in the stat block for permanent items that can be activated. This section might also have Frequency, Trigger, or Requirements entries as necessary." + } + ], + [ + { + "name": "Onset", + "entry": "This entry appears if the item's effect is delayed, which most often occurs with alchemical poisons. The onset is the amount of time that elapses between when a character Activates an Item and any effect occurs." + } + ] + ], + [ + [ + "The section after the line describes the item and its constant abilities. If the item can be activated and doesn't have an Activate entry above, that entry appears here in a paragraph beginning with \"Activate.\"" + ] + ], + [ + [ + { + "name": "Type", + "entry": "If multiple types of the item exist, entries here indicate the name of each type, its level, its Price, and any other relevant details or alterations from the above description." + } + ] + ], + [ + [ + { + "name": "Craft Requirements", + "entry": "An item that has special requirements to be Crafted details those requirements here." + } + ] + ] + ] + } + }, + { + "type": "pf2-h3", + "page": 534, + "name": "Level", + "entries": [ + "An item's level indicates what level of adventurer the item is best suited for. There's no limit to the items a character can use, though. A 3rd-level character who finds an item of 4th level or higher while adventuring can use it normally. Likewise, they can purchase the item if they can find it for sale and can afford it.", + "When making items, a character's level must be equal to or higher than the item's level in order to Craft it. In addition to anything listed in the Craft Requirements entry in the item's stat block, the crafter must have the appropriate skill proficiencies and feats, as well as the item's formula; see the Craft activity on page 244 for more information about these requirements.", + { + "type": "pf2-h4", + "page": 534, + "name": "Multiple Types", + "entries": [ + "If multiple types of an item exist, the title line gives the minimum level followed by a plus symbol (\"+\"). The description includes information on the base version of the item, and the Type entries at the bottom of the stat block lists the specifics for each version, including the level, Price, and any modified or added abilities of the different types.", + "For some items, the types listed are upgrades to the base item. For other items, such as {@item aeon stone (generic)||aeon stones} and {@item wondrous figurine (generic)||wondrous figurines}, each type is distinct from the others." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 535, + "name": "Price", + "entries": [ + "If an item is available for purchase, a character can typically buy it for the listed Price, and the character uses this Price when they use the Craft activity to make the item. If a character wants to sell an item, they can sell it for half its Price (or full Price, if the item was made on commission), assuming they're able to find a buyer. The GM determines whether a buyer is available." + ] + }, + { + "type": "pf2-h3", + "page": 535, + "name": "Usage", + "entries": [ + "An item's stat block includes a Usage entry that indicates whether a character must be holding or wearing the item in order to use it, or whether she instead must have it etched or affixed onto another item.", + { + "type": "pf2-h4", + "page": 535, + "name": "Held or Worn", + "entries": [ + "If a character must wield the item to use it, this entry in the item's stat block lists the word \"held\" along with the number of hands the character must use when wielding the item, such as \"held in 1 hand.\" The rules for carrying and using items are provided on page 271.", + "An item that needs to be worn to function lists \"worn\" as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only \"worn.\" However, if the Usage entry were \"worn cloak,\" then a character couldn't wear another cloak on top of that one. It's assumed that items are meant to be worn by humanoids; any item that can or must be worn by a different type of creature either states this in its description or has the companion trait. Most magic items a character must wear have the invested trait, as described on page 531." + ] + }, + { + "type": "pf2-h4", + "page": 535, + "name": "Affixed or Etched", + "entries": [ + "Some items enhance other items. Talismans function only if affixed to other items. They have a Usage entry indicating the type or types of items to which a character can attach them, such as \"affixed to armor.\" Rules for affixing a talisman are on page 565.", + "Runes must be etched onto permanent items, such as armor, weapons, or {@item runestone||runestones} (found on page 571) to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as \"etched onto a weapon.\" More information about etching runes is on page 580." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "page": 535, + "name": "NOTABLE ITEM TRAITS", + "entries": [ + "The following traits apply to items. Some specific categories of item have special traits\u2014such as elixir or scroll\u2014described in their sections.", + "{@b {@trait Alchemical}:} Alchemical items are powered by the reactions of alchemical reagents. Alchemical items aren't magical, and they don't radiate a magical aura. Characters can Craft these items only if they have the {@feat Alchemical Crafting} feat (page 258).", + "{@b {@trait Consumable}:} An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation, though, part of it might be recoverable for other purposes.", + "For instance, while a potion is consumable, the vial it comes in is not destroyed when you drink it. Consumable items include alchemical items (page 543) as well as ammunition oils, potions, scrolls, snares, talismans, and other magical consumables (which begin on page 559).", + "When a character creates consumable items, she can make them in batches of four, as described in Consumables and Ammunition (page 245).", + "{@b {@trait Focused}:} An item with this trait can give you an additional Focus Point. This focus point is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool, and there might be restrictions on how the point can be used. You can't gain more than 1 Focus Point per day from focused items, no matter how many focused items you have.", + "{@b {@trait Invested}:} A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off a character's head).", + "{@b Magical:} Items with this trait are imbued with magical energies. Each one radiates a magic aura infused with its dominant school of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation; these are described on pages 297 \u2013298).", + "A character can craft these items only if she has the Magical {@skill Crafting} feat (page 263).", + "Some items are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicates that the item is magical." + ] + }, + { + "type": "pf2-h3", + "page": 535, + "name": "Craft Requirements", + "entries": [ + "An item might require the crafter to provide specific raw materials, supply spells, have a certain alignment, or meet other special requirements to Craft it. These appear in the Craft Requirements entry of the stat block. Every item also has default requirements, as listed in the Craft activity on page 244. In addition, creating alchemical items requires the {@feat Alchemical Crafting} feat (page 258), creating magic items requires the Magical {@skill Crafting} feat (page 263), and crafting snares requires the Snare {@skill Crafting} feat (page 266). Finally, crafting higher-level items requires greater proficiency in {@skill Crafting}. Unless stated otherwise, creating items of 9th level and higher requires you to have the master proficiency rank in {@skill Crafting}, and items of 16th level and higher require legendary {@skill Crafting}.", + "The GM might allow you to Craft a permanent item from a lower-level version of the same item as an upgrade. For example, you might upgrade a bag of holding from a type I to a type II bag, but you couldn't upgrade a clear spindle aeon stone into an orange prism aeon stone. The cost for this upgrade is the full difference in Price between the items, and the {@skill Crafting} check uses a DC for the item's new level." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 543, + "name": "Alchemical Items", + "entries": [ + "Alchemical items are not magical. They instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don't radiate magical auras, and they can't be dismissed or affected by {@spell dispel magic}. Their effects last for a set amount of time or until they are countered in some way, typically physically.", + "Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable.", + "Alchemists can infuse reagents with some of their own essence, allowing them to efficiently create short-lived alchemical items at no monetary cost. Even in these cases, alchemical items don't radiate magic auras, instead using the alchemist's infused essence as one additional catalyst for the item's alchemical effects.", + "Rules for creating alchemical items are found in the Craft activity on page 244, and you must have the {@feat Alchemical Crafting} skill feat to use {@skill Crafting} to create alchemical items. Critically failing a {@skill Crafting} check to make alchemical items often causes a dangerous effect, such as an explosion for a bomb or accidental exposure for a poison, in addition to losing some of the materials.", + "Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry.", + "All alchemical items have the alchemical trait. Most also have the consumable trait, which means that the item is used up once activated. The bomb, elixir, and poison traits indicate special categories of alchemical items, each of which is described on the following pages. Alchemical items without any of these traits are called alchemical tools, and are described further on page 554.", + "This section contains the following subcategories.", + "Special rules appear at the start of the relevant section.", + { + "type": "list", + "items": [ + "{@b {@filter Alchemical bombs|items||source=CRB|category=bomb}} appear on page 544.", + "{@b {@filter Alchemical elixirs|items||source=CRB|category=elixir}} are listed on page 546.", + "{@b {@filter Alchemical poisons|items||source=CRB|category=poison}} begin on page 550.", + "{@b {@filter Alchemical tools|items||source=CRB|category=tool}} can be found on page 554." + ] + }, + { + "type": "pf2-h3", + "page": 543, + "name": "Alchemical Bombs", + "entries": [ + "An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects. Bombs have the bomb trait.", + "Bombs are martial thrown weapons with a range increment of 20 feet. When you throw a bomb, you make a weapon attack roll against the target's AC, as you would for any other weapon. It takes one hand to draw, prepare, and throw a bomb. Due to the complexity involved in preparing bombs, Strikes to throw alchemical bombs gain the manipulate trait. The bomb is activated when thrown as a Strike\u2014you don't have to activate it separately.", + { + "type": "pf2-h4", + "page": 543, + "name": "Splash Trait", + "entries": [ + "Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a critical failure, the bomb misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.", + "For example, if you throw a lesser acid flask and hit your target, that creature takes 1 acid damage, 1d6 persistent acid damage, and 1 acid splash damage. All other creatures within 5 feet of it take 1 acid splash damage. On a critical hit, the target takes 2 acid damage and 2d6 persistent acid damage, but the splash damage is still 1. If you miss, the target and all creatures within 5 feet take only 1 splash damage. If you critically fail, no one takes any damage." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 546, + "name": "Alchemical Elixirs", + "entries": [ + "Elixirs are alchemical liquids that are used by drinking them. They have the elixir trait. These potent concoctions grant the drinker some alchemical benefits. While all elixirs follow the same general rules, mutagens (described below) have additional rules that apply to their use.", + { + "type": "pf2-h4", + "page": 546, + "name": "Activating Elixirs", + "entries": [ + "You usually Interact to activate an elixir as you drink it or feed it to another creature. You can feed an elixir only to a creature within reach that is either willing or unable to prevent you from doing so. You usually need only one hand to consume an elixir or feed it to another creature." + ] + }, + { + "type": "pf2-h4", + "page": 546, + "name": "Mutagens", + "entries": [ + "These elixirs, indicated by the mutagen trait, temporarily transmogrify the subject's body and alter its mind. Typically, only alchemists have the expertise to craft mutagens, and some say they are the only ones reckless enough to use them.", + "A mutagen always conveys one or more beneficial effects (listed in the Benefit entry) and one or more detrimental effects (shown in the Drawback entry). Mutagens are polymorph effects (page 301), and a subsequent polymorph effect attempts to counteract an existing effect; the counteract check for a mutagen uses the item's level and a modifier equal to that level's DC \u2013 10, as found on {@table DCs by Level||Table 10\u20135: DCs by Level}." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 550, + "name": "Alchemical Poisons", + "entries": [ + "Alchemical poisons are potent toxins distilled or extracted from natural sources and made either stronger or easier to administer. Each poison's stat block includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container.", + "Applying alchemical poisons uses Interact actions. A poison typically requires one hand to pour into food or scatter in the air. Applying a poison to a weapon or another item requires two hands, with one hand holding the weapon or item. The Usage entry for a poison indicates the number of hands needed for a typical means of application, but the GM might determine that using poisons in other ways functions differently.", + "The full rules for how poisons and other afflictions work begin on page 457. A creature attempts the listed saving throw as soon as it's exposed to the poison; on a failed save, the creature advances to stage 1 of the poison after any listed onset time elapses.", + "Some poisons have the virulent trait. This means the poison is harder to remove once it has taken effect; see Virulent Afflictions on page 458.", + { + "type": "pf2-h4", + "page": 550, + "name": "Method of Exposure", + "entries": [ + "Each alchemical poison has one of the following traits, which define how a creature can be exposed to that poison.", + "{@indentFirst {@b Contact:} A contact poison is activated by applying it to an item or directly onto a living creature's skin. The first creature to touch the affected item must attempt a saving throw against the poison; if the poison is applied directly, the creature must attempt a saving throw immediately when the poison touches its skin. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself. Typically, the onset time of a contact poison is 1 minute.}", + "{@indentFirst {@b Ingested:} An ingested poison is activated by applying it to food or drink to be consumed by a living creature, or by placing it directly into a living creature's mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day.}", + "{@indentFirst {@b Inhaled:} An inhaled poison is activated by unleashing it from its container. Once unleashed, the poison creates a cloud filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it; a creature aware of the poison before entering the cloud can use a single action to hold its breath and gain a +2 circumstance bonus to the saving throw for 1 round.}", + "{@indentFirst {@b Injury:} An injury poison is activated by applying it to a weapon or ammunition, and it affects the target of the first Strike made using the poisoned item. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.}" + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 554, + "name": "Alchemical Tools", + "entries": [ + "Alchemical tools are consumable items you don't drink." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 555, + "name": "Armor", + "entries": [ + "Suits of armor can be crafted from precious materials or infused with magic to grant them abilities exceeding those of typical armor. Many suits of magic armor are created by etching runes onto them, as described on page 580.", + "The magic armor stat block lists the Price and attributes of the most common armors you can make with fundamental runes. Other special suits of armor might be made of precious materials, and some are specially crafted items all on their own.", + { + "type": "pf2-h3", + "page": 555, + "name": "Precious Material Armor", + "entries": [ + "Suits of armor made of precious materials are more expensive and sometimes grant special effects.", + "You can make leather armor out of dragonhide, wooden armor out of darkwood, and metal armor out of any precious materials except for darkwood. Because armor's Bulk is reduced when the armor is worn, use its carried Bulk when determining its material Price. (Materials are on page 577.)" + ] + }, + { + "type": "pf2-h3", + "page": 556, + "name": "Basic Magic Armor", + "entries": [ + "The most common special armors are suits of armor with some combination of {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes.", + "The following stat block provides a quick reference for these types of armor." + ] + }, + { + "type": "pf2-h3", + "page": 557, + "name": "Specific Magic Armor", + "entries": [ + "These suits of armor have abilities far different from what can be gained by etching runes. A specific magic armor lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can't etch or transfer any property runes onto a specific armor that it doesn't already have or remove its property runes." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 559, + "name": "Consumables", + "entries": [ + "This section includes magic items with the consumable trait. An item with this trait can be used only once. Unless stated otherwise, it is destroyed after activation. When a character creates consumable items, they can make them in batches of four, as described in the Craft activity.", + "Consumables includes the following subcategories, with any special rules appearing at the start of the section.", + { + "type": "list", + "items": [ + "{@b Ammunition} begins on this page.", + "{@b Oils} appear on page 561.", + "{@b Potions} are described on page 562.", + "{@b Scrolls} are listed on page 564.", + "{@b Talismans} begin on page 565.", + "{@b Other Consumables} begins on page 570." + ] + }, + { + "type": "pf2-h3", + "page": 559, + "name": "Ammunition", + "entries": [ + "These magic items are ammunition for ranged weapons.", + "Each item's stat block includes an Ammunition entry that lists which type of ammunition it can be Crafted as, or \"any\" if it's not limited to any particular type. All stat blocks for ammunition omit the Usage and Bulk entries; use the standard rules in Chapter 6: Equipment for the type of ammunition to determine reloading times and Bulk.", + "When using magic ammunition, use your ranged weapon's fundamental runes to determine the attack modifier and damage dice. Don't add the effects of your weapon's property runes unless the ammunition states otherwise\u2014the ammunition creates its own effects. Magic ammunition deals damage on a hit normally in addition to any listed effects unless its description states otherwise.", + "Regardless of whether an attack with magic ammunition hits or misses, launching the ammunition consumes its magic. Magic ammunition is made of normal materials, not precious materials, unless stated otherwise.", + { + "type": "pf2-h4", + "page": 559, + "name": "Activated Ammunition", + "entries": [ + "If magic ammunition doesn't have an Activate entry, it's activated automatically when it's launched. Types of magic ammunition that have an Activate entry must be activated with additional actions before being used. Once you activate the ammunition, you must shoot it before the end of your turn. Otherwise, it deactivates (but it isn't consumed) and you must activate it again before you can use it. If you shoot the ammunition without activating it first, it functions as non-magical ammunition and is still consumed.", + "The action required to activate the ammunition doesn't alter how many actions it takes to reload. For example, you could activate a {@item beacon shot} arrow by touching it with 1 action, then draw and shoot the arrow as part of a {@action Strike} as normal. For a {@item beacon shot} bolt, you could activate it, load it into a crossbow, then shoot it, or load it into the crossbow, then activate it, and then shoot it." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 561, + "name": "Oils", + "entries": [ + "Oils are magical gels, ointments, pastes, or salves that are typically applied to an object and are used up in the process. They have the oil trait. Applying an oil usually takes two hands: one to hold the jar containing the oil, and another to extract the oil and apply it. You can only apply an oil to an item or creature within your reach. Because the process is so thorough, it is usually impossible to apply an oil to an unwilling target or an item in the possession of an unwilling target unless that target is paralyzed, petrified, or unconscious." + ] + }, + { + "type": "pf2-h3", + "page": 562, + "name": "Potions", + "entries": [ + "A potion is a magical liquid activated when you drink it, which uses it up. Potions have the potion trait. You can activate a potion with an Interact action as you drink it or feed it to another creature. You can feed a potion only to a creature that is within reach and willing or otherwise so helpless that it can't resist. You usually need only one hand to consume a potion or feed it to another creature." + ] + }, + { + "type": "pf2-h3", + "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." + ] + }, + { + "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." + ] + }, + { + "type": "pf2-h4", + "page": 565, + "name": "Varying Statistics", + "entries": [ + "Table 11\u20133 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." + ] + }, + { + "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 + } + }, + { + "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." + } + } + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h3", + "page": 565, + "name": "Talismans", + "entries": [ + "An item with the talisman trait is a magical charm, gem, stone, or other small object affixed to armor, a shield, or a weapon (called the affixed item). Each talisman holds a sliver of combat knowledge or magical energy that can be unleashed for a momentary boost of power or enhanced ability. Many talismans can be activated as a free action when you use a particular action or activity. A talisman is a consumable item and has the talisman trait.", + "You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently, usually crumbling into a fine dust.", + { + "type": "pf2-h4", + "page": 565, + "name": "Affixing a Talisman", + "entries": [ + "Each talisman's stat block indicates the type of item it can be affixed to. Affixing or removing requires using the {@action Affix a Talisman||Affixing the Talisman} activity. A single talisman can be affixed to only one item at a time, and an item can have only one talisman affixed to it at a time without suppressing them all.", + { + "type": "data", + "tag": "action", + "name": "Affix a Talisman", + "source": "CRB" + } + ] + }, + { + "type": "pf2-h4", + "page": 565, + "name": "Talismans", + "entries": [ + "These are but a few of the talismans available." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 570, + "name": "Other Consumables", + "entries": [ + "Though many consumables are grouped into specific categories, such as potions and talismans, some consumables don't fit into those categories." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 572, + "name": "Held Items", + "entries": [ + "These items need to be held to use them. Weapons, wands, and staves follow special rules and have their own sections." + ] + }, + { + "type": "pf2-h2", + "page": 577, + "name": "Materials", + "entries": [ + "Most items are made from readily available materials\u2014usually leather, wood, or steel\u2014but some weapons and armor are made from more exotic materials, giving them unique properties and other advantages. Weapons made from precious materials are better able to harm certain creatures, and armor of these materials provides enhanced protection.", + "Most materials are metals; they can be used to make metal weapons and armor. The GM is the final arbiter of what items can be made using a material. An item can be made with no more than one precious material, and only an expert in {@skill Crafting} can create it. Some rare and exotic materials require master or even legendary proficiency.", + "A material's Price depends on how hard it is to work, its scarcity, and its purity; most items made with precious materials use an alloy, blend, or coating rather than using the material in its purest form. The three grades of purity for precious materials are low-grade, standard-grade, and high-grade. Regardless of a precious material's purity, an item made from it gains the full effects of the precious material, but creating higher-level items and more powerful magic runes with precious material requires greater purity.", + "Some precious materials are available only at certain grades. For instance, adamantine can't be low-grade, and orichalcum must be high-grade. Items made of materials with a lower grade than expected for the item's level, or of a higher grade than necessary, will mention the precious material's grade.", + { + "type": "pf2-h3", + "page": 577, + "name": "Material Statistics", + "entries": [ + "Table 11\u20134 below provides the Hardness, Hit Points, Broken Threshold, and example items for some types of common materials. The table has separate entries for thin items (like shields), ordinary items (like armor), and reinforced or durable structures (such as walls).", + "Stone is a catchall for any hard stone, such as granite and marble. Likewise, wood covers ordinary woods, such as oak and pine. Metal weapons and armor are assumed to be made of iron or steel unless noted otherwise.", + "If an object consists of more than one material, the GM typically uses the statistics for the strongest material involved. For instance, breaking a wall made of paper panels over a woven wooden framework would require damaging thin wood, not paper. However, the GM might choose the weaker material based on the item's function. For instance, breaking the wooden handle of a hammer rather than its iron head would still render the item unusable. Sometimes an item is even less sturdy than the Hardness and Hit Points provided for a thin object; for instance, a twig doesn't take 9 damage to break, even though it's made of thin wood. Similarly, a particularly sturdy item or structure might have even higher Hardness and Hit Points. Certain structures, particularly thick walls, are so reinforced that you have to break them down over time with tools. (Page 515 has more information on walls.)" + ] + }, + { + "type": "data", + "tag": "table", + "name": "Material Hardness, Hit Points, and Broken Threshold", + "source": "CRB" + }, + { + "type": "pf2-h3", + "page": 577, + "name": "Precious Materials", + "entries": [ + "Materials with the precious trait can be substituted for base materials. For example, a hammer's head could be made of adamantine instead of iron. Items made of a precious material cost more than typical items; not only does precious material cost more, but the crafter must invest more time working with it. In addition, more powerful items require precious materials of greater purity.", + "A number of precious materials are described below. The Price entry for each material gives the Price of a simple non-magical item made of that material, based on its Bulk (if the item is lighter than 1 Bulk, use the price for 1 Bulk), as well as Prices for different amounts of the material itself.", + "Prices for armor, shields, and weapons made of precious material are in the Armor (page 555), Shields (page 586), and Weapons (page 599) sections of this chapter.", + { + "type": "pf2-h4", + "page": 578, + "name": "Crafting with Prec ious Materials", + "entries": [ + "Only an expert crafter can create a low-grade item, only a master can create a standard-grade item, and only a legendary crafter can create a high-grade item. In addition, to Craft with a precious material, your character level must be equal to or greater than that of the material.", + "Low-grade items can be used in the creation of magic items of up to 8th level, and they can hold runes of up to 8th level. Standard-grade items can be used to create magic items of up to 15th level and can hold runes of up to 15th level. High-grade items use the purest form of the precious material, and can be used to Craft magic items of any level holding any runes. Using purer forms of common materials is so relatively inexpensive that the Price is included in any magic item.", + "When you Craft an item that incorporates a precious material, your initial raw materials for the item must include that material; at least 10% of the investment must be of the material for low-grade, at least 25% for standard-grade, and all of it for high-grade. For instance, a low-grade silver object of 1 Bulk costs 20 gp. Of the 10 gp of raw materials you provide when you start to Craft the item, at least 1 gp must be silver. The raw materials you spend to complete the item don't have to consist of the precious material, though the GM might rule otherwise in certain cases.", + "After creating an item with a precious material, you can use Craft to improve its grade, paying the Price difference and providing a sufficient amount of the precious material." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "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\u2014typically 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." + ] + }, + { + "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}." + ] + }, + { + "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. 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 + } + } + ] + }, + { + "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" + } + ] + }, + { + "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." + ] + }, + { + "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|}." + ] + }, + { + "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\u20135 and 11\u20136 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" + } + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 586, + "name": "Shields", + "entries": [ + "All magic shields are specific items with a wide variety of protective effects, as described in their entries. Unlike magic armor, magic shields can't be etched with runes.", + { + "type": "pf2-h3", + "page": 586, + "name": "Precious Material Shields", + "entries": [ + "Shields made of precious materials are more expensive and have different durabilities. You can make bucklers and most shields out of any of these precious materials, but only darkwood can be used to make tower shields." + ] + }, + { + "type": "pf2-h3", + "page": 587, + "name": "Specific Shields", + "entries": [ + "These shields have unique abilities that differentiate them from their typical counterparts." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 589, + "name": "Snares", + "entries": [ + "Snares are small annoyances and simple traps you can create using the {@skill Crafting} skill if you have the Snare {@skill Crafting} feat (page 266). Creating a snare requires a snare kit (page 291) and an amount of raw materials worth the amount listed in the snare's Price entry. Unlike other items, found snares cannot be collected or sold in their complete form. Snares have the snare trait.", + { + "type": "pf2-h3", + "page": 589, + "name": "Crafting Snares", + "entries": [ + "A snare is built within a single 5-foot square. Once constructed, it can't be moved without destroying (and often triggering) the snare.", + "You must have the Snare {@skill Crafting} feat to create snares. You can spend 1 minute to Craft a snare at its listed Price. If you want to Craft a snare at a discount, you must spend downtime as described in the Craft activity. Some snares have additional requirements beyond those stated in the Craft activity; these snares list their requirements in a Craft Requirements entry." + ] + }, + { + "type": "pf2-h3", + "page": 589, + "name": "Detecting Snares", + "entries": [ + "Creatures can detect snares as they would any trap or hazard (as described on page 520), using the creator's {@skill Crafting} DC as the snare's {@skill Stealth} DC. As you become better at creating snares, your snares become harder to detect by those with lesser ability. If you are an expert in {@skill Crafting}, only a creature that is trained in Perception can find your snares; if you are a master in {@skill Crafting}, only a creature that is an expert in Perception can find your snares; and if you are legendary in {@skill Crafting}, only a creature that is a master in Perception can find your snares.", + "If your proficiency rank is expert or better in {@skill Crafting}, only creatures actively searching can find your snares." + ] + }, + { + "type": "pf2-h3", + "page": 589, + "name": "Triggering Snares", + "entries": [ + "Unless stated otherwise in a snare's description, when a Small or larger creature enters a snare's square, the snare's effect occurs and then the snare is destroyed." + ] + }, + { + "type": "pf2-h3", + "page": 589, + "name": "Disabling Snares", + "entries": [ + "Once a creature discovers a snare, it can disable it much like it can other physical traps, using the Disable a Device action of the {@skill Thievery} skill and using the {@skill Crafting} DC of the snare's creator as the DC. As you become better at creating snares, your snares become harder to disable by those with lesser ability. If you are an expert in {@skill Crafting}, only a creature that is trained in {@skill Thievery} can disable them; if you are a master in {@skill Crafting}, only a creature that is an expert in {@skill Thievery} can disable them; and if you are legendary in {@skill Crafting}, only a creature that is a master in {@skill Thievery} can disable them.", + "You can automatically disarm a snare that you personally Crafted without triggering it by spending an Interact action while adjacent to the snare." + ] + } + ] + }, + { + "type": "pf2-h2", + "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\u2014such 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." + ] + } + ] + }, + { + "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\u2014such as a cleric, druid, or wizard\u2014 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." + ] + }, + { + "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" + ] + } + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 596, + "name": "Structures", + "entries": [ + "These items create structures of significant size, typically by growing from their more manageable, normal forms.", + "All these items have the structure trait, described in the sidebar below.", + { + "type": "pf2-brown-box", + "page": 596, + "name": "THE STRUCTURE TRAIT", + "entries": [ + "An item with the structure trait creates a magical building or other structure when activated. The item must be activated on a plot of land free of other structures. The structure adapts to the natural terrain, adopting the structural requirements for being built there. The structure adjusts around small features such as ponds or spires of rock, but it can't be created on water or other nonsolid surfaces. If activated on snow, sand dunes, or other soft surfaces with a solid surface underneath, the structure's foundation (if any) reaches the solid ground. If an item with this trait is activated on a solid but unstable surface, such as a swamp or an area plagued by tremors, roll a DC {@flatDC 3} flat check each day; on a failure, the structure begins to sink or collapse.", + "The structure doesn't harm creatures within the area when it appears, and it can't be created within a crowd or in a densely populated area. Any creature inadvertently caught inside the structure when the item is activated ends up unharmed inside the complete structure and always has a clear path of escape. A creature inside the structure when the activation ends isn't harmed, and it lands harmlessly on the ground if it was on an upper level of the structure." + ] + } + ] + }, + { + "type": "pf2-h2", + "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\u2014overcharging 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." + ] + } + ] + }, + { + "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)." + ] + }, + { + "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": { + "freq": 1, + "unit": "day", + "overcharge": true, + "number": "once " + }, + "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": [] + } + ] + } + } + ] + } + ] + }, + { + "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." + ] + }, + { + "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}." + ] + }, + { + "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." + ] + } + ], + "data": { + "quickref": 2 + } + }, + { + "type": "pf2-h2", + "page": 599, + "name": "Weapons", + "entries": [ + "Weapons can be crafted from precious materials or infused with magic to grant them powerful and unusual abilities.", + { + "type": "pf2-h3", + "page": 599, + "name": "Precious Material Weapons", + "entries": [ + "Weapons made of precious materials are more expensive and sometimes have special effects. You can make metal weapons out of any of these materials except darkwood, and wooden weapons out of darkwood. To determine the Price of 10 pieces of ammunition, use the base Price for a single weapon, without adding any extra for Bulk." + ] + }, + { + "type": "pf2-h3", + "page": 599, + "name": "Basic Magic Weapon", + "entries": [ + "Many magic weapons are created by etching runes onto them, as described on page 580. The magic weapon stat block covers the Prices and attributes of the most common weapons you can make with only fundamental runes." + ] + }, + { + "type": "pf2-h3", + "page": 600, + "name": "Specific Magic Weapons", + "entries": [ + "These weapons have abilities far different from what can be gained by simply etching runes. A specific magic weapon lists its fundamental runes, which you can upgrade, add, or transfer as normal. You can't etch or transfer any property runes onto a specific weapon that it doesn't already have, and you can't remove its property runes." + ] + } + ] + }, + { + "type": "pf2-h2", + "page": 603, + "name": "Worn Items", + "entries": [ + "This section includes magic items you wear. Most have the invested trait, which means you can wear no more than 10 (page 531). Worn items include the following subcategories, with special rules appearing at the start of the section.", + { + "type": "list", + "items": [ + "{@b {@filter Apex Items|items||source=CRB|category=apex}} on this page.", + "{@b {@filter Companion Items|items||source=CRB|category=companion|type=treasure}} on page 604.", + "{@b {@filter Other Worn Items|items||source=CRB|category=worn|type=treasure}} on page 604." + ] + }, + { + "type": "pf2-h3", + "page": 603, + "name": "Apex Items", + "entries": [ + "When you Invest an Item that has the apex trait, it improves one of your ability scores, either increasing it by 2 or to a total of 18, whichever grants the higher score. This gives you all the benefits of the new ability score until the investiture runs out: increasing Intelligence lets you become trained in an additional skill and learn a new language, increasing Constitution gives you more Hit Points, and so on.", + "An apex item grants this benefit only the first time it's invested within a 24-hour period, and you can benefit from only one apex item at a time. If you attempt to invest an apex item when you already have one invested, you don't gain the ability score increase, though you do gain any other effects of Investing the Item." + ] + }, + { + "type": "pf2-h3", + "page": 604, + "name": "Companion Items", + "entries": [ + "You might want to acquire items that benefit an animal or beast that assists you. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. Normally these are the only items a companion can use. Other items can qualify, at the GM's discretion, but an animal can never Activate an Item.", + { + "type": "pf2-h4", + "page": 604, + "name": "Investing Companion Items", + "entries": [ + "Any worn companion item needs to be invested. However, your companion needs to invest it rather than you doing so. This requires you to use the Invest an Item activity alongside your companion. A companion has an investiture limit of two items (instead of the 10-item limit a player character has)." + ] + } + ] + }, + { + "type": "pf2-h3", + "page": 604, + "name": "Other Worn Items", + "entries": [ + "These are a wide variety of items you wear. Armor appears in its own section on page 555, and apex items that can increase ability scores are on page 603." + ] + } + ] + } + ] + }, + { + "type": "section", + "page": 618, + "name": "Conditions Appendix", + "entries": [ + { + "type": "pf2-h1-flavor", + "page": 618, + "entries": [ + "{@i While adventuring, characters (and sometimes their belongings) are affected by abilities and effects that apply conditions. For example, a spell or magic item might turn you {@condition invisible} or cause you to be gripped by fear. Conditions change your state of being in some way, and they represent everything from the attitude other creatures have toward you and how they interact with you to what happens when a creature drains your blood or life essence.}" + ] + }, + "Conditions are persistent. Whenever you're affected by a condition, its effects last until the condition's stated duration ends, the condition is removed, or terms dictated in the condition itself cause it to end.", + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "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 + } + }, + { + "type": "pf2-h2", + "page": 618, + "name": "List of Conditions", + "entries": [ + "{@note You can view all conditions on the {@filter Conditions page|conditions||source=CRB}.}" + ] + }, + { + "type": "pf2-brown-box", + "page": 618, + "entries": [ + { + "type": "pf2-title", + "name": "GROUPS OF CONDITIONS" + }, + "Some conditions exist relative to one another or share a similar theme. It can be useful to look at these conditions together, rather than viewing them in isolation, to understand how they interact.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Degrees of Detection:", + "entry": "{@condition Observed}, {@condition hidden}, {@condition undetected}, {@condition unnoticed}" + }, + { + "type": "item", + "name": "Senses:", + "entry": "{@condition Blinded}, {@condition concealed}, {@condition dazzled}, {@condition deafened}, {@condition invisible}" + }, + { + "type": "item", + "name": "Death and Dying:", + "entry": "{@condition Doomed}, {@condition dying}, {@condition unconscious}, {@condition wounded}" + }, + { + "type": "item", + "name": "Attitudes:", + "entry": "{@condition Hostile}, {@condition unfriendly}, {@condition indifferent}, {@condition friendly}, {@condition helpful}" + }, + { + "type": "item", + "name": "Lowered Abilities:", + "entry": "{@condition Clumsy}, {@condition drained}, {@condition enfeebled}, {@condition stupefied}" + } + ] + }, + { + "type": "pf2-title", + "name": "DEATH AND DYING RULES" + }, + "The {@condition doomed}, {@condition dying}, {@condition unconscious}, and {@condition wounded} conditions all relate to the process of coming closer to death. The full rules are on pages 459\u2013461. The most significant information not contained in the conditions themselves is this: When you're reduced to 0 Hit Points, you're knocked out with the following effects:", + "directly before the creature or effect that reduced you to 0 Hit Points.", + "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, increase these values by your {@condition wounded} value. If the damage came from a nonlethal attack or effect, you don't gain the {@condition dying} condition\u2014you are instead {@condition unconscious} with 0 Hit Points.", + { + "type": "pf2-title", + "name": "PERSISTENT DAMAGE RULES" + }, + "The additional rules presented below apply to persistent damage in certain cases.", + "Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.", + { + "type": "pf2-title", + "name": "Assisted Recovery" + }, + "You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions, and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round.", + "The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies.", + { + "type": "list", + "items": [ + "The action to help might require a skill check or another roll to determine its effectiveness.", + "Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.", + "Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.", + "Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient." + ] + }, + { + "type": "pf2-title", + "name": "Immunities, Resistances, and Weaknesses" + }, + "Immunities, resistances, and weaknesses all apply to {@condition Persistent Damage|CRB|persistent damage}. If an effect deals initial damage in addition to {@condition Persistent Damage|CRB|persistent damage}, apply immunities, resistances, and weaknesses separately to the initial damage and to the {@condition Persistent Damage|CRB|persistent damage}. Usually, if an effect negates the initial damage, it also negates the {@condition Persistent Damage|CRB|persistent damage}, such as with a slashing weapon that also deals {@condition Persistent Damage|CRB|persistent bleed damage} because it cut you. The GM might rule otherwise in some situations.", + { + "type": "pf2-title", + "name": "Multiple Persistent Damage Conditions" + }, + "You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one {@condition Persistent Damage|CRB|persistent damage} condition with the same damage type, the higher amount of damage overrides the lower amount. The damage you take from {@condition Persistent Damage|CRB|persistent damage} occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're {@condition dying} with several types of {@condition Persistent Damage|CRB|persistent damage}, the {@condition Persistent Damage|CRB|persistent damage} increases your {@condition dying} condition only once.", + { + "type": "pf2-title", + "name": "GAINING AND LOSING ACTIONS" + }, + "{@condition Quickened}, {@condition slowed}, and {@condition stunned} are the primary ways you can gain or lose actions on a turn. The rules for how this works appear on page 462. In brief, these conditions alter how many actions you regain at the start of your turn; thus, gaining the condition in the middle of your turn doesn't adjust your number of actions on that turn. If you have conflicting conditions that affect your number of actions, you choose which actions you lose. For instance, the action gained from {@spell haste} lets you only {@action Stride} or {@action Strike}, so if you need to lose one action because you're also {@condition slowed}, you might decide to lose the action from {@spell haste}, letting you keep your other actions that can be used more flexibly.", + "Some conditions prevent you from taking a certain subset of actions, typically reactions. Other conditions simply say you can't act. When you can't act, you're unable to take any actions at all. Unlike {@condition slowed} or {@condition stunned}, these don't change the number of actions you regain; they just prevent you from using them. That means if you are somehow cured of paralysis on your turn, you can act immediately.", + { + "type": "pf2-title", + "name": "REDUNDANT CONDITIONS" + }, + "You can have a given condition only once at a time. If an effect would impose a condition you already have, you now have that condition for the longer of the two durations. The shorter-duration condition effectively ends, though other conditions caused by the original, shorter-duration effect might continue.", + "For example, let's say you have been hit by a monster that drains your vitality; your wound causes you to be {@condition enfeebled} 2 and {@condition flat-footed} until the end of the monster's next turn. Before the end of that creature's next turn, a trap poisons you, making you {@condition enfeebled} 2 for 1 minute. In this case, the {@condition enfeebled} 2 that lasts for 1 minute replaces the {@condition enfeebled} 2 from the monster, so you would be {@condition enfeebled} 2 for the longer duration. You would remain {@condition flat-footed}, since nothing replaced that condition, and it still lasts only until the end of the monster's next turn.", + "Any ability that removes a condition removes it entirely, no matter what its condition value is or how many times you've been affected by it. In the example above, a spell that removes the {@condition enfeebled} condition from you would remove it entirely\u2014the spell wouldn't need to remove it twice.", + { + "type": "pf2-title", + "name": "Redundant Conditions with Values" + }, + "Conditions with different values are considered different conditions. If you're affected by a condition with a value multiple times, you apply only the highest value, although you might have to track both durations if one has a lower value but lasts longer. For example, if you had a {@condition slowed} 2 condition that lasts 1 round and a {@condition slowed} 1 condition that lasts for 6 rounds, you'd be {@condition slowed} 2 for the first round, and then you'd change to {@condition slowed} 1 for the remaining 5 rounds of the second effect's duration. If something reduces the condition value, it reduces it for all conditions of that name affecting you. For instance, in this example above, if something reduced your {@condition slowed} value by 1, it would reduce the first condition from the example to {@condition slowed} 1 and reduce the second to {@condition slowed} 0, removing it." + ] + } ] } ] diff --git a/data/book/book-gmg.json b/data/book/book-gmg.json index f3f6135d2a..206d2c6939 100644 --- a/data/book/book-gmg.json +++ b/data/book/book-gmg.json @@ -3,7 +3,19191 @@ { "type": "section", "entries": [ - "{@note Removed until further notice.}" + { + "type": "image", + "href": { + "type": "internal", + "path": "covers/GMG-25.webp" + }, + "maxRes": { + "type": "internal", + "path": "covers/GMG-100.webp" + }, + "style": "cover" + } + ] + }, + { + "type": "section", + "source": "GMG", + "page": 4, + "name": "Introduction", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 4, + "entries": [ + "The focus of every Pathfinder game is the players\u2014their characters are the stars of the show and appear in every scene that plays out in game. But what about those scenes? What stories are being told? What old legends are being discovered, and what new ones are being forged? Who are the villains, the allies, the traitors, the lovers, the monsters, and the gods? Who runs the world? When you're the Game Master, that's all up to you!" + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 4, + "name": "The Game Master", + "entries": [ + "In a game of Pathfinder, the Game Master (often abbreviated GM) is the player in charge of the story and the world the other players are exploring with their characters. As the GM, you set the stage for the adventure, show how the rest of the world responds to the player characters' actions, and guide the action along an engaging storyline. It falls to you to describe the characters' surroundings, the threats facing them, and the creatures they interact with. You're presenting the challenges the heroes must overcome, whether that's a deadly trap of haunted blades in a lost tomb full of ancient treasures or a vicious troll threatening the heroes' home village. It also comes to you to interpret and adjudicate the rules. Game Mastering involves many more components than playing a character, but it's a fun and tremendously rewarding experience.", + "Though the word \"master\" is in the GM's title, it's not a role that requires or even benefits from absolutism.", + "Pathfinder is a collaborative experience, and while your role as the Game Master is one of an adjudicator or a moderator, it doesn't mean you control everything at the table\u2014especially not the players and their characters.", + "Nor does the role require mastery, either of the rules or the setting. You'll need to understand the game, but you don't need to have every rule memorized. When everyone shares the goal of having fun and telling a story together, the details will fall into place." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 4, + "name": "How to Use This Book", + "entries": [ + "The {@i Gamemastery Guide} is one of the central rule books for Pathfinder. It's not required to play the game, but it builds upon the basic guidelines provided in the Game Mastering chapter of the {@i Pathfinder Core Rulebook}, and you'll find it {@condition helpful} to read that chapter before delving into this book. This book provides more detail on those topics, as well as many more tools to help you make your game a fun and memorable experience for everyone involved.", + "Throughout most of this book, \"you\" refers to the Game Master. In some sections of player-facing material, however, such as some player-focused variant rules and the actions for certain subsystems, \"you\" instead refers to the player using that material.", + "Pathfinder as a game is all about customization, and this book provides you as the Game Master ways to customize your game just as a player customizes their character. The toolbox nature of the {@i Gamemastery Guide} makes it easy to take and use whatever components you need for the game you're running at any time. As with any toolbox, you won't need to use everything at once!" + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 5, + "name": "Choosing Your Tools", + "entries": [ + "The tools of this book you'll use most depend on what kind of Game Master you are, what your players want, and the story you're telling together.", + "No two Game Masters are the same. Perhaps you're a veteran Game Master who's looking for new ways to customize the game and tailor it to suit your interests and those of your players. Or perhaps you're a brand new GM and looking for guidance to feel comfortable leading a game of your own. Maybe you've been a Game Master for years, but this is your first time running a Pathfinder game. No matter where you are as a Game Master, this book is a valuable tool that can help you tell the stories you want to tell with your players.", + "If you're a newer Game Master, you'll find a wealth of information to help you feel confident in running your games. Chapter 1 in particular can help you better understand how to run a game in the different modes of play, how to adjudicate the rules quickly and fairly, and what to do when special circumstances or problems crop up at your table. This chapter also contains advice on using and determining rarity in your game, working with your players to create a collaborative story, and adapting your game to meet the needs of the players at your table.", + "You'll also find the NPC Gallery in Chapter 5 useful as a source of stock NPCs to play a role in your game and also for examples to compare against when using the rules in Chapter 2 to build your own monsters and NPCs.", + "If you're a Game Master running a published Pathfinder adventure, you'll find guidance in Chapter 1 specifically for running published adventures, and much of the advice in that chapter about running a game applies to published adventures. A number of adventures\u2014 especially scenarios in the Pathfinder Society Organized Play campaign and Pathfinder Adventure Path volumes\u2014 use the subsystems in Chapter 3. The Victory Points subsystem is the most fundamental of these, but many adventures also use the other subsystems found here, such as vehicles, chases, and influence.", + "If you are looking to create your own Pathfinder adventures, Chapter 1 provides you design guidance ranging from the broad strokes of an entire campaign, to individual adventures, and then to the particular considerations of any given encounter. Chapter 2 is a veritable toolbox you can use to build the creatures, hazards, items, and other elements you want to use in your adventures. If you plan to set your adventures in a world of your own design, the world-building section of Chapter 2 can guide that process and help you establish the details you'll need to ensure your setting is a vibrant backdrop for fantastic adventure. The NPC Gallery in Chapter 5 can help populate your story and world so that you don't have to create every element from scratch.", + "If you're an experienced Game Master, you will find a wealth of customization options to tailor your games to the needs of players. The advice in Chapter 1, such as the guidance to make encounters more dynamic, can help you fine-tune your GM skills and enrich your game. Using the tools in Chapter 2, you'll be able to build precisely the option you need for any game. Chapter 3 offers a variety of rules subsystems that provide a framework for specific endeavors and situations, from chases and duels to social influence and overland exploration. In Chapter 4, you'll find variant rules options that let you tweak specific elements of the game, from backgrounds to the entire mathematical underpinning of the game, to suit your preferences or the needs of a particular setting or story.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 5, + "name": "Remember the First Rule", + "entries": [ + "The first rule of Pathfinder is that this game is yours. The rest of the rules exist for you to use to tell the stories you want to tell and share exciting adventures with your friends. There are plenty of rules in this book, but none of them overrule that first rule. Take the rules that help you make the game you want, change those that don't do quite what you need them to, and leave the ones that aren't helping. It's your game. There's no right or wrong way to GM so long as everyone is having fun\u2014and that includes you!" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "GMG", + "page": 7, + "name": "Chapter 1: Gamemastery Basics", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 7, + "entries": [ + "The role of a GM can be complex, challenging, and sometimes difficult, but ultimately rewarding. Luckily, you're not on your own! Not only will the other players at your game table help you tell collaborative stories, but you can use the advice here to make your games run more smoothly and feel more exciting." + ] + }, + "The information presented here provides {@condition helpful} guidance on how to be a dynamic and engaging GM, and supplements the GM advice found in Chapter 10 of the {@i Core Rulebook}. Some sections either refer back to that chapter or repeat some of that information for convenience. This chapter begins with general advice, then covers the following topics.", + { + "type": "list", + "items": [ + "{@b Running Encounters} (page 10) is the first of three sections that explains the three modes of play in more detail. You'll find help on tracking initiative, improving the speed of play, running special battles, and more.", + "{@b Running Exploration} (page 17) gives details on making exploration activities more interesting, creating an evocative environment, lost PCs, and more.", + "{@b Running Downtime} (page 22) covers ways the PCs can set goals, explains how to make good downtime events, provides sample downtime tasks, and more.", + "{@b Adjudicating Rules} (page 28) offers guidance on how to make effective rules calls and create house rules.", + "{@b Resolving Problems} (page 30) presents advice on total party kills, problem players, and power imbalances.", + "{@b Narrative Collaboration} (page 32) includes tools for players to control the story more directly.", + "{@b Special Circumstances} (page 33) discusses organized play, odd-sized groups, and players with different needs.", + "{@b Rarity in Your Game} (page 35) details how rarity can enrich the theme and story of your game.", + "{@b Campaign Structure} (page 36) clarifies what makes a good campaign and describes how to determine its scope and make enemies and treasure more compelling.", + "{@b Adventure Design} (page 40) includes tools for building your own adventures.", + "{@b Encounter Design} (page 46) explains how to build entertaining encounters and navigate the challenges that can arise when designing complex encounters.", + "{@b Drawing Maps} (page 52) describes useful steps for making maps and commonly used map symbols." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 7, + "name": "General Advice", + "entries": [ + "This section covers topics related to running the game.", + "If you want to know how to build specific types of new content, this information can be found throughout Chapter 2 in sections such as Building Creatures (page 56), Building Worlds (page 122), and Settlements (page 132)", + "Both the {@i Core Rulebook} and this book explore many topics, but don't feel like you have to master them all to be a good GM! It's important to remember you're not perfect, and the other players won't expect you to be. Trial and error, mistakes and triumphs\u2014they're all part of running any game.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 7, + "name": "Session Zero", + "entries": [ + "Some groups prefer to have everyone create their characters in advance and show up ready to play. However, getting the group together to make characters can be fun, and can benefit your game down the line. A session for building characters is commonly called \"session zero.\" Session zero is typically shorter than other game sessions, so you might plan a short introductory scene for after everyone's finished building their characters, or just hang out and do something else after you've planned your characters.", + "Having a session zero lets players share character details, making it easier for their characters to have links and relationships with one another before the adventure starts, and gives players the chance to become invested in each other's characters by organically learning what decisions other players made. These sessions also give veterans the chance to help less experienced players through character creation. Lastly, session zero can give you a better understanding of the characters and help the players integrate them into the adventure in interesting ways." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 7, + "name": "Pacing Game Sessions", + "entries": [ + "Page 489 of the {@i Core Rulebook} explains how to structure, start, and run a game session. This is all part of pacing your game. Most sessions should have lulls in the action punctuated by challenges such as intense encounters, puzzle-based exploration, and investigation. Presenting players with a variety of such obstacles can help them feel more engaged at the table. Information flow matters, too. If the group meets a large number of NPCs in short order, that can make it harder for them to remember individuals. It helps to break things up into smaller scenes and memorable moments.", + "Knowing when to end a session takes practice. About 20 minutes before a play session is scheduled to conclude, it can be beneficial to figure out how you'd like to end. It can be memorable to end with a cliffhanger\u2014a moment so curious and abrupt it raises questions about what happens next. Examples include ending play before combat, when the PCs find vital information, or as they discover treasure.", + "Doing so can inspire the PCs to discuss the game between sessions. Note anything that could be satisfying to resolve over media, such as email. This could include divvying up treasure, leveling up, or completing downtime tasks." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 7, + "name": "Stakes and Consequences", + "entries": [ + "A GM should always convey a clear picture of the stakes and consequences of the PCs' actions or inaction. What horrible things will happen if the PCs fail? What can they achieve if they go beyond what's expected of them? A well-constructed adventure conveys the stakes at the outset, but it's also important to remind the players of those stakes throughout play. The {@i Core Rulebook} summarizes the scale of the stakes for each mode of play, and these are varied on purpose. A game where the stakes are extremely high all the time cuts out the opportunity for low-key scenes, and can be overwhelming or even monotonous. In most games, players enjoy having some scenes where their characters can relax and socialize with low stakes as well.", + "Consequences should be specific and evocative. Don't just tell the players what happened after their characters' success or failure; let their characters witness it in the world. Are they greeted as heroes by townsfolk? Does the bastion of evil crack and shudder, falling apart as the PCs escape? Does a failure lead to the death of an ally and a somber funeral? It's usually best if the PCs can foresee the consequences, at least in a general sense. If a villain demonstrates their intention to conquer a city, and the PCs don't stop them, then the city gets conquered. It's OK if you have an idea for an interesting subversion occasionally, but keep those to a minimum or the chain of cause and effect will become too muddy.", + "You can emphasize consequences by awarding PCs accomplishment XP ({@i Core Rulebook} 507). It serves as a good reminder to the players, reinforcing their success.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 8, + "name": "Failing Forward", + "entries": [ + "An unexpected failure can bring the game to a halt, particularly during exploration. \"Failing forward\" means finding a way to progress the story instead of just saying, \"That didn't work.\" This doesn't mean that the group can't fail, or that the PCs should get what they wanted despite failing. Rather, it means that a failure might still impart more information, reveal a way to improve their chances next time, or even cause unforeseen difficulties. Doing so means the player's choice to attempt a check {@i mattered}, even if the results weren't what they wanted. Allowing the PCs to fail forward means fewer dead ends and perfunctory checks. It's important however, not to put unnecessary pressure on yourself to do so all the time. Sometimes you won't know immediately how a PC can fail forward, and in those cases, it's usually best to just move on." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 8, + "name": "Improvisation", + "entries": [ + "As a GM, you often make things up on the fly. You can find tips for improvising rules on page 491 of the {@i Core Rulebook} and within the Adjudicating Rules section of this book (pages 28\u201329). When an issue seems to pertains to the story instead of the rules, ask yourself the following questions.", + { + "type": "list", + "items": [ + "Does something already established in our story so far tell me what should happen here?", + "If an NPC is involved, what would their personality lead them to do?", + "What does the player expect to happen?", + "What would best fit the themes of our story? You might not have a good answer for every question, but asking them can inspire useful solutions. If what you need to invent is significant in the storyline or world, there's nothing wrong with asking the group to take a little break while you fill in the gap. If it's not particularly significant and you can't come up with anything more compelling, it's also okay to say, \"Nothing happens,\" and move on." + ] + }, + "Often, a player will ask, \"What happens when I do that?\" This is a good indicator that the player expects that what they've done will draw a reaction from an NPC or the environment. Unless the player is way off base, provide an in-game response, even if it's minor. The player has telegraphed what matters to them, and the perceived importance of their action can draw them into the game.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 8, + "name": "False Information", + "entries": [ + "A critical failure to {@action Recall Knowledge} can result in you needing to convey false information, requiring some improvisation. If you aren't careful, this information can be perceived by the PCs as too silly, or could derail the game. For example, if a PC misinterpreted text about the god of commerce, {@deity Abadar}, saying they believe the god is an incompetent chaotic spendthrift who's bad with money is absurd. Similarly, if they incorrectly believe {@deity Abadar} will reward them with great wealth if they ring bells in four different temple corners, this could send them on a tangent.", + "Providing false information can cause the PCs to make mistakes, but the consequences should typically be immediate rather than continual or far in the future.", + "Avoid dispensing false information that might not be used for hours or entire sessions, after the check is forgotten.", + "If you're unsure, the safest form of false information is information that's wrong but not in a way that causes major consequences. Remember that a critical failure says you get incorrect information, not that you get importantseeming false information. Erroneously believing Abadar's symbol is a set of scales instead of a key might lead to a miscommunication, but one that's not dangerous, pretty easy to clear up, and only a little embarrassing for the PC." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 8, + "name": "Secret Checks", + "entries": [ + "During play, you roll some checks in secret instead of allowing the player to do so, as explained on page 450 of the {@i Core Rulebook}. This rule helps ensure that a player remains uncertain at times when their character is unsure of how a situation may resolve, immersing the player in their character's perspective. It can be handy to keep a list of the PCs' modifiers on hand to help you roll secret checks more quickly. At least, you should record each player's {@skill Perception} modifier, their saving throw modifiers (especially Will), and the skill modifiers of any skills they often use to {@action Recall Knowledge}. Check in anytime the PCs level up, and consider asking the players to update you when any of these modifiers change.", + "You can still have the players roll the checks even if an action has the {@trait secret} trait. This is usually best done when the results are going to be immediate or when stakes are low, like when the PC is trying to recall something during downtime that they'll see is false through the course of their research. You can instead have the players handle all their rolls, secret or otherwise. This works best when the group is interested in leaning into the dramatic irony of knowing a PC is wrong and playing up their characters' mistakes." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 9, + "name": "Hero Points", + "entries": [ + "Page 507 of the {@i Core Rulebook} offers guidelines for determining how many Hero Points to award and when to do so. These recommendations are flexible. Consider Hero Points a way to reinforce your personal style of Game Mastering and to reward what you value during play. The toughest part of awarding Hero Points can be remembering to do it! Keeping a Hero Point token on hand in front of you can provide a visual and tactile reminder. You can also solicit help from your players by asking them to remind you when they think a PC's action merits a Hero Point." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 9, + "name": "Metagaming", + "entries": [ + "Knowledge the players have that their characters don't is called \"metagame knowledge,\" and using it to influence characters' decisions is called \"metagaming.\" Some metagaming results naturally from play and is wise to disregard. The wizard aiming a {@i fireball} precisely enough to include three enemies in the very edge of the spell's area is probably unrealistic, but isn't that disruptive to play. Things get more questionable if the player says, \"That's a rakshasa, so don't use divine spells against it,\" regardless of whether their character has encountered a rakshasa before or identified the creature. Each group is different, and the assumption of what the characters know varies. If metagaming starts to get out of hand, you might just use some gentle reminders, like, \"I'm not sure your character's aware of that,\" or, \"Can you explain your character's thinking when they do that?\" If the problem persists, see the guidelines mentioned in the Problematic Players section on page 31." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 9, + "name": "Portraying Npcs", + "entries": [ + "Although the PCs are the stars of the game, NPCs make the world around the PCs vibrant. They can become a part of the story, sometimes for years, weaving into the story right alongside the PCs. Portray NPCs however it works for you. Some GMs keep it simple, describing the NPCs simply by their looks, or their hook (see below). Others go into more detail, using accents, mannerisms, or acting.", + "Because NPCs have smaller roles than PCs, imparting enough information to convey their identities while they interact with the party can be challenging. When you create an NPC, start by integrating a single \"hook\" into their concept: a widowed merchant, a refugee from a distant realm, or a child who constantly asks awkward questions. Each hints at a backstory but is easily described in a synopsis. If the NPC continues to interact with the party, you can then add to their backstory later.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 9, + "name": "Npc Limitations", + "entries": [ + "Always remember that the PCs have the greatest role in your story. Avoid including allied NPCs who could easily solve any problem the PCs get assigned. An extremely powerful NPC should be engaged with matters beyond what the PCs are tasked with or have some limitation that necessitates the PCs' involvement. Remember that an NPC is not \"your character\" in the way each player has a character. Though NPCs who travel with the party can be effective and fun when handled with caution, an NPC who effectively acts as the GM's character is often called a GMPC (Game Master Player Character) and can contribute to a feeling that the players are being coerced into making certain decisions." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 9, + "name": "Betrayal", + "entries": [ + "NPCs, even allies, can shift allegiances. They might betray, fail, or sell out their companions, which can make for a meaningful story event. If an NPC is betraying the party in some way, lay groundwork early on so the players don't feel ambushed by the twist. If the players can look back and see a clear path to this result, it is likely they'll feel the decision makes sense in the context of the story. Try to give the NPC a \"tell\" or a paper trail they can detect." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 9, + "name": "Respecting the Character", + "entries": [ + "Sometimes, when creating characters, a GM can unintentionally play into themes that can be harmful or hurtful. For example, an NPC with a background of abuse, a former or current slave, or a character with disabilities requires respectful handling. This is particularly true if you, as the GM, do not have the same life experience as the NPC in question. If you want to include these themes for an NPC, you should probably bring it up with your players beforehand and set expectations. You don't need to spoil the character, but sitting down and checking in with your players can help prevent unpleasant surprises and is better than assuming. To keep the representation respectful, avoid clichés and don't use the hook as a joke. Your group's guidelines for objectionable content ({@i Core Rulebook} 486) can also help you portray NPCs respectfully." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 9, + "name": "A Proper End", + "entries": [ + "An NPC's story should have a satisfying ending. The NPC might leave your story when they achieve a major goal, go on to other adventures, give up their dream, or die.", + "The death of a beloved NPC should have weight. Make it sympathetic and powerful, and ideally have it take place \"on stage\" with the PCs present. Be prepared that NPC deaths might stir up strong emotions within the group, and be prepared to cut the session short or to fade to black to mitigate the full brunt of the event if necessary.", + "An NPC's death should matter beyond the PCs' emotions or search for revenge, too\u2014maybe the NPC's sacrifice saved a village or inspired others. Let players see that legacy carried on." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 10, + "name": "Running Encounters", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 10, + "entries": [ + "Running engaging encounters can require you to track a lot of different information.", + "Knowing what details to prioritize can make encounters easier to run and more fun to play." + ] + }, + "This section provides tips to help you run encounters that are fast and entertaining to play. Though the {@i Core Rulebook} discusses running encounters starting on page 493, this section supplements that information. Though this chapter contains detailed advice about many topics, it's important to remember that, as a GM, you should primarily focus on the following tasks.", + { + "type": "list", + "items": [ + "Answering questions quickly and decisively whenever possible.", + "Building anticipation for what happens next.", + "Emphasizing thrilling action and setting a rapid pace.", + "Letting players know when they're up, and preferably when they're \"on deck\" to go next.", + "Showing the immediate consequences of actions." + ] + }, + "If you're interested in building on the topics in this section, information on designing combat encounters appears on page 46. Additionally, Chapter 3 presents subsystems used in special types of encounters, such as the influence subsystem.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 10, + "name": "Speed of Play", + "entries": [ + "Encounters should move quickly, giving the PCs just enough time to savor successes and lament failures. This requires effort from everyone, but you can make it easier by running creatures and NPCs efficiently. First off, don't worry too much about little mistakes you make when running encounters. If you forgot to apply a creature's special bonus or didn't take an action that would have prevented the creature from taking damage, it's not a big deal. Keep an eye on what you emphasize during the adventure, as well.", + "Be quick when describing a normal attack, but spend a little more time on a critical hit or a big spell. This all boils down to significance. It's fine to slow down the game for something important, but it's best to move briskly through anything less important. As you run the game, you'll quickly develop a sense for what's significant and what's not.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 10, + "name": "Looking Up Rules", + "entries": [ + "One of the primary ways the game slows down is when you or another player needs to look up a rule. For something that isn't too impactful, it's better to just make a ruling on the spot and move on. Tell the player they can look it up when it's not their turn, and you'll play it as written after that, but that the game needs to move on in the meantime.", + "It's okay to look up something that's both significant and heavily rules-dependent, such as a spell description or the {@book death and dying|CRB|9|Hit Points, Healing, and Dying} rules. Even then, reciting a full chunk of rules text can pull players out of the flow of play, so summarize. It also helps to train your players to look things up in advance if they think they'll need them, so they're ready to go when their turns come around. This can be tough as a GM, since it's essentially always your turn. However, you can ask a player to look something up for you, or, if you need to pause long enough to reference certain books, remind the players to plan for their next turns while you're busy." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 10, + "name": "Rewinding", + "entries": [ + "Though \"rewinding\" can happen in any mode of play, it's usually most troublesome in encounters. Rewinding happens when a player forgot to add in a certain bonus or take a certain action, or wishes they had used their actions in a different order, and wants to rewind to account for what they missed. The best policy is usually to let them rewind as needed within their own turn but stop them before they intrude into someone else's. This keeps interruptions within reasonable bounds. You might find some adjustments are easy enough to make outside of a turn and can be allowed. For instance, if someone forgot to add the fire damage from a {@i flaming} rune to one of their hits, it's pretty easy to reduce the monster's HP on another turn, but if they realized their attack missed only because they forgot the bonus from {@i bless}, that could be too much of an interruption. Your ruling should stand on such matters. Try to be consistent about what kinds of things you will rewind for and when." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 10, + "name": "Complex Rolls", + "entries": [ + "You'll often make multiple rolls at the same time, especially when attempting saving throws for multiple creatures against area or multi-target spells. This can sometimes take a considerable amount of time if you're resolving the result of each creature's save and then determining its degree of success. To do so quickly, you could use one of the following techniques. Each of the examples below uses a PC's spell as an example, but these recommendations also apply to similar rolls that aren't caused by spells.", + { + "type": "list", + "items": [ + "Get the PC's Difficulty Class first, and have the player roll damage while you roll the saving throws.", + "Use separate colors of dice for the different types of foes, or arrange the dice in such a way that it's easier for you to tell which creatures or NPCs are which.", + "Go in order from the best enemy results (the highest total) to the worst. This means you'll need to ask for the results on a success only once, the damage on a failure once, and so on. It also means you only need to figure out when you're moving to a lower degree of success, rather than recalculating them each time." + ] + }, + "This can be more of a challenge when asking for PC rolls. Make sure you get the attention of every player whose PC is affected. Have them all roll but hold off on announcing their results. While they roll their saves, roll damage or other variable effects. Then, announce the DC.", + "Say, \"who critically succeeded?\" \"who succeeded?\" and so on down the line, so you only have to share the results for each category once. You can choose not to announce the DC if you want and ask for results by multiples of 10 instead, but it typically takes longer, and it's still possible that the players can determine or estimate the DC anyway." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 11, + "name": "Enemy Tactics", + "entries": [ + "As noted on page 493 of the {@i Core Rulebook}, enemies don't need to make perfect decisions. It's usually better to make a decision quickly than to pick the perfect enemy tactic.", + "The chaos of combat, desperation, or ego could all cause a villain to make a poor decision, and that's something you can play up if you realize they've done so, acting out the foe's response to their own folly, or chiding them through the sarcastic remark of one of their allies." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 11, + "name": "Initiative", + "entries": [ + "The rules for rolling initiative can be found on page 468 of the {@i Core Rulebook}, and the GM guidelines on 498. Below you'll find specifics on how to run certain types of initiative or deal with problems. These are guidelines, and you might prefer to execute initiative in a different way at your table.", + "When do you ask players to roll initiative? In most cases, it's pretty simple: you call for the roll as soon as one participant intends to attack (or issue a challenge, draw a weapon, cast a preparatory spell, start a social encounter such as a debate, or otherwise begin to use an action that their foes can't help but notice). A player will tell you if their character intends to start a conflict, and you'll determine when the actions of NPCs and other creatures initiate combat. Occasionally, two sides might stumble across one another. In this case, there's not much time to decide, but you should still ask if anyone intends to attack. If the PCs and NPCs alike just want to talk or negotiate, there is no reason to roll initiative only to drop out of combat immediately!", + { + "type": "pf2-h3", + "source": "GMG", + "page": 11, + "name": "Initiative and Stealth", + "entries": [ + "When one or both sides of an impending battle are being stealthy, you'll need to deal with the impacts of {@skill Stealth} on the start of the encounter. Anyone who's {@action Avoid Notice||Avoiding Notice} should attempt a {@skill Stealth} check for their initiative. All the normal bonuses and penalties apply, including any bonus for having cover. You can give them the option to roll {@skill Perception} instead, but if they do they forsake their {@skill Stealth} and are definitely going to be detected.", + "To determine whether someone is {@condition undetected} by other participants in the encounter, you still compare their {@skill Stealth} check for initiative to the {@skill Perception} DC of their enemies. They're {@condition undetected} by anyone whose DC they meet or exceed. So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their {@skill Perception} DC? Well, all the enemies are {@condition undetected}, but not {@condition unnoticed}. That means the participant who rolled high still knows someone is around, and can start moving about, Seeking, and otherwise preparing to fight. The characters {@action Avoid Notice||Avoiding Notice} still have a significant advantage, since that character needs to spend actions and attempt additional checks in order to find them.", + "What if both sides are sneaking about? They might just sneak past each other entirely, or they might suddenly run into one another if they're heading into the same location." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 12, + "name": "SETTING THE SCENE", + "entries": [ + "When an encounter begins, spend a moment to describe the location if you haven't already. Use some of the description tips found in Evocative Environments on page 17. It can help to describe where enemies are within the environment, to better ground them in the location. You can also use the enemies' expressions to better convey the location. Is an enemy in a wary stance as they stand near a pit? Is another irritated by water dripping on it from the ceiling? Does a glowing glyph illuminate an enemy with a sinister red light?" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 12, + "name": "Batch Initiative", + "entries": [ + "If you have multiple enemies of the same type, such as four goblin warriors, you might want to have them act on the same initiative for simplicity. If you do, you can roll just one initiative check for all of them. They still take individual turns and can still individually change their initiative by Delaying. Note that a lucky initiative check could mean the batched creatures can easily gang up on the PCs, and a terrible roll could mean they all get struck down before they can do anything, so use this technique only when necessary to keep the game moving." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 12, + "name": "Placing Characters on the Map", + "entries": [ + "If the PCs are already moving on a grid, as often happens in small dungeons, you already know where they are when they roll initiative. If they're moving in free-form exploration, place them on the map when they roll initiative. The fastest way is to have the players set up their miniatures in a basic marching order ahead of time, then just move them onto the map in that formation.", + "When that doesn't work, such as when one or more PCs were in a different location or the map doesn't fit the marching order, you can either set up the PC minis yourself, then ask if everybody is happy with where they are, or have the players place their own minis. If you find having the players do it themselves causes too much indecision (especially if they try to count out distances in advance), you can switch methods. Remember to place characters using {@skill Stealth} in reasonable places to hide, even if that means you have to adjust the marching order to do so." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 12, + "name": "Inappropriate Skills", + "entries": [ + "As described in the {@i Core Rulebook} on page 489, you can allow PCs to roll skills other than {@skill Perception} (or {@skill Stealth} when {@action Avoid Notice||Avoiding Notice}) for initiative. You might find that once a player gets to use a stronger skill for initiative, they'll keep trying to use it for future encounters. As long as the narrative plays out in a reasonable manner, it's fine to allow the skill. If you find that they start making up odd circumstances to use their pet skill, or that their justifications for using the skill take too long at the table, just tell them you'd like them to go back to using {@skill Perception} for a while." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 12, + "name": "Ad Hoc Bonuses and Penalties", + "entries": [ + "This section covers a few ground rules for how to best respond to PC tactics, when to apply ad hoc bonuses and penalties, and when to use certain tactics for NPCs. When PCs put effort into getting advantages against their foes, there should be some payoff provided their tactics make sense in the narrative. Ad hoc bonuses and penalties give you some mechanical tools to emphasize that. Also keep in mind that you can change the flow of the story to respond to tactics as well. Changing an enemy's behavior can be a more satisfying consequence than just getting a bonus. When you're determining whether to grant a special bonus that's not defined in the rules, including when a player asks you whether they get a bonus for doing something, ask yourself the following questions.", + { + "type": "list", + "items": [ + "Is this the result of an interesting, surprising, or novel strategy by the character?", + "Did this take effort or smart thinking to set up?", + "Is this easy to replicate in pretty much every battle?" + ] + }, + "If you answered yes to any of the first two, it's more likely you should assign a bonus\u2014typically a +1 or +2 circumstance bonus. However, if you answered yes to the third, you probably shouldn't unless you really do want to see that tactic used over and over again.", + "Try to use ad hoc bonuses a little more often than ad hoc penalties. If you do think a penalty might be appropriate, ask yourself the following.", + { + "type": "list", + "items": [ + "Does the environment or terrain create any applicable disadvantages for the character?", + "Should the character have expected this would be more difficult based on what they already knew?", + "Was this circumstance caused by a bad decision on the part of the one taking the penalty?", + "Is this negative circumstance easy to replicate in pretty much every battle?" + ] + }, + " Once again, answering yes to most of these questions means it is more likely you should apply a penalty, and answering yes to the final question means it less likely you should do so." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 12, + "name": "Adjudicating Actions", + "entries": [ + "Some of the basic actions of the game require you to interpret how a rule should apply. Here, you'll find advice the types of rules calls that can occur frequently. For rules decisions that are either/or (such as whether a creature can {@action Aid} or {@action Take Cover}), a PC can usually determine before they take the action whether doing so is viable; if it isn't viable for some reason, alert them that it won't work before they spend time, actions or resources trying. There are some exceptions, especially if the reason an action wouldn't work is something a character wouldn't know.", + "For example, if a character tries to {@action Take Cover} behind a wall, not realizing it's illusory, you shouldn't reveal the deception prematurely.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 13, + "name": "Aid", + "entries": [ + "It's up to you whether someone's preparation is enough to let them {@action Aid} an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to {@action Aid} an attempt to {@action Pick a Lock}, but just saying you're going to \"encourage\" them likely wouldn't. Second, the character who is attempting to {@action Aid} needs to be in a proper position to help, and able to convey any necessary information. Helping a character {@action Climb} a wall is pretty tough if the character a PC wishes to {@action Aid} is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to {@action Aid} the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 13, + "name": "Ready", + "entries": [ + "The {@action Ready} activity lets the acting person choose the trigger for their readied action. However, you might sometimes need to put limits on what they can choose. Notably, the trigger must be something that happens in the game world and is observable by the character rather than a rules concept that doesn't exist in world. For instance, if a player says, \"I {@action Ready} to shoot an arrow at her if she uses a concentrate action,\" or \"I {@action Ready} to attack him if he has fewer than 47 Hit Points,\" find out what their character is trying to specifically observe. If they don't have a clear answer for that, they need to adjust their action." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 13, + "name": "Seek", + "entries": [ + "The {@action Seek} action leaves it up to you how long a search should take. Use common sense. Most of the time, just trying to spot a creature hiding in a small area, or something else you could find with a simple {@action Seek} action rather than a long-term {@action Search} exploration activity, should default to a single action. The biggest distinction is whether something uses 3 actions or fewer\u2014and can therefore be accomplished in a single turn\u2014or requires more than that and can't be accomplished in an encounter at all. Consider whether it makes sense for the character to pull this off during the encounter or not, and whether that could be an interesting wrinkle in the story." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 13, + "name": "Sense Motive", + "entries": [ + "When someone tries to Sense the Motive of an NPC, you'll need to figure out how to convey the information they receive. It's best to try to convey this indirectly, such as by describing a lying target's body language, odd word choices, sweating, or other details rather than saying, \"They aren't behaving normally.\" However, sometimes dropping a punchy, \"Oh, she is 100% lying about this!\" on a critical success can be satisfying. You also might need to determine when the situation changes enough for someone to try to {@action Sense Motive} again. Usually, this means either the behavior of the subject needs to change, or the person attempting the check needs to receive new evidence that something is out of the ordinary. If another PC tries to {@action Sense Motive}, gets different information about the target, and shares it, that doesn't really count as new information for a PC who tried previously. Rather, it's up to the players to roleplay out any changes in their thinking as a result." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 13, + "name": "Take Cover", + "entries": [ + "You'll often need to determine whether someone can {@action Take Cover}. They usually just need a large enough object to hide behind. Imagine the character crouching, and picture whether the object could almost entirely cover up their silhouette. {@action Take Cover||Taking Cover} might also require them to {@action Drop Prone}, such as if they want to take cover under a table.", + "Most of the time, you can let them combine this with the {@action Take Cover} action instead of using 2 separate actions." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 13, + "name": "Maps and Miniatures", + "entries": [ + "A grid and miniatures can make it easier to visualize combat for players and give a visual centerpiece for the players to focus on. Some advice for drawing maps appears on pages 52\u201353. A setup can range from a basic grid with some hasty marker lines and coins for miniatures to a full-color Flip- Mat with official prepainted minis or cardboard pawns, all the way to a set of 3-D dungeon terrain and handpainted minis for each character. Many online tabletops have preset maps, token packs, and built-in functions for movement and line of sight. All these are fun to play on! Your setup should match your time commitment, budget, and the aesthetics you want.", + "You can also bring the setting alive by describing sensory details like sounds, smells, temperature, and 3-D elements that aren't represented on your map. Including the echoing ring of a sword striking a shield, an errant {@i ray of frost} freezing solid an apple in a bowl of fruit on the table, and the like makes the game feel more alive.", + "Placing miniatures on a grid can make it feel like you need to be exacting with the rules, but there's still room for improvisation! You might give another 5 feet of movement to someone running downhill if it will make their turn more dramatic. You're empowered to give players minor boosts that fit the story you want to tell, and to fill in nuances of the location beyond the elements covered in the {@i Core Rulebook}", + { + "type": "pf2-h3", + "source": "GMG", + "page": 13, + "name": "Cover", + "entries": [ + "You determine whether a character has cover. The rules for drawing lines found in the {@i Core Rulebook} are useful in simple cases, but in more complicated situations, use your own discretion to make the call. Consider the details of the environment and 3-D space beyond what's on the battle mat. For instance, hanging banners might give cover, or a PC who has climbed onto a ledge might have a clear shot at an enemy standing behind a short wall. Be generous to PCs who use creativity to get into smart positions, especially if they spend valuable actions to move or {@action Take Cover}." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 14, + "name": "VARIANT RULES ON THE GRID", + "entries": [ + "These two variants can change up how distance and movement work in your game.", + { + "type": "pf2-title", + "name": "UNIFORM DIAGONALS" + }, + "If you like, your group can count all diagonals as 5 feet instead of counting every other diagonal as 10 feet. This speeds up play, but some people find it breaks their suspension of disbelief. This is most noticeable when someone moves a long distance along a diagonal all at once or when characters start moving diagonally as much as possible to cover more distance. Using this variant requires thinking of the game map in more abstract terms, and less like a real physical environment where the map is accurately reflecting the size of the room or encounter area. You can choose whether you measure radius-based areas of spells in the same way or visualize them as circles or other round shapes. The latter works best if you have templates to use.", + { + "type": "pf2-title", + "name": "HEX GRIDS" + }, + "Some of the challenges of diagonal movement can be fixed by using a hex grid instead of a square grid, or by using a grid with offset squares, which works similarly. This allows you to count movement the same in all directions. However, it makes flanking a bit harder to pull off, requires you to arrange standard Large and larger miniatures differently, and causes challenges when drawing maps that consist primarily of rectangular structures, since you'll have a lot of partially occupied hexes." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 14, + "name": "Splitting and Combining Movement", + "entries": [ + "The different types of actions representing movement are split up for convenience of understanding how the rules work with a creature's actions. However, you can end up in odd situations, such as when a creature wants to jump vertically to get something and needs to move just a bit to get in range, then {@action Leap}, then continue moving. This can end up feeling like they're losing a lot of their movement to make this happen. At your discretion, you can allow the PCs to essentially combine these into one fluid movement as a 2-action activity: moving into range for a {@action Leap}, then Leaping, then using the rest of their Speed.", + "This typically works only for chaining types of movement together. Doing something like Interacting to open a door or making a {@action Strike} usually arrests movement long enough that doing so in the middle of movement isn't practical." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 14, + "name": "Going Gridless", + "entries": [ + "As described on page 494 of the {@i Core Rulebook}, you can play encounters without a grid. This is best for groups who can easily imagine their surroundings without a visual aid, and for battles that don't require understanding a complex physical space. Your game doesn't have to be entirely on or entirely off maps\u2014you might decide to play out most simple fights without a grid, then use one for highly tactical fights or major set pieces. As noted in the {@i Core Rulebook}, the 3-action structure is your best friend. You might find yourself answering a lot of questions about actions and space, like \"Can I get there this turn,\" or \"How many of the gnolls can I catch in a {@i fireball}?\" If you find yourself needing to repeatedly remind players of the physical features of the environment or enemy positioning, that might mean you're making your encounters too tactical for what a gridless game supports. This style works better to encourage imaginative, cinematic action and quick play without getting too hung up on details." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 14, + "name": "Special Battles and Movement", + "entries": [ + "The {@i Core Rulebook} covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 14, + "name": "Mounted Combat", + "entries": [ + "The logistics of mounted combat take some extra work.", + "If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you'll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side's greater mobility.", + "When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs' mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount's level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls {@condition prone}. Setting a simple expert DC of 20 often works well for such checks.", + "Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead (page 156)", + { + "type": "pf2-h4", + "source": "GMG", + "page": 14, + "name": "Different Types of Mounts", + "entries": [ + "The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to {@action Command an Animal}, the." + ] + } + ] + }, + "rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether {@skill Diplomacy} checks or the like are needed. It's recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 15, + "name": "Aerial Combat", + "entries": [ + "Determining positioning in the air can be tricky, and it's often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid.", + "Note that battles can get more spread out with flight. If any creature is flying, it's important to establish the height of potential obstacles in the area early. This way, no one's surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them.", + "The rules for flight say that a creature might need to attempt an {@skill Acrobatics} check to {@action Maneuver in Flight} to pull off tricky maneuvers. You can generally use the same judgment you would for calling for {@skill Acrobatics} checks when someone's moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC.", + "Falls can be deadly, and often happen when {@i fly} or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the {@i feather fall} spell to prevent the damage or a {@i jade cat} talisman to reduce it." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 15, + "name": "Aquatic Combat", + "entries": [ + "The rules in the {@i Core Rulebook} are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. It's often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since it's not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. It's generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use {@i air bubble} and quickly cast {@i water breathing} again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level {@i water breathing} spell to avoid it isn't much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor {@skill Athletics}, who might need to strategize around their shortcomings. The DC to {@action Swim} underwater shouldn't be very high\u2014typically 15, or 13 in calm water.", + "When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink.", + "When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when {@i either} party is in water. You might judge that a character in the water is {@condition concealed} against someone outside it due to distortion, and vice versa." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 16, + "name": "Unexpected Difficulty", + "entries": [ + "What do you do when an encounter ends up being far more or less challenging than you anticipated? If the encounter is unlikely to kill all the characters, it might be best to roll with it, unless the fight is so frustrating that no one really wants to continue it. If it is likely to kill everyone, strongly consider ways to end the encounter differently. The villain might offer the PCs the chance to surrender, consider their task complete and leave, or use their advantage to get something else they want. If the worst does happen, suggestions for dealing with a total party kill can be found on page 30.", + "If a battle is too easy, it's often best to let the players enjoy their dominance. However, if you intended this to be a centerpiece battle, that might feel anticlimactic. Look for ways the enemy might escape or bring in reinforcements, but the PCs' success should still matter. Make sure the PCs feel the enemy's desperation\u2014possibly have the enemy sacrifice something important to them to secure their escape.", + "In both these cases, consider whether the discrepancy from your expectations is due to luck. One side benefiting from extreme luck is to be expected from time to time.", + "However, if the challenge comes down to a factor you had control over as a GM\u2014like unfavorable terrain making things hard for the PCs or a monster with an overpowered ability\u2014it's more likely you should make adjustments.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 16, + "name": "THREATS IN PUBLISHED ADVENTURES", + "entries": [ + "When you reach an encounter in a published adventure, it will give you an indication of the expected party level and what threat the encounter is for that level of party, such as \"moderate 3\" for an encounter that's a moderate threat to a 3rd-level party. If your party reaches the encounter at a different level, you could recalculate the XP for each enemy individually, or you can estimate the threat posed by adjusting a step down or up per level difference. For example, the moderate 3 encounter would be severe 2, extreme 1, low 4, or trivial 5. If you still think the group can take it on as-is, you can use that estimation for determining XP, maybe giving a little extra if it ended up being tougher than you expected. Or, if you think it would be better, you can adapt the particulars of the encounter to be a more reasonable challenge to your party, usually by adjusting the number of monsters or using the elite and weak adjustments." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 16, + "name": "Social Encounters", + "entries": [ + "Sometimes you'll want to run a social conflict in encounter mode. The basic guidelines on how to do so appear on page 494 of the {@i Core Rulebook}, and this section expands on them with additional advice and examples. Social encounters still require opposition\u2014typically an adversary arguing against you, but sometimes institutional opposition or strongly held beliefs. It's important to note that some NPCs are much more adept at certain types of social encounters than at combat. You can find guidelines on creating such NPCs on pages 72\u201373, and some examples in the NPC Gallery chapter. The {@i Core Rulebook} suggests a few means of measuring success and progress in social encounters. If you want something more detailed, look at Victory Points on page 148 of this book, or the more specific rules for Influence on page 151. As noted in the {@i Core Rulebook}, social encounters don't usually use 6-second rounds. The time scale you use can be flexible. Usually, you'll want a participant to go on just long enough to make one salient point and attempt one check before moving to the next character in the initiative order. Be flexible and encouraging as you run a social encounter, and don't worry about nitty-gritty details like character movement except in extreme cases. Allow the PCs to share information about as freely as the players can around the table. If one character is watching the opponent for signs they're lying, assume they can easily convey that to other characters subtly. It's good to remind players of things their characters might know or be likely to notice even if the players, in the moment, don't have them in mind. Describe NPCs' mental states and ask for clarification about the PCs' attitudes when needed. The following list describes various types of social encounters that PCs may find themselves in.", + { + "type": "list", + "items": [ + "Besting a rival bard in a battle of wits", + "Brokering peace between warring groups", + "Convincing a dragon not to eat the party", + "Convincing a monarch to defend against an invasion", + "Disproving a rival's scientific theories before an alchemists' guild assembly", + "Ending a tense standoff", + "Exposing a slippery villain's deception before a court of nobles", + "Getting a desperate criminal to free a hostage", + "Persuading a clan to trust their ancient rivals", + "Petitioning for admittance to a magical academy", + "Proving someone's innocence in front of a judge", + "Securing a major contract over a rival", + "Quelling an angry mob", + "Swaying a fallen priest to return to the faith", + "Tricking a charlatan into contradicting their past lies", + "Turning a leader against their corrupted advisor", + "Turning a low-ranking cultists against their leader", + "Urging a lawmaker to grant clemency or a stay of execution", + "Wining a debate about a contentious topic." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 17, + "name": "Running Exploration", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 17, + "entries": [ + "Exploration covers a wide variety of situations, letting the group's creativity and storytelling shine. You can also use it to control the pace of the game, guided by the number of interesting locations and phenomena in the area being explored and the level of detail you want to go into." + ] + }, + "The {@i Core Rulebook} discusses running exploration mode starting on page 496 of that book, and this section supplements that information. If you want to run a session or adventure specifically focused on exploring and mapping uncharted wilds, consider using the hexploration subsystem on page 170. If you're looking for guidelines on managing initiative, see page 11 in the Running Encounters section. As you run exploration, keep the following basic goals in mind. You'll find more advice on many of these points in the sections ahead.", + { + "type": "list", + "items": [ + "Evoke the setting with sensory details.", + "Shift the passage of time to emphasize tension and uncertainty, and speed past uneventful intervals.", + "Get players to add details by asking for their reactions.", + "Present small-scale mysteries to intrigue players and spur investigation.", + "When rolls are needed, look for ways to move the action forward or add interesting wrinkles on a failure.", + "Plan effective transitions to encounters." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 17, + "name": "Evocative Environments", + "entries": [ + "As the PCs explore, convey their surroundings by appealing to the players' senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead.", + "When determining which details to cover, think about what's familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs' familiarity as a tool to single out what's new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently.", + "Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is!" + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 17, + "name": "Flow of Time", + "entries": [ + "As noted in the {@i Core Rulebook}, you rarely measure exploration down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be a relayed as a series of distressing details in quick succession, and would feel more tense due to that precision.", + "With that in mind, when is it best to speed up or slow down the passage of game time? Usually, you'll slow down and give more description when you're establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of what's ahead. When a PC stops to do something important or makes a key decision, and slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs' mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PC's thoughts." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 17, + "name": "Exploration Activities", + "entries": [ + "As described starting on page 479 of the {@i Core Rulebook}, PCs will undertake exploration activities while they explore. The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than being able to unrealistically do all things simultaneously.", + "This adds variety within the group's behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative.", + "Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which an activity applies, plus any details or alterations for the situation. If a player says, \"I'm {@action Avoid Notice||Avoiding Notice},\" add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps {@i and} keeping their shield raised {@i and} covering the group's tracks, ask them which is most important to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone {@action Scout||Scouting} might encounter thin ice and fall through before their group can reach them, or someone {@action Investigate||Investigating} ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as {@action Treat Wounds}. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are {@condition fatigued} and can't sustain an exploration activity as they travel), and they can change activities at any time.", + "The {@i Core Rulebook} covers how to adjudicate specific activities\u2014{@action Detect Magic}, {@action Follow the Expert}, {@action Investigate}, and {@action Search}.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 18, + "name": "More on Searching", + "entries": [ + "The rules for {@action Search||Searching} deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely.", + "If the group isn't in any danger and has time for a really thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, that's a good time for their efforts to draw unwanted attention! PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? It's best to tie this to taking a different tactic. Just saying \"I search it again\" isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early on so the group doesn't waste too much time on it. If they're determined to keep going\u2014which they often are\u2014you might have them find something useful but minor in the search." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 18, + "name": "QUICK ENVIRONMENTAL DETAILS", + "entries": [ + { + "type": "pf2-title", + "name": "AQUATIC", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "choppy water, rolling waves, sunlight glinting, the curve of the horizon, driftwood" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "waves lapping against a ship, seabirds' cries, fluttering sails, creatures breaching the surface" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "salt water, crisp fresh air, dead fish" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "frigid water, slimy seaweed, crusty salt collecting on surfaces" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "powerful winds, oncoming storms" + ] + } + ] + }, + { + "type": "pf2-title", + "name": "ARCTIC", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "blinding reflected sunlight, snowy plains, distant glaciers, deep crevasses, rocky cliffs, ice floes and bergs, animal tracks in snow" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "howling winds, drips of melting ice, utter quiet" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "clean air, half-frozen bog, lichen, seaweed" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "crunching snow, hard ice" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "frigid gales, light snowfall, pounding blizzard" + ] + } + ] + }, + { + "type": "pf2-title", + "name": "FOREST", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "towering trees, dense undergrowth, verdant canopies, colorful wildlife, dappled sunlight through the trees, mossy tree trunks, twisted roots" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "rustling leaves, snapping branches, animal calls" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "decomposing vegetation, flowering plants, pine trees, earthy mushrooms" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "leaves crunching underfoot, scraping branches, water dripping from above, rough bark" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "still air, cool shade, sporadic breeze, rain on the canopy, branches coated in thick snow" + ] + } + ] + }, + { + "type": "pf2-title", + "name": "MOUNTAIN", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "bare cliffs, snow caps, hardy trees, slopes littered with scree, fallen rocks, birds flying on currents, fog among the peaks" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "howling wind, falling rocks, clear echoes, crunch of rocks underfoot, distant avalanche" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "blowing dust, pine trees, fresh snow" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "rough stone, powdery snow, unstable rubble" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "swirling clouds, chill of high altitude, direct sunlight, powerful wind and rain" + ] + } + ] + }, + { + "type": "pf2-title", + "name": "PLAINS", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "grass waving gently, scattered wildflowers, rocky outcroppings or boulders, the curve of the horizon" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "rustling wind, birdsong, distant sounds carried far" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "fresh air, earthy soil, distant carcasses" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "touch of tall grass, rasp of scrub brush, crunch of dry dirt" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "cooling of gentle wind, heat of direct sunlight, massive black thunderclouds" + ] + } + ] + }, + { + "type": "pf2-title", + "name": "SWAMP", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "lush leaves, clouds of gnats, algae-coated water, shacks on stilts, darting fish" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "croaking frogs, chirping insects, bubbling, splashing" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "rich moss and algae, pungent swamp gases" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "pushing through floating detritus, tangling creepers, thick mud" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "oppressive humidity, still air, pouring rain, rays of sunlight" + ] + } + ] + }, + { + "type": "pf2-title", + "name": "UNDERGROUND", + "style": "text-left" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Sights", + "entries": [ + "winding passages, sputtering yellow torchlight, uneven or cracked floors, ancient writings or architecture, stalagmites and stalactites" + ] + }, + { + "type": "item", + "name": "Sounds", + "entries": [ + "dripping condensation, scurrying rats or insects, distant clunks of machinery, tinny echoes of your voices and footsteps" + ] + }, + { + "type": "item", + "name": "Smells", + "entries": [ + "staleness of still air, sulfur, tang of metal deposits" + ] + }, + { + "type": "item", + "name": "Textures", + "entries": [ + "rough rock walls, erosion-smoothed stone, cobwebs" + ] + }, + { + "type": "item", + "name": "Weather", + "entries": [ + "chill of underground air, geothermal heat" + ] + } + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 19, + "name": "More on Follow the Expert", + "entries": [ + "{@action Follow the Expert} is a truly versatile activity that lets a PC who's lacking at a skill or exploration activity have a better chance to succeed. It's important that this doesn't become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter {@action Avoid Notice} over and over, the fighter is essentially receiving training in {@skill Stealth} at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 19, + "name": "Improvising New Activities", + "entries": [ + "The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. ({@action Defend}, for example, is based on using 1 action to {@action Stride} then 1 to Raise your Shield, which is why the PC moves at half Speed.) {@action Hustle} is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds.", + "When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 19, + "name": "Scenes Within Exploration", + "entries": [ + "It can help you to think of exploration as a series of scenes, with encounters not just breaking up exploration, but functioning as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon's great hall another. Other times, you'll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene.", + "This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, \"You've been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high, adorned with rubies. It represents... maybe a god? Its face is damaged and {@condition broken}. What do you do?\" When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed as you play. Also, it can be useful to go from PC to PC to avoid everybody talking at once. Start with someone who instigated the scene change, if possible, or perhaps the PC using the most relevant exploration activity, like a PC Investigating artwork or {@action Search||Searching} for secrets in the example above.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 20, + "name": "Hazards", + "entries": [ + "The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards don't usually appear out of nowhere. A trap might be on a door's lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise that's entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, \"Okay, we should have seen that coming,\" with even that minimal amount of foreshadowing.", + "When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesn't mean they should be glossed over.", + "Give a clear picture of what action by a PC set off the hazard, what happens as the hazard activates, and any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard won't always have a {@trait huge} effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar setback beyond just damage.", + "If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and give concrete details about how their efforts pan out to make it feel more real. It's good if the player sweats a little bit! It's supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, it's good to describe what happens with each success to show incremental progress." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 21, + "name": "Investigations", + "entries": [ + "The {@action Investigate} exploration activity is pretty broad and can lead into a more thorough investigation scene. Lead off with a definite clue that has details but clearly isn't the whole picture: \"These runes look like ones used for arcane magic but are some kind of variant form,\" \"As you assess the architecture of the room, you see the pillar caps are all made of granite, except for one that appears to be painted plaster,\" or \"Each of the stained glass shows scenes of one of the god Norgorber's aspects, but there are only three windows, and Norgorber has four aspects.\" Then, if this piques a player's interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorber's fourth aspect. Avoid calling for checks if it's not necessary. In the last example, you'd likely tell them which of the deity's aspects is missing without another {@skill Religion} check, and if the aspect is represented as a statue in the room, asking for a {@skill Perception} check to find it might short-circuit the investigation in an uninteresting way.", + "To make the investigation feel real, it helps to talk the player through their character's thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning a further question that detail raises. Then let the player extrapolate rather than telling them their conclusion. Even if the investigation doesn't lead to a an unambiguous conclusion, the players should feel they're more informed than when they started.", + "Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 21, + "name": "Getting Lost", + "entries": [ + "When PCs are exploring the wilderness or twisting dungeon corridors, they might get lost. This is most likely if they fail to Sense their Direction using {@skill Survival} but can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided it's a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end.", + "The {@action Sense Direction} activity uses {@skill Survival} to find north.", + "You can combine this with {@action Recall Knowledge||Recalling Knowledge} about the area\u2014typically using {@skill Nature} or {@skill Society}\u2014for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher in deep wilderness. As the PCs try to find their way, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, indicating a settlement. Others might be mysterious or dangerous, such as haunted glades or animal hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out.", + "Let the group decide on their course from there.", + "If the trek takes multiple days, you can move through each day pretty quickly.", + "You might need to have the group {@action Subsist} if they run out of food, and you might want to include some encounters if they're in a dangerous area. For these encounters, choose creatures that live in that type of environment.", + "Remember that not all creatures attack on sight. {@condition Friendly} or cautious creatures might approach, resulting in more interactive scenes that might even help the PCs.", + "If the PCs get unlucky or are just awful at {@skill Survival}, you might end up stuck with no way for them to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!" + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 21, + "name": "Surprise Attacks", + "entries": [ + "Page 499 of the {@i Core Rulebook} covers the mechanics of how surprise attacks occur while PCs rest. Such surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are in a group scares away most animals and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if they're attacked.", + "This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. It's usually better to ask the PCs if they're setting up watches, rather than assume that their silence on the issue means they aren't." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 22, + "name": "Running Downtime", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 22, + "entries": [ + "There's more to life than fighting monsters and looting treasure. What happens when a PC wins a deed to a tavern in a game of cards, crafts a magical item, builds a home, or pursues a relationship? All these goals and more are resolved by running downtime." + ] + }, + "You can use downtime in a variety of ways that can streamline gameplay and flesh out the story, such as to:", + { + "type": "list", + "items": [ + "Demonstrate changes to the setting that result from the PCs' previous achievements, giving them time to breathe and appreciate what they've accomplished.", + "Emphasize the PCs' planning and the fruit it bears.", + "Avoid bogging the game down, even if a great deal of time passes. Keep the number of rolls small.", + "Bring back compelling NPCs or plot threads established in previous downtime or adventures.", + "Interject interesting events and scenes related to what the PCs do to make the world feel more alive.", + "Switch to encounter or exploration more as needed when actions spur a new scene or adventure." + ] + }, + "This section covers advice on how to fit downtime to suit your group. The amount and complexity can vary greatly depending on the game. You can find the basics of running downtime on page 500 of the {@i Core Rulebook}.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 22, + "name": "Depth of Downtime", + "entries": [ + "Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger.", + "Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a town briefly in the middle of an adventure. You can extend this as needed for more detailed roleplaying scenes.", + "For the level of detail, it's important to give more than just an overview, but often the basics will do. \"A fleet of merchant ships arrives in the port, and an officer puts you to work unloading cargo\" might do for using {@skill Lore||Sailing Lore} to {@action Earn Income}, and \"Your shipment of iron arrives late, but you're able to complete the armor\" could be enough for {@skill Crafting}. Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 22, + "name": "Group Engagement", + "entries": [ + "One major challenge of downtime is keeping the whole group involved. When you can, combine multiple people's tasks into one. For instance, if one PC wants to {@action Earn Income} with {@skill Performance} and another wants to offer their services as a medic, you might say that a traveling caravan is stopping briefly, seeking entertainment and treatment for diseases and injuries their group suffered on the road. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters' interests. For instance, if the rogue's contact at the thieves' guild wants a special magical cloak, a different PC might {@action Craft} that cloak.", + "PCs can help each other more directly. For instance, if the barbarian's player doesn't plan to do anything in downtime, you might let the barbarian {@action Aid} another character in crafting weapons\u2014feeding the forge and working the bellows, for instance.", + "If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 22, + "name": "Campaigns Without Downtime", + "entries": [ + "There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs don't really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before they're on to the next challenge, and even the end of an adventure is a cliffhanger.", + "In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules.", + "If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures.", + "However, the PCs will have less choice in what items they get if they don't {@action Craft} or earn extra money to buy items." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 22, + "name": "Long-Term Goals", + "entries": [ + "Downtime's more satisfying when the PCs work toward long-term goals rather than perform disconnected tasks. You can ask players what their PCs' goals are, and also look for storylines they're interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, creating a guild, establishing an arcane school, returning a despoiled land to its natural splendor, reforming local politics, or rebuilding a ruin. Goals involving organizations are a good opportunity to use the leadership subsystem on page 168. If players don't have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they've expressed interest in during adventures to develop some suggestions. Remember that you're not trying to get them to accept your exact suggestions, but to pick a goal they really like. Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, \"You've been trying to get the magistrate to allow you to buy this plot of land, but the fact that you entered the wizard's tower illegally seems to have soured him toward you.\" Think ahead in stages. For instance, if a PC wants to run a business, you might have them...", + { + "type": "list", + "items": [ + "Start with a simple stand to sell their wares.", + "Show they're drawing big crowds and need to expand.", + "Build a storefront.", + "Open to modest success.", + "Get a small but loyal following.", + "Hire employees to keep up with demand.", + "Deal with supply issues or competition.", + "Get enough interest in a nearby settlement that they might want to expand their business." + ] + }, + "And so on. You can deliver each of these details through a little vignette. For example, if you use the second bullet point, you might describe the throng of people crowded around the PCs' stand, and say they sold out of goods before half the people were served. Downtime goals are a great way to weave the PCs' agency into the story.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 23, + "name": "Success and Failure", + "entries": [ + "Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then let the player decide how to commit their downtime, and to which tasks.", + "Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve\u2014like driving the undead out of Ustalav\u2014they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile.", + "A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time!" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 24, + "name": "Buying and Selling", + "entries": [ + "The game leaves it up to you to determine what items the PCs can and can't purchase, and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and alchemical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. You can set the specifics where you need, but let's look at three possibilities.", + "{@b PCs can buy what they want where they want.} You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items)", + "{@b PCs can buy what they want but must put in additional effort.} If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for something already plentiful on the market could drop lower, typically to 25% or 10%, or be refused entirely if there's a glut. Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing a real investment by the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex.", + "{@b Magical markets are rare or nonexistent.} PCs get what they find in adventures and can {@action Craft} their own items, if you allow them to get formulas in some way. If you have magical marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get weapons and armor with fundamental runes fairly easily, or make sure you award those on a regular basis." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 25, + "name": "Tasks and Events", + "entries": [ + "Players will often look to you for tasks they might take on during downtime, especially if they're looking to {@action Earn Income}. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The {@action Earn Income} tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to \"zoom out\" to focus on a special scene or even a short encounter or adventure.", + { + "tag": "table", + "name": "EARN INCOME TASKS", + "source": "GMG", + "type": "data" + }, + { + "tag": "table", + "name": "DOWNTIME EVENTS", + "source": "GMG", + "type": "data" + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 26, + "name": "Money in Downtime", + "entries": [ + "While the amount of money the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain adventuring, it can still serve as a satisfying bonus. The PCs might use their money to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their money or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron.", + "The downtime system includes a guide for calculating the cost of living, using the values found in the {@i Core Rulebook} on page 294. {@action Track||Tracking} cost of living is usually best reserved for months or years of downtime since that's when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they're telling.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 26, + "name": "Investments", + "entries": [ + "The downtime system isn't meant to deal with investing money, receiving interest, or the like just to make more money. Rather, investing should result in changes in the world. PCs might invest in founding a museum, and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on.", + "When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the money. While spending additional money greatly increases the efficiency of {@skill Crafting} an item, you can't build a fort in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 26, + "name": "Money During Long Periods of Downtime", + "entries": [ + "If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of money through downtime. Use the guidelines for average progress and cost of living on pages 501\u2013502 of the {@i Core Rulebook} to figure out how much they get.", + "Because you're trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the world." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 26, + "name": "Retraining", + "entries": [ + "The rules and suggestions for retraining are covered thoroughly in the {@i Core Rulebook} on page 502. Your primary responsibility here is to determine the time, instruction, and costs of retraining, as well as adjusting details to align cohesively with the story and world.", + "Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change.", + "What kind of research and practice do they do? If they have a teacher, what advice does that teacher give? You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 26, + "name": "Teachers", + "entries": [ + "Most of the abilities PCs gain come through adventuring. They're learning on the job! {@action Retraining}, on the other hand, is dedicated study that might require a teacher's help. You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with nature for a druid, poring through a massive grimoire for a wizard, and so on. The important part is the guidance gained from that source. The following list includes sample teachers.", + { + "type": "list", + "items": [ + "Archwizard Koda Mohanz, wizard academy proctor", + "Bagra Redforge, aged artisan", + "Baroness Ivestia II, tutor in etiquette and social maneuvering", + "Byren Effestos, Esquire, advisor in matters of law, politics, and finance", + "Dr. Phinella Albor, professor of medicine and surgery", + "Dr. Revis Enzerrad, mystic versed in the occult", + "Grita the Swamp Sage, purveyor of strange draughts and cryptic riddles", + "Jeballewn Leastfire, tutor in alchemical experimentation", + "Kpunde Neverlost, retired veteran adventurer", + "Lyra, teller of legends and master of handicrafts", + "Major Venaeus, instructor of military tactics", + "Mother Elizia, high priest and religious scholar", + "Professor Kurid Yamarrupan, senior university lector", + "Quintari Solvar, coach for fitness and healthy living", + "Ragged Sanden, hermit and speaker for nature", + "Silent Flame, Master of the Seventeen Forms", + "Tembly the Daring, veteran acrobat and circus performer", + "Twelve Fingers, experienced thief and spy", + "Wen Hardfoot, well-traveled scout and naturalist", + "Zuleri Gan, conductor, playwright, and music scholar." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 27, + "name": "Extreme Retraining", + "entries": [ + "By the default rules, PCs can't retrain their class, ancestry, background, ability boosts, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, storybased quests. Class and ability modifiers are the simplest of these to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress towards the class change.", + "Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels. {@action Retraining} a class or ability scores should take a long time, typically months or years.", + "Changing an ancestry or heritage requires some kind of magic, such as reincarnation into a new form.", + "This might take a complex ritual, exposure to bizarre and rare magic, or the intervention of a deity. For instance, you might require an elf who wants to be a halfling to first become trained in {@skill Lore||Halfling Lore}, worship the halfling pantheon, and eventually do a great service for halflings to get a divine blessing of transformation.", + "{@action Retraining} a background requires altering the game's story so that the events the PC thought happened didn't.", + "That can be pretty tricky to justify! The most likely scenario is that they had their memory altered and need to get it magically restored to reveal their \"true\" background\u2014the new retrained background.", + "Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game, and don't need an in-world justification for certain changes. For some groups it might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what's previously happened in the game than to accept something like an elf turning into a halfling via magic." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 28, + "name": "Adjudicating Rules", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 28, + "entries": [ + "As Game Master, it falls on you to adjudicate the rules. This means you're making judgments and decisions about the rules, especially when their application is unclear. Roleplaying games encourage creativity, and however well crafted and well tested a set of rules is, players will always find situations that require interpretation and judgment by the GM." + ] + }, + "You need at least some familiarity with the rules to run a game well. But you don't need to be the foremost expert on the rules. You don't even need to know the most about the rules at your table to be a great GM! There's a key difference between \"knowing\" the rules and \"adjudicating\" the rules.", + "While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and to be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication!", + { + "type": "pf2-h2", + "source": "GMG", + "page": 28, + "name": "Core Principles", + "entries": [ + "These are the most important things to keep in mind.", + { + "type": "list", + "items": [ + "Remember the basics of the rules.", + "Be consistent with your past rulings.", + "Don't worry if you don't have a specific rule memorized; it's OK to look it up!", + "Listen to concise opinions from the other players.", + "Make a call and get on with play.", + "Review your decision after the session is over, if necessary." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 28, + "name": "The Basics", + "entries": [ + "Start by looking at the basic guidelines on page 491 of the {@i Core Rulebook} for the fundamental principles that can help you make rulings quickly and fairly. You should also be familiar with the rules relevant to encounters, exploration, and downtime, as well as with the section in Chapter 10: Game Mastering in the {@i Core Rulebook} on running those modes of play." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 28, + "name": "Consistency and Fairness", + "entries": [ + "As an arbiter of the rules and the person who's setting the scene for the action, it's in your best interest to appear fair at all times. Your main defense against appearing unfair is consistency in your rulings.", + "Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like \"When Torben swung from the chandelier and attacked the air elemental, I required an {@skill Athletics} check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the rope bridge to attack the giant bat sounds similar, so why don't you roll an {@skill Athletics} check.\" Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings.", + "Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group\u2014or even become formalized house rules.", + "Over time, your players will think about these examples when planning their actions, which can improve consistency during play." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 28, + "name": "Looking Up Rules", + "entries": [ + "It is perfectly acceptable to refer to the rules during a session. However, you don't have to do this alone.", + "If you're leafing through a book or searching an electronic reference, your players are idle. There are a few techniques that make these intervals more palatable for the players. Letting them know that you're looking something up might prompt some players to also read the rule. This can increase the chances of collaboration and sets expectations for the length of the pause. Alerting your players that you're going to take a minute and read the rules also lets them know that it's a good time to tend to away-from-the-table tasks like refilling a drink." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 28, + "name": "Listen to the Players", + "entries": [ + "The friends around your game table are perhaps your best tool for achieving quick, fair, and consistent rulings. Sharing the task of remembering the rules makes rules discussions collaborative rather than combative, greatly increases the chances of accurate and comprehensive recall of the written rules and your own past rulings, and is true to the shared storytelling spirit of Pathfinder.", + "Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment.", + "In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings.", + "Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to each player. Remember, though\u2014while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 29, + "name": "Make the Call", + "entries": [ + "Though all the above are great practices for making good rulings, often the best ruling is the one that keeps the game moving. Avoid getting so bogged down that it takes you several minutes to decide what ruling you'll proceed with. Take what's close enough and keep playing. If necessary, you can tell your group \"This is how we're playing it now, but we can have more discussion between sessions.\" This gets you back in the action, puts a clear stamp on the fact that this is your decision in the moment, and empowers your players with permission to express their opinions on the ruling at a later time.", + "When in doubt, rule in favor of the player's request, and then review the situation later.", + "The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 29, + "name": "Take Time for Review", + "entries": [ + "When you make a decision you're not sure about, look back over it at the end of a session or between sessions.", + "You might change your mind\u2014there's nothing wrong with that! If you change or clarify your original ruling, inform your players before the next session. No one likes being surprised by a rule change. Even better, include them in a rules conversation just like you might during a session. The guidance on discussing rules with your players still applies between sessions. Unlike at-the-table rules discussions, there's also much more time in these situations to read existing official rulings or sources." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 29, + "name": "Saying \"Yes, But\"", + "entries": [ + "Some of the most memorable moments come from situations that inherently call for a rules interpretation, like when a player wants to do something creative using the environment. The variety of these situations is limited only by the imagination of your players. It's usually better to say \"yes\" than \"no,\" within reason. For example, imagine a player wants to do something borderline nonsensical like grabbing a spider and squeezing it to force it to use its web attack. But what about a player who wants to use a fire spell to deliberately ignite a barrel of oil? Surely that should have some effect! This is where you can use a variant of the well-known improv \"Yes, and,\" technique: you can say \"Yes, but.\" With \"Yes, but,\" you allow the player's creative idea, but tie it into the world and the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool. Almost all of these require an action or are part of another action.", + { + "type": "list", + "items": [ + "Get a fleeting benefit without a roll. Example: dip a sword into a burning brazier to add 1 fire damage on the next attack against a troll.", + "Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe.", + "Require a check, then apply a circumstance penalty or condition to a foe. Example: throw a barrel over a monster's head.", + "Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a higher elevation down onto a foe for a small amount of damage, potentially knocking the foe {@condition prone}; throw sand in an opponent's eyes.", + "Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a {@i produce flame} spell at a barrel of explosives." + ] + }, + "Another powerful tool you can use to help you say \"Yes, but\" when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PCs attempt to {@action Grapple} a spider to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around a spider to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 29, + "name": "House Rules", + "entries": [ + "You and your players will inevitably come across a rule you disagree with, or that runs counter to the theme of your game. You might even decide to add a specific rule to an area not covered by the written rules. Collectively, these rulings, changes, and additions are known as house rules. It's a good idea to record them in a place where the group can easily access and refer to them, and where a potential new player could find them. Such record-keeping is a great thing to delegate to a player! The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort. You might take a look at Chapter 4: Variant Rules to get started!" + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 30, + "name": "Resolving Problems", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 30, + "entries": [ + "Being a Game Master and running a game can be a tremendously rewarding and fulfilling experience: you get to sit down with friends old and new, roll some dice, tell stories, and have fun. That said, being a GM and running a game can present unique challenges. Sometimes problems present themselves at the table, and it's up to the GM to resolve them." + ] + }, + "When dealing with problems at the table, keep in mind the primary reason to play Pathfinder is to have fun. And that's true for everyone\u2014player or GM. Don't \"solve\" a problem by reducing everyone's enjoyment of the game or their ability to forge a path for their characters. Of course, sometimes your solution might not make everyone deliriously happy. Play style is a highly personal, individual thing, rarely does a group agree on all things all the time.", + "Solving problems can be as collaborative as the rest of the game. Only a foolish GM ignores the players' opinions\u2014 but that said, the final decision in resolving a problem rests with you.", + "Issues at the table arise occasionally. Broadly, such problems can be separated into four main categories: distractions, total party kills, problematic players, and power imbalances. The first of these is covered in detail on page 491 of the {@i Core Rulebook}, and guidance for the others appears here.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 30, + "name": "Total Party Kills", + "entries": [ + "Perhaps the most feared of any outcome of a gaming session, a total party kill (TPK) can spell the end of an adventure or campaign. In a TPK, every member of the party dies. Think in advance about how comfortable you are with TPKs and discuss them with the other players. This can provide valuable insights into not only how you should handle one but also the implied level of lethality the players expect.", + "TPKs are rarely unavoidable. Usually it becomes evident at some point during the session, whether to everyone or only to you, that disaster looms.", + "What the players do with this insight is up to them, but you have more control and can take steps to avoid the TPK. For example, perhaps the PCs' foe gets distracted by something, an ally arrives to help the heroes, or the villain captures them instead of slaying them outright. The simplest path is to just allow a clear escape route the PCs can take\u2014perhaps with a few characters still falling along the way. It's not entirely your responsibility to defuse the TPK, but offering such opportunities gives players more say in their characters' fates.", + "Should a TPK occur anyway, the kind of game you're running should influence your approach to the situation.", + "For example, in a campaign centered around dungeon crawling, a TPK is less of a problem\u2014the players simply form a new adventuring party and take up where the dead ones left off. If you are running a story-intensive game in which each PC has a personal stake in defeating the villain, saving the town, or the like, a TPK could demolish multiple plot threads. Here, you might use the story you have in place, having the NPCs take up arms to find or avenge the slain group\u2014or raise them from the dead.", + "Note that the game should continue only if the players want it to. The premature end of an adventure or campaign isn't always a bad thing. If the group is interested in moving on, there's nothing wrong with ending the campaign and starting something different." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 31, + "name": "Problematic Players", + "entries": [ + "Most players who cause problems do so unintentionally\u2014 perhaps bringing out-of-game issues and stresses to the table. You shouldn't immediately jump on every instance of problematic play\u2014everyone has a bad night on occasion. However, if someone disrupts the game on an ongoing basis, you owe it to all the players to deal with the problem. If you don't, bad feelings, grudges, and even ruined friendships could result. Handling a problematic player requires tact: making demands in front of the rest of the group is rarely the best way to resolve the problem. Attempt to handle the problem privately away from the game, or call a break to have a private conversation if the situation is really urgent. As with all emotionally charged conversations, email, text messages and the like can lose the subtlety of speech\u2014it's better to meet the player face to face, if possible. Here are some problematic behaviors that often come up and might require you to intervene.", + { + "type": "list", + "items": [ + "Obsessing over the letter of the rules.", + "Constantly \"helping\" other players make the optimal choice on their turn.", + "Making their character the center of attention, without allowing space for other players." + ] + }, + "Other behaviors are unacceptable and must be dealt with firmly and decisively. These can be severe enough to pause the game in progress. Such actions speak to a deeper problem and require more drastic action to solve.", + { + "type": "list", + "items": [ + "Repeatedly arguing with decisions made by other players or the GM.", + "Ignoring other players' opinions.", + "Deliberately derailing the adventure's plot.", + "Being deliberately rude or cruel to other players\u2014 especially if it's on the basis of their ethnicity, gender, sexual orientation, political or religious affiliation, the color of their skin, or the like." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 31, + "name": "Safety Tools", + "entries": [ + "Introducing and using safety tools at your table can help head off some problematic behaviors. The X-Card and Lines and Veils tools described on page 485 of the {@i Core Rulebook} allow anyone who feels uncomfortable or unsafe to express their discomfort, with clear guidance on how the rest of the table should respond. This clarity sets obvious boundaries to help enforce the social rules of the table." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 31, + "name": "Ejecting a Player", + "entries": [ + "Ultimately, there is no place for a serially or deliberately disruptive player in your gaming group. Such behavior is not fair to you or the other players, and the problem player needs to either modify their behavior or leave the group." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 31, + "name": "CHEATING", + "entries": [ + "Players rarely cheat knowingly, so if you suspect a player of cheating, it's safe to assume first that they're unaware of\u2014or simply forgot\u2014how an aspect of the rules works. A gentle reminder of how the rule, spell, or ability in question functions is usually enough to move past the situation. Every once in a great while, you'll encounter a player who is deliberately cheating. The spirit of roleplaying is one of cooperative storytelling and overcoming challenges together, so one player cheating steals fun from every other player at the table. It's natural to feel some anger in this situation, so make sure you let some time pass between when you discover that a player is cheating and when you address it with them.", + "Ultimately, it will fall to you as the GM to gently make it clear that this behavior must stop. To do this well, think carefully about why the player is cheating before approaching them. The reason behind the cheating often points to a reasonable solution. When discussing the matter with your player, do your best to remain calm and inquisitive rather than accusatory." + ] + }, + "Before meeting with the problem player, discuss the situation with the other players in private to ensure you make the right call, and figure out what repercussions you expect and whether the game should continue at all.", + "When you break the news to the problem player, be compassionate but firmly state the decision is final and restate which behaviors are responsible. If parts of having the player in the game were rewarding or you want the player to remain a friend, make that clear and decide if a player's behavior merits other changes to your relationship." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 31, + "name": "Power Imbalances", + "entries": [ + "You might end up with one PC who outshines everyone else.", + "Perhaps the player is a rules expert with a powerful character, other players are less experienced or more focused on the story of their characters, or there's just a rules combination or item that's stronger than you expected. In any case, this imbalance might mean you have other players who feel ineffective, or the overpowered character's player becomes bored because they aren't challenged during gameplay.", + "Talk to the player between sessions, and make it clear that no one at the table is to blame in this situation. Most players have no problem making some concessions for the happiness of the group. If the problem results from rules options, offer an easy way to retrain. If the imbalance resulted from an item, come up with a way that item might need to be lost or sacrificed, but in a satisfying way that furthers the narrative.", + "If you meet resistance from the player, listen to their counterpoints. If you're still convinced they need to change, you might need to be more firm.", + "It's worth stating that players might still have fun, or even enjoy an instance of power imbalance. You don't have to do anything to address it unless it limits fun at your table." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 32, + "name": "Narrative Collaboration", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 32, + "entries": [ + "The relationship between you, your players, and the story is what makes roleplaying games successful and memorable. If all the players at the table contribute ideas, the game holds more surprises for everyone\u2014including you!" + ] + }, + "While some players like to sit back and let the Game Master control everything, most players want their contributions to shape the campaign's story. This is central to the concept of player agency\u2014making players feel like the choices they make really matter, and that the world is a living place they can change through their decisions. In some games, the players can step beyond the traditional divide between GM and players to directly influence how the story progresses. Below are three methods you can use to balance the narrative control of your game.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 32, + "name": "Idea Farm", + "entries": [ + "Coming up with ideas for a campaign can sometimes feel overwhelming. This is where your players come in handy! You can solicit direct feedback from them and implement their ideas into the game. This style of narrative control preserve your authority over the game while giving players the chance to incorporate elements into the game you know they want to see. It doesn't venture beyond the traditional structure of a fantasy roleplaying game.", + "Plan for a few checkpoints throughout the campaign where you touch base with your players to get their ideas. The most crucial comes at the start of the game. It's best to take this step before you even set to work on crafting the world or plot, so that player input can define what's important in the game world. Later, checkpoints can coincide with major story milestones. For example, if the players set off across the sea, you might ask where they want their voyage to end and what sites, if any, they'd like to explore along the way." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 32, + "name": "Creative Collaboration", + "entries": [ + "You might have players develop the stories of some of the regions or NPCs, while your contributions serve as the glue that makes it all work together. This breaks somewhat with traditional RPG structures, in that you might not be the expert on all areas of the setting and plot.", + "Your collaboration will depend on the interests of you and the other players. Maybe one draws a city map, another makes the stats and personality for an NPC, another controls some monsters in combat, and a fourth doesn't want to do anything beyond playing their character. There's a trade-off here, because while you'll be off-loading some of your work, you'll also need to ensure consistency across these multiple sources of ideas. It can really help to keep a log of which player is in charge of each part of your setting.", + "If you expect one of a player's specialties to appear in an upcoming session, let them know ahead of time so they can prepare or discuss their ideas in advance with you." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 32, + "name": "Decentralized Storytelling", + "entries": [ + "So what if you want to go all the way and completely break down the walls between the GM and other players? What if you want to preside over a game in which anyone can speak for any of the NPCs, and when someone tries to determine what's down the next hallway, it's just as likely to come from another player as from you? Now we're talking about decentralized storytelling, the least traditional approach we'll cover here.", + "In this approach, one of your biggest jobs is asking questions or giving prompts. \"When you open the door, what's beyond?\" \"How does the king react to Lem's taunt?\" You can direct your questions to individual players, leave them open to all, and put forth your own suggestions.", + "This approach works best when players are comfortable with one another and willing to both take responsibility in building the story and accept that some of their ideas will go unused. It's well suited for shorter campaigns, or ones in which players take turns in the GM's seat." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 32, + "name": "Challenges", + "entries": [ + "The largest risk of putting narrative control in multiple people's hands is losing a cohesive story. When multiple people have conflicting ideas about the tone of the game or particulars of the setting, you can end up with something that doesn't satisfy anyone. One of your tasks as GM is to recap events to clarify and reinforce the shared narrative.", + "Shared narrative control also complicates planning ahead. The group might need to improvise an encounter, take a break while you (and maybe other players) prep to go in a new direction, or even revise their plans. It helps to limit yourself to creatures that you can quickly find stats for in a Bestiary volume or in the NPC Gallery of this book to avoid spending hours of work on creatures you won't use.", + "Also, don't lose sight of your own enjoyment! You shouldn't sacrifice how much fun you have for others." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 32, + "name": "Story Points", + "entries": [ + "If you prefer, you can give players a number of Story Points at the start of each session (typically 2 or 3). They can cash these in to determine what happens next in the story. Having a currency like this means you can keep your steady hand on the tiller while allowing other players to interject when it's important to them. For most groups, a Story Point should allow the player to suggest a plot twist that can be resolved quickly, or to establish a relevant fact or NPC attitude. It can't determine the outcome of an entire scene or vastly alter the reality of the setting." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 33, + "name": "Special Circumstances", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 33, + "entries": [ + "No two Pathfinder groups are exactly the same. At each gaming table, the GM and players work together to find their own style for the game and to tell their own stories. Some of these differences require the GM to make adjustments, especially for groups participating in Pathfinder Society Organized Play, large or small groups, and groups in which one or." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 33, + "name": "Pathfinder Society Organized Play", + "entries": [ + "The Pathfinder Society Organized Play campaign is a thriving, worldwide organization of players and GMs.", + "While most home campaigns provide long-running stories with a consistent group, Pathfinder Society provides adventures designed to be completed in a single game session, so that players can continue their characters' stories whenever and wherever works best for them. To allow this flexibility while maintaining a fair experience, the Pathfinder Society campaign handles some tasks that are normally in the GM's purview, such as selecting which rules options are available to PCs. Pathfinder Society GMs are expected to stay true to the adventure as it is written but are encouraged to allow players to apply creative solutions to the situations they face. For example, PCs may be able to use illusions, bribery, or social skills to bypass a challenge that is presented in the scenario as a combat encounter. You can decide for yourself which alternative solutions seem reasonable based on the context of the adventure, consulting the Difficulty Classes section on page 503 of the {@i Core Rulebook} to set appropriate DCs for challenges. For more about playing, running, and organizing games for Pathfinder Society Organized Play, visit {@b {@link PathfinderSociety.club|http://PathfinderSociety.club}}" + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 33, + "name": "Unusual Group Sizes", + "entries": [ + "The standard group size for Pathfinder assumes four players and a GM. Page 489 of the {@i Core Rulebook} gives instructions for how to adjust for other group sizes, but additional changes may be helpful.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 33, + "name": "Small Groups", + "entries": [ + "Small-group games focus more intently on the interests of the players and their characters, allowing for an experience that can be more customizable for each individual. However, they can also run into trouble when the PCs have gaps in their abilities. In many cases, the easiest way to adjust for a small group is to add additional characters. This could come in the form of allowing each player to play two characters or adding hirelings and support NPCs to the party to shore up roles that the PCs don't fill. When adding GM-controlled NPCs to the party, it's important to be sure that the PCs remain the stars of the show. In general, GM-controlled characters shouldn't make major decisions, and they shouldn't outshine PCs at their primary skills or roles (see page 9 for more information about GM-controlled NPCs). You can also use variant rules like {@variantrule dual-class PCs||dual-class characters}, {@variantrule free archetype||free archetypes}, or even just a few extra trained skills to help improve the PCs' overall flexibility.", + "If you don't add additional characters to the party or modify the PCs, it's a good idea to tailor challenges and storylines to their abilities as well as player interest. For example, if you have two players, a rogue and a bard, a heist could be a good fit. In combats, carefully consider how the PCs will fare against each opponent. Some monsters are particularly likely to incapacitate a single PC; in small groups, use such creatures carefully and consider raising the encounter difficulty and XP awards beyond what a creature of that level is normally worth. Meanwhile, creatures that depend on affecting or damaging large numbers of PCs at once might be less effective." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 33, + "name": "Large Groups", + "entries": [ + "Large-group games bring together the creativity and enthusiasm of many players, and they lend themselves to combat at a grand scale. However, they also divide the GM's attention. Large groups also need to set ground rules for how many players need to be present for the game to run when some players are missing. Recaps at the beginning of each session are crucial to keep everyone on the same page. Delegation is one of your most powerful tools to keep the session running smoothly. For example, you can put the players in charge of recapping the events from the previous session, handling initiative, managing the party's treasury, looking up rules, or helping with accessories like props and music. (For information on even greater degrees of player delegation, check out page 32.) Also consider which tasks really need to be taken care of while everyone is there. For example, you could ask your players to handle selling items, deciding which common items they want to buy, and leveling up between sessions instead of at the table.", + "Each additional player adds to the length of combat twice: once for their own turn, and once for the additional foes on the field. By encouraging players to pay attention to the battle when it isn't their turn and to plan their actions as their turn approaches, you can shorten each player's turn and keep the battle moving swiftly.", + "Inevitably, there will be situations and circumstances that don't involve the whole group. In a sufficiently large group, splitting the party is not necessarily dangerous. If the party splits up for more than a short stint, you can call for separate sessions to determine what happens to the two halves of the group, allowing them to reunite and share their findings afterward. Whether or not the party splits, having more players means less active time for each character. Look for opportunities to highlight each PC by providing challenges that play to their strengths or tie in story elements to which they are particularly connected." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 34, + "name": "Player Needs", + "entries": [ + "Sometimes, making your game accessible and fun for everyone at the table requires making some adjustments to your typical GMing style or setup. The first step is open communication so you can learn what the players need, what accommodations would be {@condition helpful}, and what type of assistance players do and don't want to receive.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 34, + "name": "Sensory Differences", + "entries": [ + "Players may have differences in the way that they process sensory information, as well as which senses they use. For players who are hard of hearing or who struggle to process large amounts of sensory information at once, selecting a quiet gaming venue and establishing ground rules about table talk (such as asking players not to interrupt each other) can make the game more accessible. Such players can also often benefit from handouts they can consult during the session. Keep in mind the way your players perceive the world when describing locations. For example, if you have a blind or visually impaired player at the table, instead of simply describing what a location looks like, describe how it sounds and smells, the temperature of the room, the feeling of the breeze, and other aspects of the scene that they can identify with." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 34, + "name": "Attention Span", + "entries": [ + "It's not uncommon for people to struggle to maintain their attention for hours on end, especially for young players. If keeping attention is an issue at your table, add breaks to the game. Whether you're just taking a break to stretch and chat or enjoying a full meal in the middle of the game, switching up the context helps players refresh their focus. Some players remain more engaged if they have something else to do while playing, such as doodling or pacing. Maintaining attention can be particularly challenging for some players when their character is not engaged, such as when the party splits or when they have just finished their turn in a large combat. You can allow players to engage in other activities during the session, such as texting, reading, or playing other games, and then draw them back into the game when their character is active." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 35, + "name": "Rarity in Your Game", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 35, + "entries": [ + "The rarity system is a powerful tool that helps you and your group customize your story, your characters, and your world to better match your game's themes and setting. You can also use it to keep the complexity of your game low by limiting access to unusual options." + ] + }, + "This section supplements the Using Rarity and Access sidebar on page 488 of the {@i Core Rulebook}", + { + "type": "pf2-h2", + "source": "GMG", + "page": 35, + "name": "The Four Rarities", + "entries": [ + "Let's first review the default usage for the four rarities in the game and how these already start to tell a story about your world.", + { + "type": "list", + "items": [ + "{@b Common} elements are prevalent enough, at least among adventurers, that a player is assumed to be able to access them provided they meet the prerequisites (if any).", + "{@b Uncommon} elements are difficult to access, but a PC can usually find them eventually with enough effort, potentially by choosing a specific character option or spending substantial downtime tracking them down.", + "{@b Rare} elements are lost secrets, ancient magic, and other options that PCs can access only if you specifically make them available.", + "{@b Unique} elements are one of a kind. You have full control over whether PCs can access them. Named NPCs are unique creatures, though that doesn't mean their base creature type is unique. For instance, an orc named Graytusk is unique, but that doesn't mean it would be any harder for a PC encountering her to tell she's an orc\u2014just to discern specific information about her." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 35, + "name": "Different Contexts", + "entries": [ + "Just because something is common or uncommon in one context doesn't necessarily mean it's the same in others. This is specifically true when comparing the commonality of a creature and an ancestry. For instance, while hobgoblins are a relatively common monster for adventurers to encounter and are a common creature, in most settings they are still far less prevalent than humans or elves and would be an uncommon ancestry.", + "Because uncommon elements are available in certain circumstances, it often varies by locale, even within the same setting. For instance, a katana is uncommon in the {@i Core Rulebook} and in the Inner Sea region of Golarion, but in Asian fantasy\u2013inspired Tian Xia, a katana would be common and some western weapons might be uncommon. Similarly, in an elven kingdom, uncommon elven weapons like the elven curve blade might be common.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 35, + "name": "Access Entries", + "entries": [ + "Uncommon elements sometimes have an Access entry in their stat block. A character who meets the specifications listed there has access to that option just like they would to a common option, even though it's uncommon. These entries include a statement such as \"follower of Shelyn,\" \"member of the Pathfinder Society,\" or \"from Absalom.\"" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 35, + "name": "Starting Elements", + "entries": [ + "Elements like ancestries, backgrounds, classes, and heritages that a character must select at character creation can still be uncommon or rare. Obviously, there's no opportunity for the character to search for them during play, but these rarities still indicate the prevalence of adventurers with those elements in the world. You can decide to allow them on a case-by-case basis depending on the campaign and the story your group wants to tell. For instance, a game set in the lizardfolk empire of Droon might have lizardfolk (normally uncommon) as a common ancestry while the typical common ancestries are less common. An official player's guide for a Pathfinder Adventure Path might have uncommon backgrounds that you can access by playing the Adventure Path." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 35, + "name": "Storytelling", + "entries": [ + "You might craft a quest involving an uncommon or rare subject. For instance, players might encounter a door that requires a rare spell to open, and need to travel to an academy to learn it. If a player has their heart set on an option that's not common, look for ways to build a story in which their character acquires that option." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 35, + "name": "Worldbuilding", + "entries": [ + "With the rarities at your fingertips, you and your group can start building a unique world using rarity as a tool. Imagine a world where one or more of the core classes are rare.", + "Maybe the gods rarely answer the call of the faithful and a PC cleric is one of the only clerics in the world. Perhaps sorcerers are rare and feared by wizards' guilds, which have a stranglehold on spell access. For a grittier feel, you could make abilities that can remove afflictions uncommon or rare. You could even create a low-magic setting where all magic and magic items are uncommon or rare.", + "You can add, remove, or alter Access entries to fit your world. For instance, if in your world the goddess of death guards the secrets of resurrection, you might add an Access entry to {@i raise dead} and {@i resurrection} for characters who worship that goddess.", + "These are just a few ideas to help get you started. The number of ways you can vary rarities to adjust your setting, story, and game are nearly unlimited." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 36, + "name": "Campaign Structure", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 36, + "entries": [ + "Each adventure presents one contained story, but your campaign tells a more expansive one. Think of each adventure like an episode or arc and the campaign as a whole series.", + "Though each adventure might tell a vastly different story, they should all tie into the themes and characters that stretch across the whole campaign." + ] + }, + "A campaign interweaves multiple stories: the events of each adventure, the personal triumphs and failures of each PC, and the stories of NPCs who appear throughout.", + "That means a campaign can become more than the sum of its parts. When you start out, you'll likely have a core structure in mind for your campaign, but through play it can\u2014and should\u2014grow and evolve.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 36, + "name": "Basic Structures", + "entries": [ + "When building your campaign, you can use these structures as a starting point. The Adventure Design section explains various styles of adventures on pages 41\u201343 that, after creating your basic campaign structure, can be used to inspire the creation of the adventures in your campaign.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 36, + "name": "One-Shot", + "entries": [ + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "An adventure lasting one session, a one-shot works well for a highly themed adventure using characters or concepts that are novel, but that players might not want to stick with long-term." + ] + }, + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "items": [ + { + "name": "Adventures", + "entries": [ + "1, typically a dungeon crawl, horror, intrigue, or mystery" + ] + }, + { + "name": "Top Level", + "entries": [ + "1, but often starts at a higher level" + ] + }, + { + "name": "Time Frame", + "entries": [ + "1 session." + ] + } + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 36, + "name": "Brief Campaign", + "entries": [ + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "This structure is meant for a brief, self-contained campaign. It can be ideal for introducing new players to Pathfinder, and can be extended to a longer campaign if the group wishes." + ] + }, + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "items": [ + { + "name": "Adventures", + "entries": [ + "2, typically one dungeon crawl followed by one high adventure; this format also works well for horror adventures" + ] + }, + { + "name": "Top Level", + "entries": [ + "4\u20135" + ] + }, + { + "name": "Time Frame", + "entries": [ + "3 months weekly, 6 months biweekly." + ] + } + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 36, + "name": "Extended Campaign", + "entries": [ + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "An extended campaign works well for a dedicated group that might want to switch to a new campaign or a different game after a year or so. It allows for significant character and plot development but doesn't reach the higher levels of the game." + ] + }, + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "items": [ + { + "name": "Adventures", + "entries": [ + "5, typically with multiple adventures fitting the main theme of the campaign (such as high adventure or gritty adventure), with other adventure styles for variety." + ] + }, + { + "name": "Top Level", + "entries": [ + "11\u201313" + ] + }, + { + "name": "Time Frame", + "entries": [ + "1 year weekly, 1-1/2 years biweekly." + ] + } + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 36, + "name": "Epic Campaign", + "entries": [ + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "An ambitious and complex game, the epic campaign takes PCs all the way to level 20, pitting them against the greatest threats in the world and beyond. This can be challenging in terms of time commitment and complexity, but it lets PCs develop into true legends, and the players will likely remember it for years." + ] + }, + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "items": [ + { + "name": "Adventures", + "entries": [ + "6 long adventures, typically starting with high adventure or a dungeon crawl and including military adventure, planar adventure, and romantic adventure" + ] + }, + { + "name": "Top Level", + "entries": [ + "20" + ] + }, + { + "name": "Time Frame", + "entries": [ + " 1-1/2 years weekly, 3 years biweekly." + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 36, + "name": "Linking Adventures", + "entries": [ + "In a campaign that includes multiple adventures, a smooth transition from one adventure to the next ties the story together. You might use NPCs who could appear in both adventures, a treasure or clue found in one adventure that becomes important in a later one, or even fallout from one adventure that causes the next adventure to take place. Related locations can help, too. Adventures that take place in neighboring regions, or both in the same region, have an inherent link. If they take place in two different places, you'll need a reason the PCs should travel between the two, and you can use this journey as a short, interstitial adventure.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 36, + "name": "Adventure Themes", + "entries": [ + "Consider how each adventure's theme plays into the campaign as a whole. You might want to keep similar or recurring themes, especially if each adventure is part of one overarching storyline. On the other hand, this can feel repetitive, and some groups prefer variety and seeing their characters play off of different situations. To convey shifting themes, you can show established parts of the world changing to reflect the new theme. For instance, if you're switching from an adventure about subjugation to one of mayhem, the PCs could take down a villain who wants to enslave the populace, but then face opportunistic brigands who loot and pillage once order breaks down." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 36, + "name": "Player Goals", + "entries": [ + "Ask what you and the other players enjoy and would like to see in the game. You can use these ideas as touchstones to build off of. When you get into the campaign itself, the PCs' goals come to the forefront. Find out what each character wants to achieve and look for opportunities you can place in the game world and adventures. Consider which part of the game most closely ties to each goal. A PC who wants to build an institution will need money and interpersonal connections, so you can use treasure and NPC interactions to give them the resources they need. For a character whose purpose is to help people in danger, build some encounters that include people who need to be rescued.", + "Look for good times to recap the state of a character's goals and remind the player how their character has progressed, particularly when something changes in relation to their goals. The Long-Term Goals section on page 22 gives you more details on how you can use goals in downtime." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 37, + "name": "Changing the World", + "entries": [ + "As the group moves through the campaign, the events of their adventures and downtime should change the world around them. Show this through the responses the characters get from other people, the scenery they see around them, and their environment. You might be able to anticipate some changes, but most will come up in play and require you to make adjustments later on.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 37, + "name": "Power Level", + "entries": [ + "As the game progresses, the power level of the PCs and their foes increases. Going up in level brings new, stronger abilities into the game, and likewise adventures bring in new monsters with commensurate capabilities.", + "Higher-level adventures should present new challenges appropriate to the PCs' abilities, such as areas that can be accessed with flight at 7th level or higher. Beyond just the rules, PCs should compel different reactions from the people they meet, as their reputation spreads and they exhibit abilities beyond what most people have ever seen." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 37, + "name": "Recurring Villains", + "entries": [ + "Consider including villains who can appear multiple times over the course of several adventures. They don't necessarily need to be masterminds. Imagine an unscrupulous mercenary who works for major villain after major villain. When you create a recurring villain, it's best not to make them too integral to the story, since the PCs might take them down earlier than you expect! Have some contingency plans in place.", + "The advice about Portraying NPCs on page 9 applies especially to these recurring villains. As they reappear throughout the campaign, they should change in some of the same ways PCs do. Think about how previous run-ins with the PCs have shaped the recurring villain's emotions and plans. Which PC do they have the biggest grudge against and why? Do they bear scars from previous battles? Have they developed a countermeasure against a PC's spells or tactics?", + { + "type": "pf2-h3", + "source": "GMG", + "page": 37, + "name": "Villain Goals", + "entries": [ + "Just as PCs have goals, so do your villains. A recurring villain might have a vision for what the world should be and a step-by-step plan to get there. A plan gives you a clear way to progress the plot, and an underlying goal guides you in deciding what the NPC does if their plan goes awry. It can be especially {@condition helpful} to contrast the villain's goals with those of the PCs. If a PC wants to establish a trade network, maybe a villain plans to get rich robbing caravans or merchant ships. If a PC plans to found churches to a deity, a villain could worship one of that god's adversaries. Just like with PCs' goals, show how the villain's goal has impacted the world, even in small ways. Try to find ways the villain can make a difference even if the PCs are successful against them. A villain will look ineffective if the PCs foil every single plot or plan. For instance, the villain might turn a memorable NPC to their cause, set an institution ablaze, or invade a village. All of these outcomes can have memorable, long-lasting effects even if the villain's ultimate plan fails." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 38, + "name": "Rewards", + "entries": [ + "The {@i Core Rulebook} explains (on page 507) three types of concrete rewards covered by the rules: Hero Points, Experience Points, and treasure. Experience Points and treasure are the bedrock of progress in a campaign, since attaining a higher level and acquiring magic items let PCs take on more challenging adventures.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 38, + "name": "Experience Points", + "entries": [ + "In a standard game, Experience Points come from encounters of low threat or higher, and from accomplishments. Try to be consistent about what is worth accomplishment XP and what isn't, and give out at least some accomplishment XP every session. If two PCs pull off the same magnitude of task, they should get an equal amount of accomplishment XP. That doesn't mean you should allow XP \"farming,\" however. Part of the assumption of accomplishment XP is that the accomplishment is novel and the result of something challenging. If someone got accomplishment XP for snatching a dragon's egg from a lair, someone collecting another egg wouldn't necessarily get accomplishment XP.", + "You might find that accomplishment XP doesn't work well for your game, especially if you're running a dungeon crawl or other game with less interaction with NPCs or fewer quests. In this case, you can remove accomplishment XP and use fast advancement speed (800 XP to level up) to move at the standard advancement speed." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 38, + "name": "Treasure", + "entries": [ + "The game's math is based on PCs looking to find, buy, or craft items that are the same level as them\u2014this includes weapons and armor with fundamental runes, and items that help with the PC's favorite skills or tactics. A PC who gets the item at that level will typically be ahead of the monsters, hazards, and skill DCs briefly, before their challenges start to catch back up. The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). The treasure assignment is measured across a level instead of per encounter because some encounters won't have treasure, some will have extra treasure, and some treasure hoards or rewards might be found outside encounters entirely. If your campaign structure works better by giving out treasure for individual encounters\u2014such as some dungeon crawls or sandbox games\u2014see Treasure by Encounter on page 51. As you choose treasure, look at the flow of treasure in the campaign, and see which PCs are ahead and which are behind. It's usually best to mix \"core items,\" treasure linked to a PC's main abilities, with treasure that has unusual, less broadly applicable powers. For instance, a champion might not purchase {@i plate armor of the deep}, but they will likely wear it if they find it. These items should always be useful\u2014a party without a primal spellcaster won't have much use for an {@i animal staff}. The number of core items to give out depends partly on how much the campaign allows for crafting and buying items.", + { + "type": "list", + "items": [ + "If there are few limits on buying items and there's plenty of time to craft, make about half the permanent items you give out core items. The PCs have plenty of ways to obtain the items they want.", + "If purchasing items and obtaining formulas is somewhat difficult, make about three-fourths of the permanent items core items. If a PC really wants an item, they might have to do extra work to get it.", + "If there are no magic item shops or other ways to purchase items and formulas, make all the permanent items core items. In this case, it might work better for your game to use Automatic Bonus Progression (page 196) to eliminate the need for core items." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 38, + "name": "Selling Items", + "entries": [ + "The PCs' ability to sell items plays a big part in their ability to equip themselves how they want. It's expected that a Pathfinder campaign strives for some amount of verisimilitude\u2014that PCs can't find a buyer for every item, especially if they're selling multiple copies of the same thing. Players should not have the expectation that they can sell whatever they want whenever they want. They might be unable to sell items that wouldn't be in demand, have to take a lower percentage, or have trouble selling items in places without massive wealth.", + "If you don't want to deal with that level of detail, you can choose to make selling items more abstract, allowing the PCs to sell anything for half Price essentially at any time.", + "Since this makes it far easier for PCs to outfit themselves how they want, they might be more powerful." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 39, + "name": "Starting the Campaign", + "entries": [ + "Before your first session begins, communicate back and forth with the players about the following details to make sure you've planned your campaign to fit their preferences, then recap and communicate your final decisions.", + { + "type": "list", + "items": [ + "Establish the expected schedule and generally how long you expect the campaign to last. It's okay if you don't know the total length for sure, but you should still give an estimate.", + "Inform the players when and where the first session will take place, what they should prepare in advance, and what materials to bring. If you're running a session zero to create characters first (page 7), let them know. You might also need to tell them whether to bring food, drinks, and other supplies beyond what they'll use for the game itself.", + "Let the players know any restrictions or extra options for character building. Even if you plan to run a session zero, give them a heads-up before the session starts.", + "Tell the players where in the game world the first session will take place.", + "Give the players a basic idea of the genre or theme." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 39, + "name": "At the First Session", + "entries": [ + "If you're running a session zero, read the Session Zero section on page 7 for advice on your first session. For the first time you play through an adventure, follow these bits of advice.", + { + "type": "list", + "items": [ + "Recap the basics of the campaign you established earlier, particularly where it starts and any themes you feel will be important for the players to understand as they roleplay.", + "Have the players introduce their characters. If they have detailed backstories, it's usually best that they start out just describing what the other PCs could learn with first impressions. If they want to go deeper into their backstory during play, they can do so later.", + "Ask questions about the characters. Note down anything you think will be significant, so you can adjust your plans for later sessions. You'll want to keep doing this throughout play.", + "Begin the adventure, using the Starting a Session steps on page 490 of the {@i Core Rulebook}. For your first adventure, find a good place for the PCs to meet and a reason for them to be together." + ] + } + ] + }, + { + "type": "pf2-h3", + "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 + } + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 39, + "name": "Ending the Campaign", + "entries": [ + "A campaign might have a well-planned, emotionally resonant ending that executes perfectly, or the group might die in a ridiculous fashion at the worst time possible. It's important that the ending follow the story, wherever it has gone, even if it doesn't match the idea you had in your head at the start. Check in with your group, especially when you're getting close to the end of each adventure, to see how long they want the campaign to go on. Check in with yourself, too, and express your opinion to the other players. Ideally, you know at least a session in advance that the end is coming, allowing you to prepare for a thrilling conclusion. You might plan for the final session's gameplay to be a bit shorter\u2014possibly just one big showdown\u2014to allow time for an epilogue and for the group to reminisce and decompress at the end.", + "An epilogue can make the end of a campaign more fulfilling. First, let the group finish out their roleplaying in the final moments of the adventure until they're content. Then tell the group the results of what they accomplished in broad terms, with concrete details of what happens to certain places or allied NPCs. Ask the players what their characters do after the adventure. You might want to narrate a few short scenes, such as a PC tracking down an escaped villain and bringing them to justice. When your epilogue is done, thank everyone for playing. If the campaign ended in success for the PCs, give yourselves a round of applause. A victorious ending warrants celebration!", + { + "type": "pf2-h3", + "source": "GMG", + "page": 39, + "name": "Dealing with Failure", + "entries": [ + "If a campaign ends prematurely, get a sense from the players of whether they want to continue. The advice on Total Party Kills on page 30 should be {@condition helpful}. If the campaign ended in a stranger way than a total party kill\u2014 say, a PC handing over the powerful relic the villain needed to complete a master plan\u2014you can still look for ways the campaign might continue. Maybe the PCs struggle to survive in the world after the calamity, or maybe they have just enough time they might still be able to stop the plan." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 39, + "name": "The Next Campaign", + "entries": [ + "If the group plays another campaign in the same world that takes place after your previous campaign, think through the repercussions of the last campaign and change the world as needed. You might introduce new elements into the world that call back to the previous campaign: newly powerful factions, new settlements, or new options for player characters such as backgrounds, all based on the impact the previous PCs made on the world." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 40, + "name": "Adventure Design", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 40, + "entries": [ + "When making your own adventure, you get to choose the themes, play style, and NPCs that most appeal to you and your group. This section gives you tips for making your adventures exciting and memorable, and for creating them quickly and efficiently." + ] + }, + "Creating an adventure for your players can be one of the most fulfilling parts of being a GM. Get started with the basic tips on adventure building on page 487 of the {@i Core Rulebook}, then flesh out your adventure using the following adventure recipes to quickly outline an adventure based on your chosen theme. Reading other adventures is a great way to get ideas, whether they're published adventures or ones your friends have written. You can borrow ideas and structures if they work for your game, and tweak as needed.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 40, + "name": "Player Motivations", + "entries": [ + "One of your most important and rewarding tasks is getting to know your players and what makes them tick, then implementing plot hooks that speak to their motivations.", + "If your players all like similar things (maybe they all like epic storylines, or all prefer tactical combat), your job will be a bit easier. But for most groups there's a mix, and you'll want to put in a detailed NPC who appeals to one player's love of social scenes, a powerful villain to engage a player who loves stories of winning against overwhelming odds, and exotic animals that attract a player who's into having animal friends. If you're not sure what your players enjoy, ask them in advance what they'd like to see in the game! Considering player motivations doesn't mean assuming you know what the players or their characters will do! It can be risky to expect PCs to react in certain ways or take certain paths. Knowing their motivations gives you a way to put in elements you expect will appeal to your players, but their decisions will still take the adventure in unexpected directions. The important thing is getting the players engaged, not predicting the future." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 40, + "name": "Keeping It Varied", + "entries": [ + "You can give players variety through the types of challenges the group faces (combat, social, problem-solving, and so on), the locations they explore, the NPCs they meet, the monsters they face, and the treasure they acquire. Even if you're building an enclosed dungeon, you don't want to place a combat in every room, or exploration will quickly become stale.", + "Think in terms of sessions. If your group gets through five scenes per session, how do you make one game session feel different from another? Maybe two of the scenes in each are fairly basic combat encounters, but if you make the other scenes significantly different, or even if you set the encounters in different environments, the sessions won't feel repetitive. Also think about the tools used to solve each situation. Maybe one requires complex negotiations, another brute force, and a third sneaking about. Aim to give everybody something compelling, and ideally targeted at their motivations. This translates to mechanical details, too. Inching across a balance beam requires different skills than rebuilding a {@condition broken} key." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 40, + "name": "Theme and Feeling", + "entries": [ + "Think about the emotional and thematic touchstones you want to hit during play. Good games elicit strong emotions, and planning for them can give an emotional arc to an adventure in addition to the narrative arc. Consider what you want players to feel as they play. Is it triumph? Dread? Sadness? Optimism? None of these will be the {@i only} emotions to come out, but they will inform how you build the settings and NPCs. Adventure Recipes (below) gives steps to effectively implement theme and feeling." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 40, + "name": "Adventure Recipes", + "entries": [ + "These procedures help you build an adventure skeleton or outline. You'll then go through and flesh out the details of the adventure, including adversaries and locations. As you play, you'll keep adjusting to fit the events of the game. Anything you haven't already introduced can be changed as needed. Just like with any recipe, you're meant to adjust the details to fit your group's preferences. You might stray far from your starting point, and that's OK! These recipes use six steps. You might want to look ahead to your future steps and make choices out of order based on what's most important for you to convey. The catch-all term \"opposition\" refers to the various adversaries and obstacles the PCs will face. The opposition should be thematically consistent, but not necessarily monolithic. It might contain multiple individuals or groups, who might not get along with one another.", + { + "type": "list", + "items": [ + "{@b Styles (page 41):} The overall vibe of your game, such as a gritty game, dungeon crawl, or high adventure. These frameworks offer guidelines for the number of sessions and types of encounters that work best.", + "{@b Threats (page 43):} Thematic dangers to incorporate into your game, and ways to evoke them as you play. The style and threat are the core parts of your recipe.", + "{@b Motivations (page 44):} Determine more specifically what the opposition's goals and motivations are.", + "{@b Story Arcs (page 44):} This section gives you guidance on how to construct story arcs that will play out over your adventure and maybe beyond.", + "{@b NPCs and Organizations (page 45):} The characters and factions you include should fit the theme.", + "{@b Mechanics (page 45):} Your last step is adding in the individual creatures, hazards, treasure, and so on." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 41, + "name": "Styles", + "entries": [ + "These frameworks for building your adventure include some basic elements to get you started outlining an adventure. Slot ideas from the threats section (page 43) into this structure, then customize as you see fit.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 41, + "name": "Dungeon Crawl", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "3\u20134" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "1 long voyage to reach the dungeon; 3 voyages through long, trapped hallways or mazes; 1 secure cave or other staging area; 2 secret passages or rooms" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "2 trivial, 4 low, 6 moderate, 6 severe. Many encounters can be bypassed through secret routes." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "4 conversations with dungeon creatures; 1 negotiation to establish a truce" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Cramped quarters, short lines of sight, and poor lighting conditions, with occasional vaulted chambers and flooded crypts. Traps and puzzles." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 41, + "name": "Gritty Adventure", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "5\u20137" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "1 long voyage, plagued by attacks; 2\u20133 voyages through urban environments; 1 prison break, heist, or other test of skill" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "2 trivial, 4 low, 7 moderate, 8 severe; possibly 1 extreme. Foes are often other humanoids." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "2 battles of wits, 2 chances to bypass opponents with deception or threats, 2 opportunities to gather information and rumors" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Stakes are often more personal, such as the PCs clearing their names from a false accusation or being paid to eliminate a problem. Betrayal, ambushes, and other duplicity. Town fires, weather conditions, unfriendly crowds. The {@i {@link Pathfinder Critical Hit Deck|https://paizo.com/products/btq024tn?Pathfinder-Critical-Hit-Deck}} is particularly appropriate." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 41, + "name": "High Adventure", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "6\u20138" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "2 long voyages, often by sea or air, punctuated with combat; 1 trapped dungeon, tournament, or other test of skill" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "16 moderate, 8 severe. Avoid low- and trivial-threat battles." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "2 battles of wits; 4 conversations with bizarre creatures" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Unique environments and terrain for dynamic battles. Swinging from balconies on curtains, fighting atop high wires, racing chariots, and so on. Use {@quickref difficult terrain||3|terrain} sparingly, coupled with creative ways to get around it. Large groups of low-level troops the PCs can defeat with ease." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 41, + "name": "Horror", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "1\u20132" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "1 short voyage on foot; 2\u20134 creepy areas to investigate, like haunted mansions or dark forests" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "2 moderate, 1 severe, possibly 1 extreme. Avoid trivial- and low-threat encounters, except as moments of relief in a longer adventure. Extreme-threat encounters against overwhelming foes are excellent in horror one-shots." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "2 battles of wits; 4 conversations with bizarre creatures" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Surprising and jarring encounters, making it hard for the PCs to feel safe. Encounters that feel overwhelming, even when they're not. Retreat is often the right option (include a reasonable way for the PCs to escape)" + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 41, + "name": "Intrigue", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "2\u20133" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "1 long voyage, often by land or sea; 3\u20134 competitions, performances, or other test of skill; 1\u20132 infiltrations or escapes" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "2 trivial, 2 low, 4 moderate, 1 severe. Severethreat encounters should be reserved for major reveals of the ongoing intrigue\u2014an ally is revealed to be a foe, a schemer is exposed and must call on his guard, and so on." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "2\u20133 battles of wits; 2 political or courtroom scenes; 1 conversation with a cryptic source; 2 opportunities to gather information and rumors" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Urban environments, including fights atop runaway carriages, around (and atop) banquet tables, and running over rooftops. Ambushes in apparently safe social settings. Assassination attempts." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 42, + "name": "Military Adventure", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "2\u20133" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "1 long march and 2\u20133 short marches, or a tour of the defenses for a siege; 2\u20133 trapped enemy campsites and secret spy redoubts" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "4 low, 4 moderate, 1 severe. Most combat encounters should be made up of 2\u20134 foes, typically humanoid soldiers with a range of capabilities." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "1\u20132 skill challenges to convince neutral parties to become allies or raise troops' morale" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Fortified battlegrounds, with moats, walls, defensive towers, and siege weapons. Victory conditions that are goal or deadline oriented\u2014holding a gate for 10 minutes while reserves rush to defend it, setting fire to an enemy catapult, rescuing prisoners, and so on." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 42, + "name": "Mystery", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "2\u20133" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "2\u20133 trapped rooms, concealed hideouts, or other tests of skill; 2 puzzles or investigations" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "2 trivial, 4 low, 6 moderate, 6 severe. Solving the mystery uncovers an advantage over the most powerful foe." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "1 battles of wits, 1 conversation with a bizarre creature, 1 opportunity to gather information and rumors, 1 gathering to reveal the answer to the mystery" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Encounters come naturally during investigations or upon discovering some element of the mystery. Multiple clues can send PCs to the same locations; if the mystery stalls, some creature that doesn't want the PCs to solve the mystery can attack to move the plot forward." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 42, + "name": "Planar Adventure", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "6\u20138" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "3\u20134 long voyages through different planes, often by {@spell gate}, spells, or planar vessel, punctuated by combat; 1\u20132 scouting a demiplane, planar city or fortress, or other planar stronghold" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "12 moderate, 12 severe. Avoid trivial- and low-threat encounters, except as set dressing to introduce a new plane." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "6 conversations with bizarre creatures, including some with alien ways of thinking; 2 opportunities to gather information and rumors" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Fights showcasing otherworldly environs\u2014 on the sides of glaciers, in limitless oceans, on chunks of rock floating along rivers of lava, atop bottomless pits, or on the chains of 100-foot-tall gates." + ] + } + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 42, + "name": "Romantic Adventure", + "entries": [ + { + "type": "pf2-options", + "style": "pf2-stat pf2-stat__section", + "skipSort": true, + "items": [ + { + "name": "Number of Sessions", + "entries": [ + "4\u20136" + ] + }, + { + "name": "Exploration Scenes", + "entries": [ + "1 tour of a kingdom or other central locale; 1 adventure into the wilds on a hunting trip or bandit hunt; 1 tournament to prove a PC's love or worth" + ] + }, + { + "name": "Combat Encounters", + "entries": [ + "3 low, 6 moderate, 3 severe. Emphasize emotional stakes and battles that end with the loss of honor or pride, not life." + ] + }, + { + "name": "Roleplaying Encounters", + "entries": [ + "2 battles of wits, 1 grand ball, 1 entreaty before a ruler, 2 scenes of relaxation or carousing with unexpected import" + ] + }, + { + "name": "Encounter Tropes", + "entries": [ + "Duels\u2014social or combat\u2014against romantic rivals. PCs and their foes fight only for a purpose or cause. Savvy enemies have strong connections to the PCs" + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 41, + "name": "ADVENTURE PRESENTATION", + "entries": [ + "When you're writing up your own adventure, you don't need to go into the same level of detail you'd see in a published adventure. You might be able to get by with just an outline, some bullet points for each NPC, a breakdown of encounters, and a few rough maps. Or maybe for your style of running games, you prefer to have some text written about each scene, or even particular lines of dialogue. If you're creating your first adventure, it can be good to write out a little more than you need. Just keep in mind that things might change in play. If you prepared more than you actually used, that's normal! Detailing NPCs or locations in particular can be useful, especially if they're going to appear again. But in many of these cases, you'll add details at the table and can jot down those notes for later.", + { + "type": "pf2-title", + "name": "RUNNING YOUR OWN ADVENTURE" + }, + "It's often easier to run an adventure you made yourself, but that's not true for everybody. If you notice as you run your adventure that your notes don't have enough for you to go on, you can be more thorough next time. And if something ended up inconsistent, there's nothing wrong with telling your players you want to revise something you previously said.", + "Because this is your own creation, it's closer to your heart. If the adventure doesn't go well, it can sting. Sometimes this is because of random chance, sometimes due to unforeseen decisions, and occasionally because you made a mistake. Those are all normal parts of the game! One of the things you'll internalize the more you run games is that you're a part of the creative process and don't need to be perfect." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 43, + "name": "Threats", + "entries": [ + "Think of each type of threat as the deep, visceral danger the enemies represent. NPCs should be avatars of the threat, whether they're enemies who represent different aspects of the threat or allies and bystanders damaged by it. Each threat entry gives a brief description, followed by some bullet points you can use to guide you in expressing the consequences of the threat. This is followed by monsters that typify this theme. As always, you can come up with your own thematic threats too!", + { + "type": "pf2-h4", + "source": "GMG", + "page": 43, + "name": "Corruption", + "entries": [ + "The opposition wants to weaken or even change the motivation of a place, person, institution, ideal, or group.", + { + "type": "list", + "items": [ + "Show the effects of corruption on people and places, especially those closely connected to the PCs. Once-safe areas become less {@condition friendly} and present threats, allies become unable to help or even turn against the PCs.", + "Make enemies subtle; patient; and willing to allow rumors, lies, diseases, and poisons time to take effect. In battle, they may be satisfied to curse PCs and their allies or otherwise inflict long-term afflictions, then retreat.", + "Contrast the corruption with education, healing, and working towards betterment.", + "When the PCs make progress, allow them to expose agents of corruption, and inoculate allies and neutral parties against the growing threat or educate them about it." + ] + }, + "{@b Foes} alghollthu, {@filter fiends|bestiary||creature type=fiend}, {@filter undead|bestiary||creature type=undead}." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 43, + "name": "Devastation", + "entries": [ + "The opposition wants to destroy or lay waste to a place, person, institution, ideal, or group.", + { + "type": "list", + "items": [ + "Show the effects of destruction on people and places, especially those the PCs hold dear. Show them desperate, devoid of resources, and psychologically changed.", + "Make enemies hard to reason with and overwhelming in number. In battle, they want not just to win, but to kill, maim, or devour.", + "Contrast devastation with forces of preservation and order.", + "When the PCs make progress, show the slow recovery from devastation." + ] + }, + "{@b Foes} {@filter chromatic dragons|bestiary||creature type=dragon|alignment=CE;NE;LE}, {@filter demons|bestiary||creature=demon}, {@filter orcs|bestiary||creature=orc}." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 43, + "name": "Extremism", + "entries": [ + "The opposition seeks a massive change\u2014one they think is for the better. Their violent means of achieving it put them in conflict with the PCs.", + { + "type": "list", + "items": [ + "Demonstrate the ruthlessness of the enemy, especially the discrepancy between their care for their cause and their ambivalence or hatred toward everything else.", + "Have enemies focus purely on their goal. Have them fall back on their rhetoric or dogma to justify themselves.", + "If something about the extremists' cause is just\u2014such as preserving the natural world or protecting their people\u2014 reveal the foes' sympathetic side. Demonstrate the horror of what they're fighting against in addition to the horror of the way they fight it.", + "When the PCs make progress, show uncertainty or demoralization in their foes, possibly even desertion." + ] + }, + "{@b Foes} cultists, revolutionaries." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 44, + "name": "Mayhem", + "entries": [ + "The opposition is a force for mayhem, without any greater plan or long-term goal. It may be a mindless force of violence such as a {@condition wounded} beast, or a thinking foe that simply revels in causing chaos and damage.", + { + "type": "list", + "items": [ + "Mayhem is easy to track and find, often leaving a trail of destruction in its path. Show how the senseless violence causes uncertainty and fear, disrupting both settlements and the natural order of things.", + "A single powerful foe is a common source of mayhem, but a pack, herd, cult, or secret society could also be to blame. The source of the mayhem may be the result of the natural order being out of balance, or might be a distraction set off by a different foe looking to use it to further its own goals.", + "Emphasize the cascading effects of unchecked mayhem. Normal trade, farming, migration, and similar systems are disrupted, causing problems far from the immediate location of violence and disruption.", + "When the PCs make progress, show how resilient systems can recover from massive disruptions but may need additional help or protection." + ] + }, + "{@b Foes} {@filter beasts|bestiary||creature type=beast}, {@filter dinosaurs|bestiary||creature=dinosaur}, {@filter drakes|bestiary||search=drake}, {@filter giants|bestiary||creature type=giant}." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 44, + "name": "Subjugation", + "entries": [ + "The opposition wants to rule over a group, location, or even the world. Their ultimate objective is to control and rule.", + { + "type": "list", + "items": [ + "Show how groups submit to subjugation rather than suffer the consequences of resistance. The PCs see elements of culture destroyed to ensure subjugation\u2014are religions and churches destroyed, subverted, or replaced? Are lackeys put in place to keep oppressed populations in line?", + "Make enemies self-righteous, focused, and in control of groups they have previously subjugated. Fights aren't just for the sake of violence, but steps towards greater control.", + "Show opposition: open conflict, rebellion, secret groups, sabotage, and countercultural art. Give PCs the opportunity to support or participate in each.", + "When the PCs make progress, have previously cowed or neutral parties be moved to rebel." + ] + }, + "{@b Foes} {@filter chromatic dragons|bestiary||creature type=dragon|alignment=CE;NE;LE}, {@filter devils|bestiary||creature=devil}, {@filter hags|bestiary||creature=hag}, {@filter hobgoblins|bestiary||search=hobgoblin}, {@filter rakshasas|bestiary||creature=rakshasa}." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 44, + "name": "Motivations", + "entries": [ + "Think about your opposition, and what their goals and motivations are. The motivation of the opposition needs to match your threat. If you have multiple adversaries, their motivations should all work toward your theme, but they might have different goals and act more as rivals or enemies. Motivations should be more than one dimensional. There should be a reason for every action the opposition takes\u2014not necessarily a good one or a smart one, but a believable one. Be true to each character! Consider these questions so you can use the answers when deciding what the opposition will do.", + { + "type": "list", + "items": [ + "What does the opposition want?", + "Who or what does the opposition fear? (And no, \"the PCs\" isn't an answer.)", + "Why is the opposition sure to succeed? If the PCs don't do anything, what makes the opposition unstoppable?", + "What are the opposition's weaknesses? How can they be bribed or tricked? What's something they ignore that might be used against them?" + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 44, + "name": "Story Arcs", + "entries": [ + "Keep several story arcs in mind. Most of these will be driven by the opposition in the early going, but PCs might initiate their own story arcs. Think of what the beginning, middle, and end of each arc might look like. Imagine a logical end point the arc would reach if nothing else changes. Then, adjust it based on events in the game. As changes occur, revisit the end point you've imagined. If the adversary's plan has been derailed, what might they do instead? Story arcs should reflect the theme of the adventure and be well-positioned to show off motivations. Many arcs will last only for the duration of one adventure, but others build up and recur across the whole campaign. Include some of each so you have variety. This also provides closure, as the players can see some storylines wrapped up in the short term and others over a long period. Too many dangling plot threads can result in some being forgotten or make players feel overloaded. Touchstones like the ones below make a story arc adaptable, not too restricted to specific scenes or characters.", + { + "type": "list", + "items": [ + "{@b Use motifs.} Use repeated thematic elements, visuals, phrases, and items to reinforce the connection between one adventure or segment of the story and another. The motif can also build in complexity as you move further along in the overarching story.", + "{@b Follow character growth.} Respond to how the PCs changed in previous adventures. Their next undertaking should reflect who they are now.", + "{@b Escalate!} Build on the previous story and show that the next threat is scarier. The first adventure may endanger a village, the next a city, the next a whole nation, and so on.", + "{@b Bring in recurring characters.} A recurring character is especially strong if they appear in similar circumstances each time. For instance, a merchant who travels the world might appear in the campaign only when she wants the PCs to undermine her rivals.", + "{@b Make each adventure count.} While developing an arc, don't diminish individual adventures by making what happened in them inconsequential compared to the larger story. Illustrate the consequences of such adventures so the players feel a sense of accomplishment for completing one before they move onto the next. Each adventure needs some sort of denouement to show immediate and lingering effects of the PCs' victory or defeat." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 44, + "name": "BUILDING A SANDBOX", + "entries": [ + "In a \"sandbox\" game, you give the players a sizable location to explore and let them decide how to go about it. A sandbox doesn't have as many time-sensitive events as a directed adventure, and the flow of the game is driven more by the players than by the opposition. You can put self-contained dungeons or other locations within the sandbox, but it's up to the players when and how to visit them or deal with them.", + "To make a sandbox, create about triple the number of encounters and spread them out among multiple locations or factions. You can expect the PCs won't deal with all of them. In most cases, you'll want to determine where the PCs are headed next before the end of a session so you can prepare for the next session. Depending on the size and complexity of the location, the number of encounters might be much higher. Treat each sub-area as a kind of mini-adventure, and only loosely sketch it until you know what the PCs' plans are." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 45, + "name": "Npcs and Organizations", + "entries": [ + "Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You'll want most to follow the theme directly, like the examples in Threats on page 43. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren't adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You'll often find that NPCs you create will become more or less important than you expected.", + "You can \"demote\" an NPC if the players don't find them interesting or \"promote\" them if the PCs like them more than expected." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 45, + "name": "Mechanics", + "entries": [ + "Last of all, you'll fill out specific encounters, NPCs, treasure hoards, maps, and so on. For many games, you can save most of this work for between later sessions, spreading out your preparations over the course of the game. You can find more detail on these in the {@i Core Rulebook}:", + { + "type": "list", + "items": [ + "Treasure guidelines (page 508)", + "Accomplishment XP (page 507)", + "Environments (page 512)", + "Building Encounters (page 488)", + "Hazards (page 522) You can also find more information on these in this book:", + "Building your own creatures (page 56)", + "Building your own hazards (page 74)", + "Building encounters (page 46)" + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 46, + "name": "Encounter Design", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 46, + "entries": [ + "Creating a compelling encounter goes beyond just following the guidelines for selecting monsters of a given level. Good encounters have a place in the story, compelling adversaries, interesting locations, and twists and turns to make them dynamic." + ] + }, + "Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. This section covers ways to expand on the basics provided on page 489 of the {@i Core Rulebook} to make your encounters an exciting and integral part of the plot.", + "Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature.", + "When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 46, + "name": "Variety", + "entries": [ + "Variety in encounters is essential to let players try new tactics and give different PCs chances to shine as they face foes with weak points they're uniquely suited to exploiting. Consider the following forms of encounter variety.", + { + "type": "list", + "items": [ + "{@b Theme:} Look for ways to include varied creatures and locations. Even if the PCs delve into a dungeon inhabited by drow, they should encounter other creatures, too! All creatures should have a justification for fitting in, but no place needs to be uniform.", + "{@b Difficulty:} A string of moderate-threat encounters can feel flat. Use low- and even trivial-threat encounters to give PCs chances to really dominate, and severethreat encounters for especially powerful enemies. Extreme-threat encounters should be used sparingly, for enemies who match the threat posed by the PCs and have a solid chance of beating them!", + "{@b Complexity:} Use high complexity judiciously, saving it for important or memorable fights.", + "{@b Encounter Composition:} The number of creatures per encounter and their levels should vary. Higher-level single enemies, squads of enemies, and large numbers of lackeys all feel different.", + "{@b Setup:} Not all encounters should start and end the same way. PCs might sneak up on unprepared enemies, get ambushed by foes hunting them, enter into a formal duel, or find a diplomatic overture fails and turns into a fight. On the other side, enemies might all be taken out, retreat, beg for mercy, or even shift the encounter to a chase or other phase.", + "{@b Information:} Uncertainty can increase the tension and sense of danger the players feel. Ambushes, fights against unknown foes or foes behind battlements, and other scenarios can create this basic uncertainty." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 46, + "name": "Encounter Locations", + "entries": [ + "Choose compelling settings for your encounters. When encounters take place in a building or lair, the most significant environmental features originate from the occupants, both past and present. Think about their tastes, biology, or wealth. These features could be natural, such as the sickening reek of decay in the lair of a great predator.", + "They could also be alchemical, such as a cloud of poisonous gas, or magical, such as a strange electric current that arcs through the walls and occasionally leaps out at passersby.", + "In some cases, you'll have a location in which an enemy always appears, and you can design your location to suit that specific creature. Other times, an encounter might appear in a variety of places, such as a guard patrol or wandering monster. In these cases, you'll need several terrain and structure options so there's something interesting about the environment no matter where the battle takes place.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 46, + "name": "Maps and Terrain", + "entries": [ + "Features on the map have a substantial impact on the flow of combat. Three considerations to keep in mind when designing a map are maneuverability, line of sight, and attack ranges. Even empty rooms and corridors can provide variety based on their size and shape. Narrow passageways make natural choke points. In particularly small rooms, space is at a premium, favoring melee combatants and making area effects hard to aim without {@condition friendly} fire. By contrast, huge areas lend themselves to spread-out combat, which gives plenty of room to use all manner of abilities but poses challenges for ones with limited range. To make large rooms more interesting, add furniture, stalagmites, or other features the PCs and their foes can duck behind for cover." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 46, + "name": "Inhabitant or Intruder?", + "entries": [ + "In most cases, the PCs enter territory that's far more familiar to their foes than it is to them. NPCs and monsters who live in an area are likely to be adapted to its dangers, either because they know where they are and how to avoid them, or because they are unaffected by them. A kobold in their lair might bait a PC into walking into a trap the kobold avoided. Marshland may be troublesome terrain for most PCs, but it poses little inconvenience to amphibious creatures. When using creatures with the ability to burrow, climb, or swim, consider incorporating features such as mazelike corridors, high walls with platforms, or rivers.", + "If the foes are smaller or larger than the PCs, consider including paths, cubbyholes, staircases, or narrow passages that one side of the fight can use more effectively.", + "Sometimes, though, the PCs must defend their own base from intruders. In these situations, you're flipping the script, so give the PCs time to trap and ward the area. Watching the invaders fall prey to hazards and ambushes can be a delightful change of pace for your players." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 47, + "name": "Wild Weather", + "entries": [ + "On a bright, sunny day, the PCs see clearly and fight without obstruction, but adding wind, precipitation, or fog creates additional challenges. Rain creates sloshy, muddy ground that slows movement, and cold weather introduces the threat of slippery patches of ice. Only the most extreme temperatures have a direct impact on the PCs during an encounter, but a slog through blistering heat or freezing cold can leave the PCs worn out and more vulnerable to foes. Light levels play a key role in both outdoor and indoor encounters. Although {@item torch||torches} are plentiful, their reach is limited, and lights are sure to draw attention in dark areas." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 47, + "name": "Budgeting for Terrain", + "entries": [ + "If you include terrain that's tricky to navigate or takes extra work to deal with, consider whether it should count toward the encounter's XP budget. A fight that requires Climbing, Swimming, or pushing through {@quickref difficult terrain||3|terrain} can be much tougher\u2014especially if the enemies have strong ranged attacks. Think about the impact of the terrain in advance, especially if the battle would already be a severe threat, or you might kill the party. You can pick an equivalent monster level for your terrain and factor that into your budget, or just assign extra XP at the end if the threat without terrain is on the low or moderate end." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 47, + "name": "Enemy Motivations", + "entries": [ + "Every encounter should happen for a reason. Consider a creature's motivation to fight. Is it defending its lair? Robbing to enrich itself? Following sadistic impulses? Simply being paid to fight? You may realize a creature doesn't have a compelling motivation, or that the PCs have done something that eliminates the impetus to fight. In that case, the encounter doesn't need to happen! Your game might be more satisfying if the PCs' clever actions avoid the fight\u2014provided you award them XP accordingly.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 47, + "name": "Morale", + "entries": [ + "Think how an enemy reacts when a fight is going poorly for them\u2014or well! Enemies who do something other than fight to the death make an encounter more dynamic and believable. While PCs occasionally encounter truly fanatical zealots or single-minded creatures that would never back down from a fight, most creatures\u2014even nonsapient creatures like animals\u2014back down from a battle they're obviously losing. This normally means foes {@condition fleeing} at a certain point, potentially ending the encounter, but if the PCs need to capture those opponents, it could add a secondary objective and split their focus. Look at how differences in morale between participants impact the fight.", + "For instance, after the necromancer's living allies surrender to the PCs, she might activate a latent magic she implanted within them, killing them and merging their bodies into an enormous undead abomination. An enemy's morale could even change the encounter from combat to social, as the PCs enter negotiations over a surrender or try to convince their foes of the errors of their ways." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 48, + "name": "Dynamic Encounters", + "entries": [ + "While you can certainly create enjoyable encounters by placing a group of opponents in a square room with little else, you have numerous tools to create encounters that are more interactive and dynamic. These tools can challenge your players to invent new strategies, inspire interesting character decisions, and make your setting richer.", + "No encounter needs to use all of the elements presented here, and not all encounters need more than one or two. The more complex a dynamic encounter is, the longer it takes to run and the more demanding it is. In general, these tools are perfectly suited for boss encounters, for memorable foes, and as a spice to add throughout your campaign however often works best for you and your players.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 48, + "name": "Hazards in Combat", + "entries": [ + "In isolated encounters where the PCs have plenty of time to recover from hazards' effects, simple hazards can feel more like speed bumps than true challenges. But when combined with other threats, even simple hazards can prove perilous.", + "A noisy explosion can draw attention, allowing foes to burst through the door for a dramatic start to the encounter.", + "Simple hazards can also be an active part of an encounter, particularly if the foes know how to avoid triggering them.", + "As their name suggests, complex hazards are a more powerful tool for encounters. Because they continue to act, they are an ongoing presence in the fight. When combined with hostile creatures, complex hazards offer the PCs plenty of choices for what they want to do next. This is particularly true if foes benefit from the hazard. Should the PCs first disable the array of pipes spewing magical fire into the room, or should they prioritize the fire elemental growing stronger with exposure to the inferno? There's no right answer, and the PCs' choices have a clear impact on the obstacles they face. Hazards in combat shine when they give the PCs ways to contribute meaningfully other than dealing damage to a creature. Interesting actions to disable a hazard are a fun way to give several PCs something fresh and different to do rather than piling on damage." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 48, + "name": "Evolving Battlefields", + "entries": [ + "While some battlefields are relatively static, allowing the PCs and foes to clobber each other until one side wins, complex or evolving battlefields can lead to far more memorable encounters. One of the most straightforward ways to create an evolving battlefield is with dynamic environmental features. Maybe the floating platforms that make up the room's floor shuffle around on their own turn each round, or various points teleport creatures to different locations\u2014possibly between two rooms where separate battles take place simultaneously. These dynamic features have some overlap with complex hazards, though they don't tend to be an opposition or obstacle specifically threatening the PCs.", + "Similarly, a third party in the encounter, perhaps a rampaging monster or a restless spirit, could pose a danger to both sides but potentially benefit either. For instance, perhaps the PCs or their foes could harness this third party as a dangerous but powerful ally with a successful skill check of some kind or by making a risky bargain.", + "Sometimes the evolving battlefield is more of a state change, or series of state changes, and less of a constant presence. For instance, defeating a ritualist and ending his ritual could cause the foes to lose a powerful beneficial effect but unleash a demon that crawled through the remains of the botched ritual, or cause part of the room to collapse from the magical backlash. Major physical changes to the environment, like such a collapse, portions of the room rising or falling, or water beginning to rush in and fill the room, can force the PCs to rethink their plans to handle the new situation. Sometimes the evolving battlefield is more of an unexpected plot twist that occurs in the middle of the encounter. Perhaps the evil tyrant reveals that they were a dragon all along, or reinforcements arrive for whichever side was outmatched. Whatever you choose, make sure it changes things up and makes the encounter feel more dynamic and different. For instance, raising up a portion of the battlefield that isn't particularly relevant when neither the PCs nor their foes are likely to care is less interesting than raising up the pedestal holding the jewel the PCs and their enemies are trying to recover." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 48, + "name": "QUICK ADVENTURE GROUPS", + "entries": [ + "If you want an easy framework for building an encounter, you can use one of the following basic structures and slot in monsters and NPCs.", + { + "type": "list", + "items": [ + "{@b Boss and Lackeys (120 XP):} One creature of party level + 2, four creatures of party level \u2013 4", + "{@b Boss and Lieutenant (120 XP):} One creature of party level + 2, one creature of party level", + "{@b Elite Enemies (120 XP):} Three creatures of party level", + "{@b Lieutenant and Lackeys (80 XP):} One creature of party level, four creatures of party level \u2013 4", + "{@b Mated Pair (80 XP):} Two creatures of party level", + "{@b Troop (80 XP):} One creature of party level, two creatures of party level \u2013 2", + "{@b Mook Squad (60 XP):} Six creatures of party level \u2013 4" + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 49, + "name": "Combining and Separating Encounters", + "entries": [ + "Picture this: the PCs storm a castle. They choose to eschew stealth in favor of a direct approach. On the ramparts, a guard spots them and raises an alarm. The sound of horns and whistles blare throughout the keep as each defender ensures that everyone is ready for a fight. And then, they politely wait in whatever room they were already standing in for the PCs to come and attack them. It sounds pretty unrealistic, and it feels unrealistic at the table. Many players find it far more satisfying when their foes take reasonable actions and countermeasures against them.", + "This means moving to defensible positions or banding together with allies. Taken to an extreme, combining encounters can quickly lead to fights that are unwinnable, so be careful. In the castle example, some guards may come out to attack the PCs, while others cluster around the central keep. Perhaps each individual patrol of guards around the castle is a trivial-threat encounter, but as they gather together, they form groups of gradually escalating threat. Such groups give the PCs a sense of how challenging their opposition is, so that if a fight against six guards is a challenge, they won't try to pick a fight with 30. When the PCs' foes amass into an overwhelming force, give the PCs fair warning and a chance to retreat and try again another day. Of course, if the PCs come back after the alarm has been raised, the guards are likely to change their rotations to better secure the keep.", + "The most common reason to separate an encounter into multiple pieces is to set up a combined encounter, like when an injured foe retreats to gather reinforcements. This provides the PCs with a choice: do they ignore the fleeing enemy and focus on the battle in front of them, or do they split their own forces, weighing the risk of being led into a dangerous encounter against the chance of stopping later foes from preparing for their approach? An encounter might also separate into pieces because of dramatic changes to the battlefield, such as a collapsing ceiling or a magical wall that prevents those on each side of the barrier from accessing the other without spending actions to bypass the obstruction." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 49, + "name": "Time Pressure", + "entries": [ + "Time pressure adds an extra sense of urgency to any encounter and can be a great way to make an otherwise trivial- or low-threat encounter tactically engaging, satisfying, and memorable. After all, while low- and trivial-threat encounters have an incredibly low chance of defeating the PCs, the opposition can usually hold on long enough to make the PCs spend a few rounds to defeat them unless the PCs expend more resources than they normally would on such foes. Time pressure is often related to a secondary objective in the encounter, though it could be a countdown directly related to the encounter itself. For instance, if the ritual will grant a lich its apotheosis in 4 rounds, the heroes need to defeat the lich before then!" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 50, + "name": "Secondary Objectives", + "entries": [ + "One of the simplest and most exciting ways to create a dynamic encounter, even if the combat itself is not so difficult, is to add a secondary objective beyond simply defeating foes. Perhaps the villains are about to burn captives in a fire, and some of the PCs need to divert their efforts to avoid a pyrrhic victory. Encounters with a parallel objective that require PCs to take actions other than destroying foes can keep those foes around long enough to do interesting things without inflating their power level. It also makes PCs skilled in areas related to the side mission feel amazing when they handle it quickly or well.", + "Sometimes a secondary objective might present a time limit, like if the PCs need to prevent evidence from being burned, either by fighting quickly or actively protecting the documents. Another type of secondary objective relates to how the PCs engage in combat with the primary opposition. The PCs might need to use nonlethal attacks against guards who mistakenly believe the PCs are criminals, or they might need to prevent slippery scouts from retreating to alert others. Options like these highlight mobile characters like the monk. You could even create truly off-the-wall secondary objectives that require the PCs to lose the encounter in order to succeed. The PCs might need to put up a believable fight but retreat and let foes steal their caravan in order to follow the foes back to their lair.", + "Secondary objectives are a great way to highlight different abilities in combat and make for a memorable encounter, but\u2014like all of these tactics\u2014they can become annoying if overused." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 50, + "name": "Opponent Synergy", + "entries": [ + "Most encounters assume that the PCs' opponents work together to oppose the PCs, but when groups of foes have been collaborating and fighting together for a long time, they can develop additional strategies. Consider giving each member of these tightly knit teams a reaction triggered by their allies' abilities, or another benefit they gain based on their allies' actions. Just as a team of PCs learns how to best position the rogue to flank enemies and minimize the harm they take from the wizard's {@i fireball} spell, NPCs can learn to complement each other's strategies and avoid interfering with each other. On the opposite end of the spectrum, opponents with poor coordination make the fight much easier for the PCs. Poor coordination between mindless creatures is common, and PCs can use clever tactics to run circles around these foes. When intelligent creatures accidentally (or deliberately) harm each other or pursue conflicting strategies, particularly if they engage in banter with each other as they fight, it can make for an amusing break in the typical rhythm of combat.", + "When taken to its extreme, synergy can represent the actions of a hive mind or a single massive creature. These synergistic components can be creatures, hazards, or both.", + "For example, instead of representing a kraken the size of a warship as a single foe, you could represent each of its tentacles as an individual opponent. Perhaps the kraken can sacrifice actions it would otherwise use to crush PCs in its maw to use its tentacles more freely. In this case, you could model a field of tentacles as a complex hazard that mainly reacts to the PCs moving within it, but allow the kraken's head to act with a few tentacles directly." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 50, + "name": "Misdirection", + "entries": [ + "Sometimes, a bit of misdirection can add a lot of interest to an encounter, especially against offense-heavy groups.", + "Rather than amping up the opposition to match the PCs' firepower and creating opponents whose own offenses are too powerful for the PCs' defenses, consider a little sleight of hand. For instance, a villain might have an illusory or disguised decoy target with just enough durability to take a few hits while the true villain is hiding nearby, ready to emerge and attack. Spells like {@i project image} can allow a foe to attack from a safer position, and {@i possession} grants the foe a disposable body unless the PCs brought along {@i spirit blast} or similar magic. Sometimes you can even hide the villain in plain sight: for instance, in an encounter with three goblins with similar-looking gear and an ogre, one of the goblins might be the biggest threat, but the PCs are likely to target the ogre first.", + "Care when setting up the battle map can also go a long way to misdirect your players\u2014or at least avoid accidentally telegraphing what an encounter will be. For instance, if you always put out statue minis whenever there are statues in the room, the PCs might at first be overly suspicious of ordinary statues, but they will be more surprised later on when a statue turns out to be a construct than if you place minis only when the statue is actually a construct." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 50, + "name": "PITFALLS", + "entries": [ + "This section arms you with a wide variety of useful tricks to add interest to your encounters, but you should keep an eye out for some common pitfalls of encounter building.", + { + "type": "list", + "items": [ + "{@b Don't Make Every Encounter Complex:} There are many ways to make complex and dynamic encounters, but making every single encounter complex will become exhausting for you and your players. Some encounters should be simple, both because it will make the world feel more real and because it's a good way for the group to relax without as much to keep track of.", + "{@b Avoid Flat Difficulty:} Ensure that not too many of your encounters fall at the same threat level. Having some lowand even trivial-threat battles adds variety, and it's great to throw in a few severe encounters beyond just bosses.", + "{@b Beware of Unexpected Difficulty:} You might end up with creatures that have abilities that fit well together, making them extremely powerful as a combo, or that are particularly well-suited against your PCs. Compare the creatures and what you know about your PCs in advance, especially if the encounter is already a severe threat by the numbers. Page 16 has suggestions for what to do if you find a spike in difficulty during an encounter rather than in advance.", + "{@b Watch for Overpowered Terrain:} As noted under Budgeting for Terrain, some features of the environment can increase the danger drastically. Consider your creature and the environment, and see whether the creature has a massive advantage compared to PCs in that terrain, such as a monster with powerful, long-range attacks when PCs are stuck at a distance. If so, you might want to adjust." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 51, + "name": "Recurring Villains", + "entries": [ + "Not every villain dies the first time the PCs defeat them in combat. Some may escape, perhaps through teleportation, misdirection, or with other ploys. When a villain escapes and lives to fight the PCs again another day, it's good to have that foe learn from their past failures. In their next encounter with the PCs, give them additional minions, spells, or other defenses designed to counteract the strategies the PCs used against them previously. Even if the villain doesn't escape, they might have other tricks up their sleeves, rising again to oppose the PCs. They could well return later in the adventure\u2014or they might come back immediately for a second battle, so long as there is a proper justification for doing so. For example, a previously living necromancer might rise again as an undead monstrosity bent upon destroying the PCs, or defeating an otherworldly villain's outer shell might reveal its terrible true form." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 51, + "name": "Social Encounters", + "entries": [ + "The setup for a social encounter tends to be less detailed. For the NPCs involved, you'll just need statistics for their social skills, {@skill Perception}, and Will. If you're making your own, you can find guidelines under Non-Combat Level on page 72.", + "You also need to decide the objective or consequences of the social encounter\u2014what the PCs can achieve and what happens if they fail\u2014and the form of the challenge. It might be a public debate, a private audience with a powerful person, or some kind of contest. Just like with combat encounters, think about the environment, with a particular eye toward the other people around. Is there a crowd the PCs can sway? Are they in an imposing, luxurious throne room or at a city gate? Is the atmosphere oppressive? Hopeful? You might find the PCs' goal ends up being quite different from what you initially thought they would be. Fortunately, social encounters can be pretty adaptable. Thinking of their likely objective helps you construct the scene in your mind more easily but shouldn't limit you.", + "The basics of social encounters are on {@i Core Rulebook} page 494, and page 16 of this book has more advice." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 51, + "name": "Treasure by Encounter", + "entries": [ + "The standard rules count treasure over the course of a level, rather than dividing it up by encounter. If you need to select treasure for a single encounter, such as in a sandbox game, you can use the table below. It takes the treasure budget for each level from Table 10\u20139 on page 509 of the {@i Core Rulebook} and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat.", + "The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this.", + { + "type": "table", + "source": "GMG", + "page": 51, + "name": "TREASURE BY ENCOUNTER", + "id": "1-3", + "entries": [ + "1 175 gp 13 gp 18 gp 26 gp 35 gp 35 gp 2 300 gp 23 gp 30 gp 45 gp 60 gp 60 gp 3 500 gp 38 gp 50 gp 75 gp 100 gp 100 gp 4 850 gp 65 gp 85 gp 130 gp 170 gp 170 gp 5 1,350 gp 100 gp 135 gp 200 gp 270 gp 270 gp 6 2,000 gp 150 gp 200 gp 300 gp 400 gp 400 gp 7 2,900 gp 220 gp 290 gp 440 gp 580 gp 580 gp 8 4,000 gp 300 gp 400 gp 600 gp 800 gp 800 gp 9 5,700 gp 430 gp 570 gp 860 gp 1,140 gp 1,140 gp 10 8,000 gp 600 gp 800 gp 1,200 gp 1,600 gp 1,600 gp 11 11,500 gp 865 gp 1,150 gp 1,725 gp 2,300 gp 2,300 gp 12 16,500 gp 1,250 gp 1,650 gp 2,475 gp 3,300 gp 3,300 gp 13 25,000 gp 1,875 gp 2,500 gp 3,750 gp 5,000 gp 5,000 gp 14 36,500 gp 2,750 gp 3,650 gp 5,500 gp 7,300 gp 7,300 gp 15 54,500 gp 4,100 gp 5,450 gp 8,200 gp 10,900 gp 10,900 gp 16 82,500 gp 6,200 gp 8,250 gp 12,400 gp 16,500 gp 16,500 gp 17 128,000 gp 9,600 gp 12,800 gp 19,200 gp 25,600 gp 25,600 gp 18 208,000 gp 15,600 gp 20,800 gp 31,200 gp 41,600 gp 41,600 gp 19 355,000 gp 26,600 gp 35,500 gp 53,250 gp 71,000 gp 71,000 gp 20 490,000 gp 36,800 gp 49,000 gp 73,500 gp 98,000 gp 98,000 gp." + ], + "colStyles": [ + "", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "colSizes": [ + 1, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "rows": [ + [ + "Level", + "Total Treasure per Level", + "Low", + "Moderate", + "Severe", + "Extreme", + "Extra Treasure" + ], + [ + "1", + "175 gp", + "13 gp", + "18 gp", + "26 gp", + "35 gp", + "35 gp" + ], + [ + "2", + "300 gp", + "23 gp", + "30 gp", + "45 gp", + "60 gp", + "60 gp" + ], + [ + "3", + "500 gp", + "38 gp", + "50 gp", + "75 gp", + "100 gp", + "100 gp" + ], + [ + "4", + "850 gp", + "65 gp", + "85 gp", + "130 gp", + "170 gp", + "170 gp" + ], + [ + "5", + "1,350 gp", + "100 gp", + "135 gp", + "200 gp", + "270 gp", + "270 gp" + ], + [ + "6", + "2,000 gp", + "150 gp", + "200 gp", + "300 gp", + "400 gp", + "400 gp" + ], + [ + "7", + "2,900 gp", + "220 gp", + "290 gp", + "440 gp", + "580 gp", + "580 gp" + ], + [ + "8", + "4,000 gp", + "300 gp", + "400 gp", + "600 gp", + "800 gp", + "800 gp" + ], + [ + "9", + "5,700 gp", + "430 gp", + "570 gp", + "860 gp", + "1,140 gp", + "1,140 gp" + ], + [ + "10", + "8,000 gp", + "600 gp", + "800 gp", + "1,200 gp", + "1,600 gp", + "1,600 gp" + ], + [ + "11", + "11,500 gp", + "865 gp", + "1,150 gp", + "1,725 gp", + "2,300 gp", + "2,300 gp" + ], + [ + "12", + "16,500 gp", + "1,250 gp", + "1,650 gp", + "2,475 gp", + "3,300 gp", + "3,300 gp" + ], + [ + "13", + "25,000 gp", + "1,875 gp", + "2,500 gp", + "3,750 gp", + "5,000 gp", + "5,000 gp" + ], + [ + "14", + "36,500 gp", + "2,750 gp", + "3,650 gp", + "5,500 gp", + "7,300 gp", + "7,300 gp" + ], + [ + "15", + "54,500 gp", + "4,100 gp", + "5,450 gp", + "8,200 gp", + "10,900 gp", + "10,900 gp" + ], + [ + "16", + "82,500 gp", + "6,200 gp", + "8,250 gp", + "12,400 gp", + "16,500 gp", + "16,500 gp" + ], + [ + "17", + "128,000 gp", + "9,600 gp", + "12,800 gp", + "19,200 gp", + "25,600 gp", + "25,600 gp" + ], + [ + "18", + "208,000 gp", + "15,600 gp", + "20,800 gp", + "31,200 gp", + "41,600 gp", + "41,600 gp" + ], + [ + "19", + "355,000 gp", + "26,600 gp", + "35,500 gp", + "53,250 gp", + "71,000 gp", + "71,000 gp" + ], + [ + "20", + "490,000 gp", + "36,800 gp", + "49,000 gp", + "73,500 gp", + "98,000 gp", + "98,000 gp" + ] + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 52, + "name": "Drawing Maps", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 52, + "entries": [ + "Once you have an idea of the scope and the challenges in your adventure, the next step is to map out your adventure location, whether it's an underground dungeon, a desert ruin, or an undersea coral forest." + ] + }, + "If you're worried that you don't have the kind of artistic mastery to create a map, don't be! Fundamentally, your maps should serve your purposes, framing the flow of action and story in a way that allows you to track the campaign's action and possibilities. No one expects you to create stunning maps that look as professional as those in published adventures. Just follow some best practices to make your maps both interesting and clear. So, grab the following supplies and let's get started.", + { + "type": "list", + "items": [ + "Sheets of graph paper", + "Scratch paper", + "A pencil, preferably with H or 3H lead to leave a soft mark that's easy to erase", + "An eraser", + "Ink pens (optional)", + "Ruler and compass (optional) In all stages of mapmaking, don't be frustrated by missteps. You can always fix them later\u2014the eraser is your friend! Drawing or erasing too much can weaken the paper, but you can always throw out a draft and start again. Remind yourself that this doesn't need to be the most exquisite piece of art ever made\u2014all it needs to be is a tool for you to keep your story straight." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 52, + "name": "Create a Legend", + "entries": [ + "Begin by making a list of the features your adventure site should contain\u2014from geographic features to the types of rooms in a building to the monsters and traps the PC will face\u2014and deciding the map's scale and orientation. The scale, orientation, and a key for any symbols you use to indicate features will go in the map's legend.", + "The scale for your adventure maps is usually the easiest to decide. If the map is meant to be usable for combat on a grid, where 1 inch equals 5 feet, you can assume each square of your graph paper equals 5 feet. If you are mapping a larger area, you could use each square to represent 10 feet or even more.", + "For the orientation, draw an arrow toward the north, write an \"N\" above the arrow's point, and you're done.", + "The key of the various details your map depicts is less predictable. Once you've decided what features your map should include\u2014such as monsters, secret doors, and traps for a dungeon, or settlements and ruins for a regional map\u2014think of a symbol to represent each feature on the map. You can also use the symbols in the sample map." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 52, + "name": "Start Sketching", + "entries": [ + "Now that you have your legend, it's time to start the map. Grab a pencil and begin sketching your adventure site.", + "If you're drawing a dungeon complex, start by detailing the corridors and rooms. If you're creating an outdoor area, begin with any bodies of water, rivers, and topography. No matter what you are drawing, do so with soft lines so you can easily erase\u2014you might make mistakes, or you might have better ideas later in the process. As your map starts to take shape, start populating it with features matching the symbols you've designated in your map key.", + "Try not to overcomplicate your maps. Keeping your map as simple as possible will make sure important details stand out and aids in the map's legibility.", + "When sketching your maps\u2014especially when drawing areas of wilderness or buildings\u2014pull inspiration from the real world. An internet search will turn up reference images that can help when you're deciding the placement of trees and shapes of canyons and streams, or when you're replicating ancient, medieval, renaissance, or fantasy architecture. Basing your terrain and buildings on these references will help your creation seem more natural and believable.", + "When you draw dungeons and similar adventure sites, remember the size of the creatures that live in your complex, and give them enough room to live and move around. In other words, make sure the ancient black dragon fits through the entrance to its lair! Second, avoid empty rooms, and don't put rooms in just to have them. Each room should have a purpose. Maybe it's an abandoned purpose, but each time you create a chamber, ask yourself, \"Why was this room built?\" Lastly, avoid symmetrical or just plain dull structures. Part of the fun of exploring is being surprised by what you find, and needless symmetry and repetitive layouts can ruin that surprise." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 52, + "name": "Number Encounter Areas", + "entries": [ + "The next step is to number the encounter areas. You can then use that numbering system in your encounter notes.", + "If you are designing multiple sites, or many levels of a massive dungeon, consider adding a letter designation before your numbering. The first area of your first site can be A1, while the first area of your next site can be B1, and so on." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 52, + "name": "Add Definition", + "entries": [ + "With your map sketched and keyed, you can solidify your sketches with either darker pencil strokes or ink. This allows you to preserve your map so you can rerun the adventure or reuse the map for a different adventure. If you're feeling artistically inspired, you can color your map with colored pencils, marker, or paint." + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "GMG", + "page": 55, + "name": "Chapter 2: Tools", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 55, + "entries": [ + "While the Core Rulebook provides all the tools you need to be a Game Master, you may want resources to create original game content, whether it be new items, unique creatures, or a sprawling new world for adventurers to explore." + ] + }, + { + "type": "pf2-sidebar", + "name": "BUILDING VERSUS MODIFYING", + "entries": [ + "Many times, a small adjustment to an existing creature, item, adventure, or other part of the game can serve you just as well as building something brand new. Before you delve into creating your own new content, ask yourself a few questions. First, does something similar already exist? When answering this question, look beyond the surface level. Maybe you want a 5th-level clawed centipede creature that can make Attacks of Opportunity and that regenerates unless hit by acid or fire damage. It might not look very much like a troll on the surface, but the statistics for a troll are going to get you most or all the way there. Ask yourself what you'll need to change between your idea and the existing material. This will help you decide between using the original rule with minimal modification, using the original with adjustments, starting with the original as a framework to build your own, or just starting from scratch. Finally, ask yourself how much time you have to prepare the content, what overall impact you expect it to have in your campaign, and how important any discrepancies from existing material are to the core concept. The less important an element is to your game, or the less time you'll be using it at the table, the more likely you should modify something that already exists." + ] + }, + "This chapter provides a variety of tools to help you quickly and easily build your own elements for your game, as well as some special types of rules you can incorporate in your game, such as more hazards and strange magic items. This chapter is organized into the following sections.", + { + "type": "list", + "items": [ + "{@b Building Creatures} (page 56) demonstrates a top-down approach for quickly and easily constructing the creatures and NPCs you want or need for any possible situation in your game.", + "{@b Building Hazards} (page 74) gives rules and advice for creating your own brand-new hazards.", + "{@b Building Items} (page 82) teaches you how to create new pieces of treasure to delight your PCs.", + "{@b Item Quirks} (page 86) introduces simple but memorable quirks that you can use to quickly personalize an item and make its nature seem just as unique and exciting as its special abilities.", + "{@b Intelligent Items} (page 88) includes rules for creating items with a mind of their own that are characters in their own right, as well as several examples to get you started.", + "{@b Cursed Items} (page 90) examines items that have a nasty drawback or might be altogether unpleasant. The section includes specific cursed items and a list of curses you can add to an existing item, akin to a rune.", + "{@b Relics} (page 94) are special magic items that increase in power along with the PCs, and that you and your players work together to build and enhance.", + "{@b Artifacts} (page 106) are the most powerful and story-rich magic items in the game, and can only be destroyed in a specific way.", + "{@b Gems and Art Objects} (page 114) expands the diversity of monetary awards given to PCs and includes 100 sample art objects.", + "{@b Afflictions} (page 116) provides a plethora of curses, diseases, and drugs for use in your games, as well as drug and addiction rules useful in creating your own afflictions.", + "{@b Building Worlds} (page 122) explains how to go about building your own entire world or setting from scratch. This section leads into the next three, which provide tools to help you flesh out the finer details of specific parts of your game world.", + "{@b Nations} (page 130) includes a system to quickly encapsulate a nation in a stat block that contains all the information you need.", + "{@b Settlements} (page 132) covers everything from tiny villages to incredible metropolises. The section explains the settlement's role in a game and provides a system to describe a settlement in a stat block with all the important information.", + "{@b Planes} (page 136) includes the various planar traits you can use to build your own planes, and explores all the planes of reality in the Age of Lost Omens setting as well." + ] + }, + "It's up to you to determine how much of your game you want to customize. Many GMs use the default rules and creatures, and set their adventures on Golarion or another published game world. Other GMs devise and incorporate all-new creatures and places with strange themes that don't fit in the standard Pathfinder game or world. Unless you're building your entire game world from scratch, you can usually wait to implement any new rules creation until you think you'll need it for your next session.", + { + "type": "pf2-h1", + "name": "Building Creatures", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 56, + "entries": [ + "Making your own creatures fleshes out your game world and lets you introduce concepts not yet creatures to your specifications and explore your imagination. From strange beasts to canny political rivals, you have the power to design creatures that fit the narrative needs of your story." + ] + }, + "Creatures aren't built the same way PCs are. The rules for building them are more flexible, and their statistics are based on benchmark final numbers rather than combining each individual modifier together. This is called top-down design, in which you consider the design process as a whole and select the details that reflect your intended result, rather than building statistics from the bottom up and hoping the finished creature matches your vision.", + "This guide provides a step-by-step process to build creatures, but as you get more comfortable with creature creation, you may prefer to use different methods. You could start with one ability you think is cool, or you might look to create a spellcaster of a certain type. There's no wrong starting place or wrong way to compile and present your creation; some GMs prefer to generate a stat block that is as similar to an official {@i Bestiary} entry as possible, while others prefer to compile just a brief set of notes.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 56, + "name": "Develop the Concept", + "entries": [ + "To begin making a creature, you should first come up with its concept. You likely already have the basic idea. As you add details to the general idea, taking notes can help keep your creature on track. Consider the parts of your creature you find most compelling and that you want to emphasize when the creature hits the table. For example, in the {@i Bestiary}, demons are creatures of sin, and are designed to have weaknesses against specific virtues that oppose them. Harpies enchant creatures by singing, represented by their centerpiece ability, Captivating Song. Note your creature's core aspects, and if you feel uncertain later, you can look back and ask yourself, \"Does this emphasize a core aspect or not?\" Next, look at the creature's role in your game.", + "Is it meant to be a combatant? A social creature? A trusted ally? Figuring this out will help you determine whether to give it strong combat abilities or to focus on skills, spells, and special abilities. Think about how the creature might behave if it's in a fight, if someone tries to talk to it, or if it's in a social situation. Does it work better alone or with allies? What sort of character should be best at facing it or be particularly weak against it? Consider also the complexity of the creature. This matters most when you plan to use a large number of creatures of that type. If you'll use five at the same time, you'll want their turns to move swiftly and avoid complex special actions. A creature likely to face a group of PCs alone can have more abilities, and it might need a more versatile set of defenses against PC tactics. Cut complexity as much as you can while retaining your desired theme.", + "Now, how do you want an encounter with this creature to feel? Should it be scary? Mobile? Confusing? A mystical duel or a knock-down, drag-out fight? What can you give your creature to convey those characteristics? Note that much of this feel will come from your choice of the creature's special abilities or spells, rather than its raw numbers.", + "With all this in mind, think about the specific abilities your creature should have. Take a few notes now, and get to the details later. You can use abilities from the {@i Bestiary} or feats in the {@i Core Rulebook}, adjusting as needed, to save yourself time. It helps to think of a creature that's similar to yours and see what makes it tick\u2014and what you can steal from it. Maybe you can just reskin that creature (page 58), instead of making a new one from scratch.", + "Now that you understand your creature's concept, it's time to get to the statistics. Remember that you can always change your concept later on. Your creation might evolve and transform as you go, so be open to change and revisions.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 57, + "name": "BUILDING CREATURES OVERVIEW", + "entries": [ + "This section details the creature-building process using the following steps.", + { + "type": "list", + "style": "list-decimal--bold", + "items": [ + "{@b Develop the Concept (page 56)} Think about your creature, and make notes you can use in future steps.", + { + "type": "item", + "entries": [ + "{@b Build the Stat Block} Pick all the statistics for the creatures, going through the list below.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "Level (page 58)", + "Alignment, Size, and Traits (page 58)", + "Ability Modifiers (page 59)", + "Perception and Senses (page 60)", + "Languages (page 60)", + "Skills (page 60)", + "Items, if necessary (page 61)", + "AC (page 61)", + "Saving Throws (page 62)", + "Hit Points (page 62)", + "Immunities, Weaknesses, and Resistances (page 63)", + "Speed (page 64)", + "Strikes, including their damage (page 64)", + "Spells, if necessary (page 65)" + ] + } + ] + }, + "{@b Design Abilities (page 67)} Create the special abilities your creature can use.", + "{@b Review Holistically (page 69)} Step back, take stock of your creature as a whole, and tweak as needed." + ] + }, + { + "type": "pf2-title", + "name": "TRAIT ABILITIES (PAGE 70)" + }, + "This section provides the abilities conveyed by certain traits, such as demon, dragon, and undead. You'll also find abilities typical of creatures with those traits to help guide you as you plan your creatures.", + { + "type": "pf2-title", + "name": "DESIGNING NPCS (PAGE 72)" + }, + "Sometimes you'll design a creature that's meant to have abilities or characteristics similar to those of a PC. Maybe you need a bold champion, a sly rogue master criminal, or a wizened druid elder for your game. You also might need a common baker, who has little combat ability but great skill with dough and an oven. This section provides ways you might modify aspects of the creature-building process to fit those needs." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 57, + "name": "Understanding and Choosing Statistics", + "entries": [ + "Most of the statistics in this section use a scale of extreme, high, moderate, and low\u2014some use terrible values as well.", + "{@b Extreme:} The creature is world class in this statistic and can challenge almost any character. Most creatures have no extreme statistics or only one extreme statistic, although some creatures might have additional extreme statistics and weaker related statistics elsewhere (a common example being a creature trading accuracy for extreme damage). Examples from the {@i Bestiary} include the succubus's {@skill Diplomacy} and the lich's spell DC.", + "{@b High:} Extremely capable but not world class, the creature presents a challenge for most characters. Just about all creatures have at least one high value. Most combat-focused creatures have high AC and either a high attack bonus and high damage, or a merely moderate attack bonus but extreme damage. An ogre warrior's attack bonus and a kobold scout's {@skill Stealth} are high values.", + "{@b Moderate:} A middle-of-the road statistic can cover anything unremarkable about the creature. Use this one often.", + "{@b Low:} The creature is actively bad at this. Choose these intentionally to represent the creature's weak points.", + "Most creatures should have at least one low statistic; an example is the goblin pyro's Will save.", + "{@b Terrible:} Some statistics can dip even lower than low, to terrible. This indicates a truly awful statistic that still isn't game-breakingly bad. A spider's Intelligence is terrible, as is a dero stalker's Will save.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 57, + "name": "Push and Pull", + "entries": [ + "When it comes to statistics, a creature should be balanced overall. That means if you're giving a creature an extreme statistic, it should have some low or terrible statistics to compensate. For example, if you were making a creature extremely hard to hit by giving it an extreme AC, you'd likely give it lower saving throws or low HP. If a creature is great at spellcasting, it might need several low statistics to be a balanced challenge. There's no perfect system for making these decisions. If you've made a creature that has four high stats and nothing low, or vice-versa, take another look. A creature's strengths and weaknesses change the PCs' strategies for dealing with it, and that's what makes playing the game fun!" + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 58, + "name": "RESKINNING A CREATURE", + "entries": [ + "Sometimes you need a creature with abilities that are almost exactly the same as those of a published creature. In that case, it can be more efficient to simply \"reskin\" the old creature rather than design a new one\u2014that is, to change the description but keep the abilities mostly the same. Occasionally reskinning requires small mechanical adjustments. For instance, a fire cat that has immunity to fire, an aura that deals fire damage, and the ability to light people on fire with its jaws to deal {@condition persistent damage ||persistent fire damage} could be reskinned as a caustic animate tree that has immunity to acid, an aura that deals acid damage, and branch attacks that smear acidic sap on a creature's body when they hit, dealing {@condition persistent damage ||persistent acid damage}." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 58, + "name": "Extreme Increases", + "entries": [ + "At the higher levels of the game, PCs have more tools at their disposal, so the creatures they face need to hit back harder! At higher levels, give each creature more extreme statistics. Having one extreme statistic becomes typical around 11th level. A creature of 15th level or higher typically has two extreme statistics, and one of 20th level or higher should have three or four. Keep in mind that these should be relevant to the encounters you expect them to have\u2014extreme social skills aren't much use to a combatfocused creature. Be careful about giving multiple extreme statistics that are closely linked: a creature with extreme damage and Fortitude saves is one thing, but having an extreme attack bonus and extreme damage allows the creature to apply both extreme statistics to each attack." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 58, + "name": "Level", + "entries": [ + "For most creatures you build, their level depends on the level of the party who will encounter it. Look at other creatures you think are similar in power to yours to determine its level. Note that level represents a creature's combat ability, so a creature that's more social might have, for example, 3rd-level combat statistics and 6th-level skills but remain a 3rd-level creature. Most such creatures are NPCs; for more information on this distinction and how to use it, see Non-Combat Level on page 72.", + "Some abilities are hard for PCs to deal with at low levels. For instance, creatures that can fly and have ranged attacks should typically appear around 7th level, when PCs gain access to flight. Natural invisibility or at-will {@i invisibility} as an innate spell should come at around 6th level, when PCs are more likely to prepare {@i see invisibility} in lower-level spell slots, or 8th level, when some PCs get the Blind-Fight feat.", + "The tables in this chapter go up to 24th level\u2014the highest-level extreme encounter a party might face." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 58, + "name": "Alignment, Size, and Traits", + "entries": [ + "Fill out the trait line of your creature's stat block. The alignment can be whatever suits your story, though some types of creatures must be or tend to be certain alignments.", + "Creatures can be whatever size you need them to be, though you seldom find Large creatures below 1st level, Huge creatures below 5th level, or Gargantuan creatures below 10th level. Generally, you don't automatically adjust statistics for size, except for an exception to Strength modifiers for Large and bigger creatures, which you'll find in Ability Modifiers on the next page.", + "Your creature will almost certainly have one of the following traits to define its type: aberration, animal, astral, beast, celestial, construct, dragon, elemental, ethereal, fey, fiend, fungus, giant, humanoid, monitor, ooze, plant, or undead. If you're making a creature from an existing category of a type, such as demon, it also has that category as a trait. Creatures with a close affinity to elements\u2014air, earth, fire, and water\u2014or types of energy\u2014like acid, cold, and electricity\u2014have those traits.", + "Some abilities typical of creatures with the traits listed above can be found in Trait Abilities on page 70. As with the other steps, looking at similar creatures will give you an idea of what traits to use.", + "Add any traits that have detailed rules attached to them, like amphibious, aquatic, incorporeal, mindless, and swarm. You can add traits related to the creature category, such as dinosaur or werecreature, but most of these traits are pretty self-evident in play. If at any point you realize during play that you didn't add a trait the creature really should have, you can usually apply it retroactively.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 59, + "name": "BASE ROAD MAPS", + "entries": [ + "You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isn't listed should typically use moderate numbers. You can set ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73.", + "{@b Brute} low {@skill Perception}; high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage", + "{@b Magical Striker} high attack and high damage; moderate to high spell DCs; either a scattering of innate spells or prepared or spontaneous spells up to half the creature's level (rounded up) minus 1", + "{@b Skill Paragon} high or extreme ability modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature's skills in combat", + "{@b Skirmisher} high Dex modifier; low Fortitude, high Reflex; higher Speed than typical", + "{@b Sniper} high {@skill Perception}; high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged Strikes have high attack bonus and damage or moderate attack bonus and extreme damage (melee Strikes are weaker)", + "{@b Soldier} high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; {@action Attack of Opportunity} or other tactical abilities", + "{@b Spellcaster} high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature's level (rounded up)" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 59, + "name": "Ability Modifiers", + "entries": [ + "Next, figure out your creature's ability modifiers, since these will suggest what their other statistics should be.", + "You don't have to determine the exact numbers, but it's good to avoid creating creatures whose ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high {@skill Perception}. Most of the time, you'll just be using ability modifiers for untrained skills, so they're useful as a guide but not crucial.", + "Table 2\u20131 shows some benchmarks for your creatures.", + "Use high for the creature's best ability modifiers, moderate for ones they're okay at, and low for the rest.", + "If a creature has a truly bad ability, you can go as low as \u20135. That's the terrible range for ability modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of \u20134 (for dogs, dolphins, and such) or \u20135 (for more instinctual animals like spiders), and for mindless creatures, which have a \u20135 Intelligence modifier.", + "Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a succubus or nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures.", + "This happens with only Large or larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone.", + { + "type": "table", + "source": "GMG", + "page": 59, + "name": "ABILITY MODIFIER SCALES", + "id": "2-1", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low" + ], + [ + "\u20131", + "\u2014", + "{@dice 1d20+3|+3}", + "{@dice 1d20+2|+2}", + "{@dice 1d20+0|+0}" + ], + [ + "0", + "\u2014", + "{@dice 1d20+3|+3}", + "{@dice 1d20+2|+2}", + "{@dice 1d20+0|+0}" + ], + [ + "1", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+3|+3}", + "{@dice 1d20+1|+1}" + ], + [ + "2", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+3|+3}", + "{@dice 1d20+1|+1}" + ], + [ + "3", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+3|+3}", + "{@dice 1d20+1|+1}" + ], + [ + "4", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+3|+3}", + "{@dice 1d20+2|+2}" + ], + [ + "5", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+2|+2}" + ], + [ + "6", + "{@dice 1d20+7|+7}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+2|+2}" + ], + [ + "7", + "{@dice 1d20+7|+7}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+2|+2}" + ], + [ + "8", + "{@dice 1d20+7|+7}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+3|+3}" + ], + [ + "9", + "{@dice 1d20+7|+7}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+3|+3}" + ], + [ + "10", + "{@dice 1d20+8|+8}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+3|+3}" + ], + [ + "11", + "{@dice 1d20+8|+8}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+3|+3}" + ], + [ + "12", + "{@dice 1d20+8|+8}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}" + ], + [ + "13", + "{@dice 1d20+9|+9}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}" + ], + [ + "14", + "{@dice 1d20+9|+9}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}" + ], + [ + "15", + "{@dice 1d20+9|+9}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}" + ], + [ + "16", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}" + ], + [ + "17", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}" + ], + [ + "18", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}" + ], + [ + "19", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}" + ], + [ + "20", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+6|+6}" + ], + [ + "21", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+6|+6}" + ], + [ + "22", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}" + ], + [ + "23", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}" + ], + [ + "24", + "{@dice 1d20+13|+13}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+7|+7}" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 60, + "name": "Perception", + "entries": [ + "{@skill Perception} is a fairly straightforward statistic. Use Wisdom as a guide for setting it, and adjust to the high side if your creature has acute senses or extra training. If your creature has low Wisdom, for example, it would probably have a low {@skill Perception} modifier, or moderate if it's supposed to be a great hunter. Don't make your creature's {@skill Perception} higher just because it's often used for initiative; creatures with poor {@skill Perception} could use a skill check for initiative instead, such as {@skill Stealth}.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 60, + "name": "Senses", + "entries": [ + "Choose or design any special senses for your creature, such as {@ability low-light vision}, {@ability darkvision}, or {@ability scent}. If you're making a sense from scratch, simply decide what it senses, whether it has a range limit, and whether it's precise or imprecise.", + "For example, a {@creature sinspawn} has \"sin scent (imprecise) 30 feet.\" This means it can smell creatures bearing its associated sin if they're within 30 feet, and the sense is imprecise\u2014about as acute as human hearing." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 60, + "name": "PERCEPTION", + "id": "2-2", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low", + "Terrible" + ], + [ + "\u20131", + "{@dice 1d20+9|+9}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+2|+2}", + "{@dice 1d20+0|+0}" + ], + [ + "0", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+3|+3}", + "{@dice 1d20+1|+1}" + ], + [ + "1", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+2|+2}" + ], + [ + "2", + "{@dice 1d20+12|+12}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+3|+3}" + ], + [ + "3", + "{@dice 1d20+14|+14}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}" + ], + [ + "4", + "{@dice 1d20+15|+15}", + "{@dice 1d20+14|+14}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}" + ], + [ + "5", + "{@dice 1d20+17|+17}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+7|+7}" + ], + [ + "6", + "{@dice 1d20+18|+18}", + "{@dice 1d20+17|+17}", + "{@dice 1d20+14|+14}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}" + ], + [ + "7", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+10|+10}" + ], + [ + "8", + "{@dice 1d20+21|+21}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}", + "{@dice 1d20+13|+13}", + "{@dice 1d20+11|+11}" + ], + [ + "9", + "{@dice 1d20+23|+23}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}" + ], + [ + "10", + "{@dice 1d20+24|+24}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}", + "{@dice 1d20+14|+14}" + ], + [ + "11", + "{@dice 1d20+26|+26}", + "{@dice 1d20+24|+24}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}" + ], + [ + "12", + "{@dice 1d20+27|+27}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}" + ], + [ + "13", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}" + ], + [ + "14", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}" + ], + [ + "15", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}", + "{@dice 1d20+20|+20}" + ], + [ + "16", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}" + ], + [ + "17", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}" + ], + [ + "18", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+27|+27}", + "{@dice 1d20+24|+24}" + ], + [ + "19", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}" + ], + [ + "20", + "{@dice 1d20+39|+39}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+27|+27}" + ], + [ + "21", + "{@dice 1d20+41|+41}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+28|+28}" + ], + [ + "22", + "{@dice 1d20+43|+43}", + "{@dice 1d20+39|+39}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}" + ], + [ + "23", + "{@dice 1d20+44|+44}", + "{@dice 1d20+40|+40}", + "{@dice 1d20+37|+37}", + "{@dice 1d20+34|+34}", + "{@dice 1d20+31|+31}" + ], + [ + "24", + "{@dice 1d20+46|+46}", + "{@dice 1d20+42|+42}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+32|+32}" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 60, + "name": "Languages", + "entries": [ + "Think about what languages the creature would need to communicate with other creatures in its home. For instance, many intelligent undead speak {@language Necril}, and many creatures from the Darklands speak Undercommon. If you want your creature to be able to speak to the PCs, be sure it has {@language Common}; for a creature with no reason to speak the common tongue of your setting (such as most extraplanar creatures in a typical campaign), be sure it doesn't. Some creatures can understand language but can't vocalize; in this case, you can state that they can't speak any language. For creatures that need to be able to infiltrate and communicate wherever they go, you might give them {@spell tongues} or a similar ability as a constant innate spell." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 60, + "name": "Skills", + "entries": [ + "You have lots of flexibility in setting your creature's skills.", + "Pick some skills you think are appropriate, and consider how good the creature is at them. High skills are roughly on par with a specialized PC of the creature's level, though they could be a little lower or higher. Most creatures have at least one high skill, but no more than three. The best skills should go with the best ability modifiers, and you might even want to estimate the creature's proficiency rank for these skills. Some skills can get a high bonus for free to fit the creature's theme, particularly {@skill Lore} skills.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 60, + "name": "CONVERTING FIRST EDITION CREATURES", + "entries": [ + "If you're converting creatures from First Edition, you won't find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on.", + "Here are the main areas of difference that you'll want to keep in mind for your conversion.", + { + "type": "list", + "items": [ + "Ability modifiers scale differently, so don't copy them over exactly. The highest modifiers tend not to get as high in Second Edition. You'll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in high-level First Edition creatures with awful Dexterity.", + "Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples.", + "When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, don't feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject.", + "Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction.", + "If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level." + ] + } + ] + }, + "Most creatures don't have an extreme skill unless they are world class for their level, like a succubus's {@skill Diplomacy}. Having an extreme skill is less impactful than an extreme AC or attack bonus, but still might warrant a sacrifice elsewhere, especially if the creature also has more high skills than usual. There's no need for terrible skill modifiers, since an untrained skill usually represents that.", + { + "type": "table", + "source": "GMG", + "page": 61, + "name": "SKILLS", + "id": "2-3", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low" + ], + [ + "\u20131", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+2|+2} to {@dice 1d20+1|+1}" + ], + [ + "0", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+3|+3} to {@dice 1d20+2|+2}" + ], + [ + "1", + "{@dice 1d20+10|+10}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4} to {@dice 1d20+3|+3}" + ], + [ + "2", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+5|+5} to {@dice 1d20+4|+4}" + ], + [ + "3", + "{@dice 1d20+13|+13}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+7|+7} to {@dice 1d20+5|+5}" + ], + [ + "4", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8} to {@dice 1d20+7|+7}" + ], + [ + "5", + "{@dice 1d20+16|+16}", + "{@dice 1d20+13|+13}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+10|+10} to {@dice 1d20+8|+8}" + ], + [ + "6", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+13|+13}", + "{@dice 1d20+11|+11} to {@dice 1d20+9|+9}" + ], + [ + "7", + "{@dice 1d20+20|+20}", + "{@dice 1d20+17|+17}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+13|+13} to {@dice 1d20+11|+11}" + ], + [ + "8", + "{@dice 1d20+21|+21}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+16|+16}", + "{@dice 1d20+14|+14} to {@dice 1d20+12|+12}" + ], + [ + "9", + "{@dice 1d20+23|+23}", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+16|+16} to {@dice 1d20+13|+13}" + ], + [ + "10", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+17|+17} to {@dice 1d20+15|+15}" + ], + [ + "11", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+19|+19} to {@dice 1d20+16|+16}" + ], + [ + "12", + "{@dice 1d20+28|+28}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+20|+20} to {@dice 1d20+17|+17}" + ], + [ + "13", + "{@dice 1d20+30|+30}", + "{@dice 1d20+27|+27}", + "{@dice 1d20+24|+24}", + "{@dice 1d20+22|+22} to {@dice 1d20+19|+19}" + ], + [ + "14", + "{@dice 1d20+31|+31}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+23|+23} to {@dice 1d20+20|+20}" + ], + [ + "15", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+27|+27}", + "{@dice 1d20+25|+25} to {@dice 1d20+21|+21}" + ], + [ + "16", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+26|+26} to {@dice 1d20+23|+23}" + ], + [ + "17", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28} to {@dice 1d20+24|+24}" + ], + [ + "18", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+31|+31}", + "{@dice 1d20+29|+29} to {@dice 1d20+25|+25}" + ], + [ + "19", + "{@dice 1d20+40|+40}", + "{@dice 1d20+37|+37}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+31|+31} to {@dice 1d20+27|+27}" + ], + [ + "20", + "{@dice 1d20+41|+41}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+34|+34}", + "{@dice 1d20+32|+32} to {@dice 1d20+28|+28}" + ], + [ + "21", + "{@dice 1d20+43|+43}", + "{@dice 1d20+40|+40}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+34|+34} to {@dice 1d20+29|+29}" + ], + [ + "22", + "{@dice 1d20+45|+45}", + "{@dice 1d20+42|+42}", + "{@dice 1d20+37|+37}", + "{@dice 1d20+35|+35} to {@dice 1d20+31|+31}" + ], + [ + "23", + "{@dice 1d20+46|+46}", + "{@dice 1d20+43|+43}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+36|+36} to {@dice 1d20+32|+32}" + ], + [ + "24", + "{@dice 1d20+48|+48}", + "{@dice 1d20+45|+45}", + "{@dice 1d20+40|+40}", + "{@dice 1d20+38|+38} to {@dice 1d20+33|+33}" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 61, + "name": "Special Modifiers", + "entries": [ + "You can also add special, thematic modifiers for certain skill uses. For instance, you might give a creature that secretes adhesive \"{@skill Athletics} {@dice 1d20+7|+7} ({@dice 1d20+9|+9} to {@action Climb} or {@ability Grab}).\" This special bonus should still remain at or below the extreme number, especially if it has a combat purpose like the Grab bonus above." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 61, + "name": "Items", + "entries": [ + "If you gave a creature gear equivalent to a PC, your PCs would gain a huge amount of treasure by defeating a large group of them. Using Table 2\u20134: Safe Items can help you avoid that. A creature can have a single permanent item of the listed level without issue. For example, if a 6th-level creature has a {@i +1 weapon}, that item's not worth so much that the PCs would be massively rich if they encountered many creatures of that type and sold everything they found. You can give a creature several lower-level items too. Just pay attention to your overall treasure as measured against the guidelines on pages 508\u2013510 of the {@i Core Rulebook}. At the lowest levels, a creature can certainly have multiple level 0 items, even though normally a creature should have only one item of the level listed in the Safe Item Level column.", + "Specific creatures or NPCs have more leeway to break these guidelines because you can plan the rest of your adventure's loot around them. Also, giving a boss villain a powerful magic item makes the fight and its aftermath more interesting.", + { + "type": "table", + "source": "GMG", + "page": 61, + "name": "SAFE ITEMS", + "id": "2-4", + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Creature Level", + "Safe Item Level" + ], + [ + "3 or lower", + "0" + ], + [ + "4\u20145", + "1" + ], + [ + "6", + "2 (+1 weapon)" + ], + [ + "7", + "3" + ], + [ + "8", + "4 (+1 striking weapon)" + ], + [ + "9", + "5 (+1 armor)" + ], + [ + "10", + "6" + ], + [ + "11", + "7" + ], + [ + "12", + "8 (+1 resilient armor)" + ], + [ + "13", + "9" + ], + [ + "14", + "10 (+2 striking weapon)" + ], + [ + "15", + "11 (+2 resilient armor)" + ], + [ + "16", + "12 (+2 greater striking weapon)" + ], + [ + "17", + "13" + ], + [ + "18", + "14 (+2 greater resilient armor)" + ], + [ + "19", + "15" + ], + [ + "20", + "16 (+3 greater striking weapon)" + ], + [ + "21", + "17" + ], + [ + "22", + "18 (+3 greater resilient armor)" + ], + [ + "23", + "19 (+3 major striking weapon)" + ], + [ + "24", + "20 (+3 major resilient armor)" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 61, + "name": "Armor Class", + "entries": [ + "Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC\u2014high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk.", + { + "type": "table", + "source": "GMG", + "page": 62, + "name": "ARMOR CLASS", + "id": "2-5", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low" + ], + [ + "\u20131", + "18", + "15", + "14", + "12" + ], + [ + "0", + "19", + "16", + "15", + "13" + ], + [ + "1", + "19", + "16", + "15", + "13" + ], + [ + "2", + "21", + "18", + "17", + "15" + ], + [ + "3", + "22", + "19", + "18", + "16" + ], + [ + "4", + "24", + "21", + "20", + "18" + ], + [ + "5", + "25", + "22", + "21", + "19" + ], + [ + "6", + "27", + "24", + "23", + "21" + ], + [ + "7", + "28", + "25", + "24", + "22" + ], + [ + "8", + "30", + "27", + "26", + "24" + ], + [ + "9", + "31", + "28", + "27", + "25" + ], + [ + "10", + "33", + "30", + "29", + "27" + ], + [ + "11", + "34", + "31", + "30", + "28" + ], + [ + "12", + "36", + "33", + "32", + "30" + ], + [ + "13", + "37", + "34", + "33", + "31" + ], + [ + "14", + "39", + "36", + "35", + "33" + ], + [ + "15", + "40", + "37", + "36", + "34" + ], + [ + "16", + "42", + "39", + "38", + "36" + ], + [ + "17", + "43", + "40", + "39", + "37" + ], + [ + "18", + "45", + "42", + "41", + "39" + ], + [ + "19", + "46", + "43", + "42", + "40" + ], + [ + "20", + "48", + "45", + "44", + "42" + ], + [ + "21", + "49", + "46", + "45", + "43" + ], + [ + "22", + "51", + "48", + "47", + "45" + ], + [ + "23", + "52", + "49", + "48", + "46" + ], + [ + "24", + "54", + "51", + "50", + "48" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 62, + "name": "Compensating with Hp and Saves", + "entries": [ + "You might adjust your creature's HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one that's easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creature's HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 61, + "name": "IMPROVISING A CREATURE", + "entries": [ + "As you get more experienced, you might find that you don't need to build some creatures in advance. In many cases, especially for simple creatures, you can just select values from the relevant tables on the fly and track its HP. When you do, track which value you used as it came up. For instance, let's say you're improvising a 2nd-level kobold soldier. When it's time for initiative, you decide it has moderate {@skill Perception} and jot down \"Per +8.\" Your group's fighter beats it at initiative and attacks. You decide the soldier has high AC\u2014looking at Table 2\u20135, you see that's 18\u2014and add this information to your note.", + "The fighter's {@action Strike} hits, and you select the low end of high HP: 36. Well, now it's 25. Your note says \"Per +8, AC 18, HP 25.\" If it gets to take a turn, you can give it a {@action Strike} then." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 62, + "name": "Saving Throws", + "entries": [ + "You can often set saves quickly by assigning one high, one moderate, and one low modifier. Some creatures might vary from this, either because they have poor AC but better saves or because they should thematically have multiple good saves and compensate elsewhere. You have more flexibility with saves, and having one save off the listed number by 1 is rarely a big deal. Pay attention to the creature's Con, Dex, and Wis modifiers\u2014these don't have to correspond to the creature's saves exactly, but should inform your choices.", + "Extreme saves often pair with extreme or high ability modifiers. Almost no creature should have more than one extreme save, even at high levels. Assign terrible saves to creatures that have a clear weak point\u2014for example, a nearly immobile creature would have a terrible Reflex save.", + { + "type": "table", + "source": "GMG", + "page": 62, + "name": "SAVING THROWS", + "id": "2-6", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low", + "Terrible" + ], + [ + "\u20131", + "{@dice 1d20+9|+9}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+2|+2}", + "{@dice 1d20+0|+0}" + ], + [ + "0", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+3|+3}", + "{@dice 1d20+1|+1}" + ], + [ + "1", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+4|+4}", + "{@dice 1d20+2|+2}" + ], + [ + "2", + "{@dice 1d20+12|+12}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+5|+5}", + "{@dice 1d20+3|+3}" + ], + [ + "3", + "{@dice 1d20+14|+14}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}" + ], + [ + "4", + "{@dice 1d20+15|+15}", + "{@dice 1d20+14|+14}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}" + ], + [ + "5", + "{@dice 1d20+17|+17}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+7|+7}" + ], + [ + "6", + "{@dice 1d20+18|+18}", + "{@dice 1d20+17|+17}", + "{@dice 1d20+14|+14}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}" + ], + [ + "7", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+10|+10}" + ], + [ + "8", + "{@dice 1d20+21|+21}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}", + "{@dice 1d20+13|+13}", + "{@dice 1d20+11|+11}" + ], + [ + "9", + "{@dice 1d20+23|+23}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}" + ], + [ + "10", + "{@dice 1d20+24|+24}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}", + "{@dice 1d20+14|+14}" + ], + [ + "11", + "{@dice 1d20+26|+26}", + "{@dice 1d20+24|+24}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}" + ], + [ + "12", + "{@dice 1d20+27|+27}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}" + ], + [ + "13", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}" + ], + [ + "14", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}" + ], + [ + "15", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}", + "{@dice 1d20+20|+20}" + ], + [ + "16", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+22|+22}" + ], + [ + "17", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}" + ], + [ + "18", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+27|+27}", + "{@dice 1d20+24|+24}" + ], + [ + "19", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}" + ], + [ + "20", + "{@dice 1d20+39|+39}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+27|+27}" + ], + [ + "21", + "{@dice 1d20+41|+41}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+28|+28}" + ], + [ + "22", + "{@dice 1d20+43|+43}", + "{@dice 1d20+39|+39}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}" + ], + [ + "23", + "{@dice 1d20+44|+44}", + "{@dice 1d20+40|+40}", + "{@dice 1d20+37|+37}", + "{@dice 1d20+34|+34}", + "{@dice 1d20+31|+31}" + ], + [ + "24", + "{@dice 1d20+46|+46}", + "{@dice 1d20+42|+42}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+32|+32}" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 62, + "name": "Hit Points", + "entries": [ + "Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you don't want a creature with extreme AC to have high HP too.", + "Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63)", + { + "type": "pf2-h3", + "source": "GMG", + "page": 62, + "name": "Regeneration and Healing Abilities", + "entries": [ + "Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round\u2014usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 2\u201310: {@action Strike} Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome\u2014and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature's total HP by double its regeneration value. Fast healing follows the same rules, but because it can't prevent a creature's death and there isn't always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple.", + "If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at-will healing ability should be based on a {@i heal} spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level {@i heal} spell). If the ability both deals damage and heals, use that same baseline scale from above but with {@i vampiric touch} instead of {@i heal}" + ] + }, + { + "type": "table", + "source": "GMG", + "page": 63, + "name": "HIT POINTS", + "id": "2-7", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "High", + "Moderate", + "Low" + ], + [ + "\u20131", + "9", + "8\u20137", + "6\u20135" + ], + [ + "0", + "20\u201317", + "16\u201314", + "13\u201311" + ], + [ + "1", + "26\u201324", + "21\u201319", + "16\u201314" + ], + [ + "2", + "40\u201336", + "32\u201328", + "25\u201321" + ], + [ + "3", + "59\u201353", + "48\u201342", + "37\u201331" + ], + [ + "4", + "78\u201372", + "63\u201357", + "48\u201342" + ], + [ + "5", + "97\u201391", + "78\u201372", + "59\u201353" + ], + [ + "6", + "123\u2013115", + "99\u201391", + "75\u201367" + ], + [ + "7", + "148\u2013140", + "119\u2013111", + "90\u201382" + ], + [ + "8", + "173\u2013165", + "139\u2013131", + "105\u201397" + ], + [ + "9", + "198\u2013190", + "159\u2013151", + "120\u2013112" + ], + [ + "10", + "223\u2013215", + "179\u2013171", + "135\u2013127" + ], + [ + "11", + "248\u2013240", + "199\u2013191", + "150\u2013142" + ], + [ + "12", + "273\u2013265", + "219\u2013211", + "165\u2013157" + ], + [ + "13", + "298\u2013290", + "239\u2013231", + "180\u2013172" + ], + [ + "14", + "323\u2013315", + "259\u2013251", + "195\u2013187" + ], + [ + "15", + "348\u2013340", + "279\u2013271", + "210\u2013202" + ], + [ + "16", + "373\u2013365", + "299\u2013291", + "225\u2013217" + ], + [ + "17", + "398\u2013390", + "319\u2013311", + "240\u2013232" + ], + [ + "18", + "423\u2013415", + "339\u2013331", + "255\u2013247" + ], + [ + "19", + "448\u2013440", + "359\u2013351", + "270\u2013262" + ], + [ + "20", + "473\u2013465", + "379\u2013371", + "285\u2013277" + ], + [ + "21", + "505\u2013495", + "405\u2013395", + "305\u2013295" + ], + [ + "22", + "544\u2013532", + "436\u2013424", + "329\u2013317" + ], + [ + "23", + "581\u2013569", + "466\u2013454", + "351\u2013339" + ], + [ + "24", + "633\u2013617", + "508\u2013492", + "383\u2013367" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 63, + "name": "Immunities, Weaknesses, and Resistances", + "entries": [ + "If it's highly thematic for a creature to have an immunity, weakness, or resistance, consider adding it. Table 2\u20138 lists the ranges for weaknesses and resistances by level.", + "Immunities are generally reserved for creatures made of an unusual substance (like a fire elemental being immune to fire). You can also give an immunity if a creature's biology or construction would logically cause it to be unaffected (like a mindless creature's immunity to {@trait mental} effects)", + "If the creature should be hard to affect with something but the conditions above aren't true, give it a resistance instead. For instance, a giant octopus isn't actually made of cold water, so it wouldn't be immune to cold, but its life in the ocean depths make it resistant to cold. You'll typically use the lower end of the value on Table 2\u20138 for a broad resistance that applies to a wide range of effects, like \"physical 5 (except silver)\" and the higher end for something narrower, like a single damage type. A creature with a resistance, especially a broad resistance or a physical resistance, usually has fewer HP.", + "Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don't exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value.", + "A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less.", + { + "type": "table", + "source": "GMG", + "page": 63, + "name": "RESISTANCES AND WEAKNESSES", + "id": "2-8", + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Maximum", + "Minimum" + ], + [ + "\u20131", + "1", + "1" + ], + [ + "0", + "3", + "1" + ], + [ + "1", + "3", + "2" + ], + [ + "2", + "5", + "2" + ], + [ + "3", + "6", + "3" + ], + [ + "4", + "7", + "4" + ], + [ + "5", + "8", + "4" + ], + [ + "6", + "9", + "5" + ], + [ + "7", + "10", + "5" + ], + [ + "8", + "11", + "6" + ], + [ + "9", + "12", + "6" + ], + [ + "10", + "13", + "7" + ], + [ + "11", + "14", + "7" + ], + [ + "12", + "15", + "8" + ], + [ + "13", + "16", + "8" + ], + [ + "14", + "17", + "9" + ], + [ + "15", + "18", + "9" + ], + [ + "16", + "19", + "9" + ], + [ + "17", + "19", + "10" + ], + [ + "18", + "20", + "10" + ], + [ + "19", + "21", + "11" + ], + [ + "20", + "22", + "11" + ], + [ + "21", + "23", + "12" + ], + [ + "22", + "24", + "12" + ], + [ + "23", + "25", + "13" + ], + [ + "24", + "26", + "13" + ] + ] + }, + "The combination of more HP and a weakness has a different feel from standard HP with resistances. If the creature being an impervious tank really fits its theme, use a resistance with an exception, such as \"physical 5 (except silver).\" If, however, it makes more sense for normal hits to get through and the creature to simply have great staying power, use more HP and a weakness. Skeletons and zombies are a good example of the difference between these styles. Skeletons have resistances because they're bony and hard to hurt. Zombies, on the other hand, have more HP and a weakness to slashing damage\u2014they're tougher, but their bodies aren't built to deflect weapon attacks, and slashing attacks can rip them up quickly." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 64, + "name": "Speed", + "entries": [ + "Your creature's Speed should be 25 feet if it moves like a human. Beyond that, you can set the Speed to whatever makes sense. Remember that the creature can move up to triple this number if it spends its whole turn moving, so if you want the PCs to be able to chase the creature, its Speed can be only so high. Creatures at higher levels need ways to deal with flying PCs, speedy PCs, and PCs with more efficient actions that let them engage and retreat more easily. This might mean adding a fly Speed, giving the creature ranged attacks, and so forth.", + "Creatures can have climb and swim Speeds even at low levels. While you can give your creature a fly Speed at those low levels, it's better to wait until around 7th level (when PCs gain access to {@i fly}) to give your creature a fly Speed if it also has ranged attacks or another way to harry the PCs from a distance indefinitely." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 64, + "name": "Strikes", + "entries": [ + "When building your creature's selection of Strikes, use the following sections to set the {@action Strike}'s attack bonus and damage. Give the attack all the normal traits if it's a weapon; for unarmed attacks or weapons you invent, give whatever traits you feel are appropriate. Note that these traits might influence the damage you give the {@action Strike}.", + "You might want to make sure a creature has an unarmed attack if you think it's likely to get disarmed. At 7th level and higher, PCs might have the ability to fly, which makes it more important for creatures to have decent ranged Strikes to make sure they aren't totally hopeless against flying PCs (though they could instead have fast fly Speeds or something similar)", + { + "type": "pf2-h3", + "source": "GMG", + "page": 64, + "name": "Strike Attack Bonus", + "entries": [ + "Use a high attack bonus for combat creatures\u2014fighter types\u2014that also usually have high damage. A creature could have a higher attack bonus and lower damage, or vice versa (for instance, a moderate attack bonus and extreme damage might fit a creature that's more like a barbarian), instead of having a poor statistic in another category. Spellcasters typically have poor attack bonuses, potentially in exchange for extreme spell DCs." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 64, + "name": "STRIKE ATTACK BONUS", + "id": "2-9", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low" + ], + [ + "\u20131", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}" + ], + [ + "0", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+6|+6}", + "{@dice 1d20+4|+4}" + ], + [ + "1", + "{@dice 1d20+11|+11}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+7|+7}", + "{@dice 1d20+5|+5}" + ], + [ + "2", + "{@dice 1d20+13|+13}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+7|+7}" + ], + [ + "3", + "{@dice 1d20+14|+14}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8}" + ], + [ + "4", + "{@dice 1d20+16|+16}", + "{@dice 1d20+14|+14}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+9|+9}" + ], + [ + "5", + "{@dice 1d20+17|+17}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+13|+13}", + "{@dice 1d20+11|+11}" + ], + [ + "6", + "{@dice 1d20+19|+19}", + "{@dice 1d20+17|+17}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+12|+12}" + ], + [ + "7", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+16|+16}", + "{@dice 1d20+13|+13}" + ], + [ + "8", + "{@dice 1d20+22|+22}", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+15|+15}" + ], + [ + "9", + "{@dice 1d20+23|+23}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+16|+16}" + ], + [ + "10", + "{@dice 1d20+25|+25}", + "{@dice 1d20+23|+23}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+17|+17}" + ], + [ + "11", + "{@dice 1d20+27|+27}", + "{@dice 1d20+24|+24}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+19|+19}" + ], + [ + "12", + "{@dice 1d20+28|+28}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+24|+24}", + "{@dice 1d20+20|+20}" + ], + [ + "13", + "{@dice 1d20+29|+29}", + "{@dice 1d20+27|+27}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+21|+21}" + ], + [ + "14", + "{@dice 1d20+31|+31}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+27|+27}", + "{@dice 1d20+23|+23}" + ], + [ + "15", + "{@dice 1d20+32|+32}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+24|+24}" + ], + [ + "16", + "{@dice 1d20+34|+34}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+25|+25}" + ], + [ + "17", + "{@dice 1d20+35|+35}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+31|+31}", + "{@dice 1d20+27|+27}" + ], + [ + "18", + "{@dice 1d20+37|+37}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+28|+28}" + ], + [ + "19", + "{@dice 1d20+38|+38}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+34|+34}", + "{@dice 1d20+29|+29}" + ], + [ + "20", + "{@dice 1d20+40|+40}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+31|+31}" + ], + [ + "21", + "{@dice 1d20+41|+41}", + "{@dice 1d20+39|+39}", + "{@dice 1d20+37|+37}", + "{@dice 1d20+32|+32}" + ], + [ + "22", + "{@dice 1d20+43|+43}", + "{@dice 1d20+41|+41}", + "{@dice 1d20+39|+39}", + "{@dice 1d20+33|+33}" + ], + [ + "23", + "{@dice 1d20+44|+44}", + "{@dice 1d20+42|+42}", + "{@dice 1d20+40|+40}", + "{@dice 1d20+35|+35}" + ], + [ + "24", + "{@dice 1d20+46|+46}", + "{@dice 1d20+44|+44}", + "{@dice 1d20+42|+42}", + "{@dice 1d20+36|+36}" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 64, + "name": "Strike Damage", + "entries": [ + "Table 2\u201310 on the next page gives the damage a creature should deal with a single {@action Strike}. You might use a lower category if the creature has better accuracy, or a higher category if its accuracy is lower.", + "A creature that's meant to be primarily a combat threat uses high damage for its melee Strikes, or moderate for melee Strikes that have the {@trait agile} trait. Ranged attacks more typically use the moderate value, or even low. A creature that's meant to be highly damaging uses the extreme damage values, but might then have a moderate attack bonus. As with most statistics, extreme damage is more likely at higher levels. You can also use the extreme value for special attacks that the creature can use only a limited number of times or under circumstances that aren't likely to happen every round.", + "More versatile creatures, such as ones that can cast some spells and aren't meant to primarily get their damage through Strikes, go one category lower: moderate for their main melee Strikes, low for agile and ranged Strikes.", + "Spellcasters and other creatures that aren't meant to be competent in a direct fight might use the low damage value, or even less if they completely don't care about their Strikes.", + "On Table 2\u201310, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like {@damage 1d6} fire from {@i flaming} attacks, that counts toward its total damage per {@action Strike}. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per {@action Strike} by giving the creature the ability to attack more efficiently or use other tricks." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 65, + "name": "STRIKE DAMAGE", + "id": "2-10", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Moderate", + "Low" + ], + [ + "\u20131", + "{@dice 1d6+1} (4)", + "{@dice 1d4+1} (3)", + "{@dice 1d4} (3)", + "{@dice 1d4} (2)" + ], + [ + "0", + "{@dice 1d6+3} (6)", + "{@dice 1d6+2} (5)", + "{@dice 1d4+2} (4)", + "{@dice 1d4+1} (3)" + ], + [ + "1", + "{@dice 1d8+4} (8)", + "{@dice 1d6+3} (6)", + "{@dice 1d6+2} (5)", + "{@dice 1d4+2} (4)" + ], + [ + "2", + "{@dice 1d12+4} (11)", + "{@dice 1d10+4} (9)", + "{@dice 1d8+4} (8)", + "{@dice 1d6+3} (6)" + ], + [ + "3", + "{@dice 1d12+8} (15)", + "{@dice 1d10+6} (12)", + "{@dice 1d8+6} (10)", + "{@dice 1d6+5} (8)" + ], + [ + "4", + "{@dice 2d10+7} (18)", + "{@dice 2d8+5} (14)", + "{@dice 2d6+5} (12)", + "{@dice 2d4+4} (9)" + ], + [ + "5", + "{@dice 2d12+7} (20)", + "{@dice 2d8+7} (16)", + "{@dice 2d6+6} (13)", + "{@dice 2d4+6} (11)" + ], + [ + "6", + "{@dice 2d12+10} (23)", + "{@dice 2d8+9} (18)", + "{@dice 2d6+8} (15)", + "{@dice 2d4+7} (12)" + ], + [ + "7", + "{@dice 2d12+12} (25)", + "{@dice 2d10+9} (20)", + "{@dice 2d8+8} (17)", + "{@dice 2d6+6} (13)" + ], + [ + "8", + "{@dice 2d12+15} (28)", + "{@dice 2d10+11} (22)", + "{@dice 2d8+9} (18)", + "{@dice 2d6+8} (15)" + ], + [ + "9", + "{@dice 2d12+17} (30)", + "{@dice 2d10+13} (24)", + "{@dice 2d8+11} (20)", + "{@dice 2d6+9} (16)" + ], + [ + "10", + "{@dice 2d12+20} (33)", + "{@dice 2d12+13} (26)", + "{@dice 2d10+11} (22)", + "{@dice 2d6+10} (17)" + ], + [ + "11", + "{@dice 2d12+22} (35)", + "{@dice 2d12+15} (28)", + "{@dice 2d10+12} (23)", + "{@dice 2d8+10} (19)" + ], + [ + "12", + "{@dice 3d12+19} (38)", + "{@dice 3d10+14} (30)", + "{@dice 3d8+12} (25)", + "{@dice 3d6+10} (20)" + ], + [ + "13", + "{@dice 3d12+21} (40)", + "{@dice 3d10+16} (32)", + "{@dice 3d8+14} (27)", + "{@dice 3d6+11} (21)" + ], + [ + "14", + "{@dice 3d12+24} (43)", + "{@dice 3d10+18} (34)", + "{@dice 3d8+15} (28)", + "{@dice 3d6+13} (23)" + ], + [ + "15", + "{@dice 3d12+26} (45)", + "{@dice 3d12+17} (36)", + "{@dice 3d10+14} (30)", + "{@dice 3d6+14} (24)" + ], + [ + "16", + "{@dice 3d12+29} (48)", + "{@dice 3d12+18} (37)", + "{@dice 3d10+15} (31)", + "{@dice 3d6+15} (25)" + ], + [ + "17", + "{@dice 3d12+31} (50)", + "{@dice 3d12+19} (38)", + "{@dice 3d10+16} (32)", + "{@dice 3d6+16} (26)" + ], + [ + "18", + "{@dice 3d12+34} (53)", + "{@dice 3d12+20} (40)", + "{@dice 3d10+17} (33)", + "{@dice 3d6+17} (27)" + ], + [ + "19", + "{@dice 4d12+29} (55)", + "{@dice 4d10+20} (42)", + "{@dice 4d8+17} (35)", + "{@dice 4d6+14} (28)" + ], + [ + "20", + "{@dice 4d12+32} (58)", + "{@dice 4d10+22} (44)", + "{@dice 4d8+19} (37)", + "{@dice 4d6+15} (29)" + ], + [ + "21", + "{@dice 4d12+34} (60)", + "{@dice 4d10+24} (46)", + "{@dice 4d8+20} (38)", + "{@dice 4d6+17} (31)" + ], + [ + "22", + "{@dice 4d12+37} (63)", + "{@dice 4d10+26} (48)", + "{@dice 4d8+22} (40)", + "{@dice 4d6+18} (32)" + ], + [ + "23", + "{@dice 4d12+39} (65)", + "{@dice 4d12+24} (50)", + "{@dice 4d10+20} (42)", + "{@dice 4d6+19} (33)" + ], + [ + "24", + "{@dice 4d12+42} (68)", + "{@dice 4d12+26} (52)", + "{@dice 4d10+22} (44)", + "{@dice 4d6+21} (35)" + ] + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 65, + "name": "MANUFACTURED WEAPONS", + "entries": [ + "As noted in Items on page 61, most creatures have less treasure than PCs, so those that rely on manufactured weapons are significantly weaker if you don't adjust the weapons' damage to compensate. The method for determining {@action Strike} damage on page 64 abstracts over the sources of damage so you don't have to worry about adjusting the weapon's damage. If you do decide to calculate the weapon's damage, give your creature weapon specialization or greater weapon specialization much earlier than a PC would get it. You might also need to add sneak attack or similar abilities to make the creature deal more damage.", + "On the flip side, you might want to use a one-off creature as a source of a particularly high-level piece of treasure, such as a magic weapon. In these cases, you might want to make the attack bonus higher for the potency rune or the damage higher for a potent striking rune so the PCs feel the weapon's effect before they obtain it. This will make the treasure feel more powerful, since they've already been on the receiving end." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 65, + "name": "Spells", + "entries": [ + "Your creature might have magical abilities that are best represented by spells. If you're making a highly spellcasting-themed creature, give it prepared or spontaneous spells. For a creature that has spells due to its magical nature, especially if that magic isn't its core focus, consider giving it some innate spells instead.", + "How many spells you should give a creature depends on how you expect it to spend its actions in combat. If it's primarily going to be making Strikes, it might not have any spells, or it might just have a few to help it move around better or protect against certain types of magic.", + "When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't one note\u2014selecting {@i fireball} for most of a creature's spell slots doesn't make for a compelling fire creature in the way a diverse selection of fire spells would.", + "When choosing spells, some spells won't be very useful if cast at an extremely low level compared to the creature's levels. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 levels below the highest level a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the {@trait incapacitation} trait should be in the highest level slot if you want the creature to potentially get their full effect against PCs.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 65, + "name": "Spell Dc and Spell Attack Roll", + "entries": [ + "Set the creature's spell DC and spell attack roll using Table 2\u201311 on page 66. Most creatures use the same DC for all their spells, even if they have multiple types, such as a creature with both prepared spells and innate spells.", + "Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat.", + "At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and Strikes.", + "Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There is no low value\u2014the creature shouldn't have any spells in the first place if it would be that bad at using them!" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 66, + "name": "Prepared and Spontaneous Spells", + "entries": [ + "Spell slots work best for creatures that are meant to play like PC spellcasters. Choose the magical tradition best suited to the creature. You aren't strictly limited to that tradition's spell list, though sticking close to it will make your creature's connection to that tradition more clear. The decision to use prepared or spontaneous spellcasting should align with the creature's theme: a spontaneous spellcaster fits well as a one-off creature, since spontaneous spellcasting grants greater flexibility in the middle of battle, while a prepared spellcaster makes for a great recurring character who can change their spells between appearances.", + "For a creature that can cast as many spells as a PC spellcaster, the highest spell level the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell level (plus three spell slots of each lower level), or three spell slots of that level (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell level (plus three spell slots of each lower level), or four spell slots of that level (plus four spell slots of each lower level)", + "Because creatures tend to be \"on stage\" for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three levels of spells, pick cantrips, and slot in a few thematic backup spells in the fourth level down.", + "For a recurring foe, you might give it a full complement." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 66, + "name": "Innate Spells", + "entries": [ + "Unlike prepared and spontaneous spells, innate spells can be of higher level than half the creature's level rounded up, and you can choose how often they're used\u2014they can even be used at will or be constant effects. The most notable innate spells tend to be top-level ones that make a big impact but can be used only once, at-will spells that strongly reinforce the creature's theme, and constant spells that give it an ongoing benefit. A spell that's usable a limited number of times and falls at a lower level than the top tier is typically less likely to come up in combat; however, that's a great spot for utility and recovery spells, such as {@i dispel magic} or {@i restoration}", + "Sometimes a strongly thematic innate spell is of a higher level than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the succubus's {@i dominate} spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one.", + "Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature spending its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 66, + "name": "SPELL DC AND SPELL ATTACK BONUS", + "id": "2-11", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme DC", + "Extreme Spell Attack Bonus", + "High DC", + "High Spell Attack Bonus", + "Moderate DC", + "Moderate Spell Attack Bonus" + ], + [ + "\u20131", + "19", + "{@dice 1d20+11|+11}", + "16", + "{@dice 1d20+8|+8}", + "13", + "{@dice 1d20+5|+5}" + ], + [ + "0", + "19", + "{@dice 1d20+11|+11}", + "16", + "{@dice 1d20+8|+8}", + "13", + "{@dice 1d20+5|+5}" + ], + [ + "1", + "20", + "{@dice 1d20+12|+12}", + "17", + "{@dice 1d20+9|+9}", + "14", + "{@dice 1d20+6|+6}" + ], + [ + "2", + "22", + "{@dice 1d20+14|+14}", + "18", + "{@dice 1d20+10|+10}", + "15", + "{@dice 1d20+7|+7}" + ], + [ + "3", + "23", + "{@dice 1d20+15|+15}", + "20", + "{@dice 1d20+12|+12}", + "17", + "{@dice 1d20+9|+9}" + ], + [ + "4", + "25", + "{@dice 1d20+17|+17}", + "21", + "{@dice 1d20+13|+13}", + "18", + "{@dice 1d20+10|+10}" + ], + [ + "5", + "26", + "{@dice 1d20+18|+18}", + "22", + "{@dice 1d20+14|+14}", + "19", + "{@dice 1d20+11|+11}" + ], + [ + "6", + "27", + "{@dice 1d20+19|+19}", + "24", + "{@dice 1d20+16|+16}", + "21", + "{@dice 1d20+13|+13}" + ], + [ + "7", + "29", + "{@dice 1d20+21|+21}", + "25", + "{@dice 1d20+17|+17}", + "22", + "{@dice 1d20+14|+14}" + ], + [ + "8", + "30", + "{@dice 1d20+22|+22}", + "26", + "{@dice 1d20+18|+18}", + "23", + "{@dice 1d20+15|+15}" + ], + [ + "9", + "32", + "{@dice 1d20+24|+24}", + "28", + "{@dice 1d20+20|+20}", + "25", + "{@dice 1d20+17|+17}" + ], + [ + "10", + "33", + "{@dice 1d20+25|+25}", + "29", + "{@dice 1d20+21|+21}", + "26", + "{@dice 1d20+18|+18}" + ], + [ + "11", + "34", + "{@dice 1d20+26|+26}", + "30", + "{@dice 1d20+22|+22}", + "27", + "{@dice 1d20+19|+19}" + ], + [ + "12", + "36", + "{@dice 1d20+28|+28}", + "32", + "{@dice 1d20+24|+24}", + "29", + "{@dice 1d20+21|+21}" + ], + [ + "13", + "37", + "{@dice 1d20+29|+29}", + "33", + "{@dice 1d20+25|+25}", + "30", + "{@dice 1d20+22|+22}" + ], + [ + "14", + "39", + "{@dice 1d20+31|+31}", + "34", + "{@dice 1d20+26|+26}", + "31", + "{@dice 1d20+23|+23}" + ], + [ + "15", + "40", + "{@dice 1d20+32|+32}", + "36", + "{@dice 1d20+28|+28}", + "33", + "{@dice 1d20+25|+25}" + ], + [ + "16", + "41", + "{@dice 1d20+33|+33}", + "37", + "{@dice 1d20+29|+29}", + "34", + "{@dice 1d20+26|+26}" + ], + [ + "17", + "43", + "{@dice 1d20+35|+35}", + "38", + "{@dice 1d20+30|+30}", + "35", + "{@dice 1d20+27|+27}" + ], + [ + "18", + "44", + "{@dice 1d20+36|+36}", + "40", + "{@dice 1d20+32|+32}", + "37", + "{@dice 1d20+29|+29}" + ], + [ + "19", + "46", + "{@dice 1d20+38|+38}", + "41", + "{@dice 1d20+33|+33}", + "38", + "{@dice 1d20+30|+30}" + ], + [ + "20", + "47", + "{@dice 1d20+39|+39}", + "42", + "{@dice 1d20+34|+34}", + "39", + "{@dice 1d20+31|+31}" + ], + [ + "21", + "48", + "{@dice 1d20+40|+40}", + "44", + "{@dice 1d20+36|+36}", + "41", + "{@dice 1d20+33|+33}" + ], + [ + "22", + "50", + "{@dice 1d20+42|+42}", + "45", + "{@dice 1d20+37|+37}", + "42", + "{@dice 1d20+34|+34}" + ], + [ + "23", + "51", + "{@dice 1d20+43|+43}", + "46", + "{@dice 1d20+38|+38}", + "43", + "{@dice 1d20+35|+35}" + ], + [ + "24", + "52", + "{@dice 1d20+44|+44}", + "48", + "{@dice 1d20+40|+40}", + "45", + "{@dice 1d20+37|+37}" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 67, + "name": "Rituals", + "entries": [ + "Since rituals happen during downtime, giving them to a creature is usually a purely thematic choice. You can skip even looking at rituals in most cases. If you decide a creature needs to have a ritual for your story, add in the ritual whenever you need it." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 67, + "name": "FOCUS SPELLS", + "entries": [ + "Some creatures have focus spells, especially when those focus spells clearly fit a creature's theme. Simply give the creature the focus spells you like and between 1 and 3 Focus Points (you can also allow your creature to cast focus spells using spell slots). Use the same DC and spell attack roll as any other spell.", + "A creature that has just 1 Focus Point is likely to cast a focus spell only once, unless it's a recurring enemy. If the creature has plenty of spells already, you might want to skip focus spells altogether, as they aren't as strong as top-level spell slots." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 67, + "name": "Design Abilities", + "entries": [ + "In this step, you'll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the {@i Bestiary} and feats from the {@i Core Rulebook} and use them as is or modify them to fit your needs.", + "When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can't use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that's more defensive.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 67, + "name": "Basics of Ability Design", + "entries": [ + "There are a few principles of ability construction that you'll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything.", + { + "type": "list", + "items": [ + "Respect the action economy.", + "Make sure abilities are level appropriate.", + "Avoid \"invisible\" abilities." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 67, + "name": "Action Economy", + "entries": [ + "Understanding a creature's action economy is key for making it work in play. Remember how short the lifespan of a typical combat creature is. Including a bunch of combat abilities might mean you spend time building actions the creature will never have time to use. Narrow your selections down to the smallest and most compelling set that makes sense. Also keep in mind that special actions will compete for time with any combat spells you gave the creature.", + "Reactions can help, giving the creature a way to act when it's not its turn. See Reactive Abilities on page 69 for advice on designing these tricky abilities.", + "Because of PC capabilities at higher levels, creatures at those levels should get more abilities that improve their action economy. For instance, creatures that grapple should have {@ability Improved Grab} instead of Grab, Speeds should be higher, and many abilities that would have cost an action at a lower level should be free actions." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 67, + "name": "Level Appropriateness", + "entries": [ + "The effects of an ability should be appropriate to the creature's level. For damaging abilities, that means they follow the damage guidelines on page 68. For others, take a look at spells and feats with a similar effect to see if they're level appropriate. For instance, say you're considering giving a 6th-level creature the ability to teleport a short distance. {@i Dimension door} is comparable\u2014that's a 4th-level spell, normally cast by a 7th-level or higher creature. That means 6th level probably isn't too low, but the creature shouldn't be able to use the ability more than once. You can also compare your creature to those in a {@i Bestiary} volume to see if the special abilities seem similar in power to those of other creatures of the same level." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 68, + "name": "Invisible Abilities", + "entries": [ + "Avoid abilities that do nothing but change the creature's math, also known as \"{@condition invisible} abilities.\" These alter a creature's statistics in a way that's {@condition invisible} to the players, which makes the creature less engaging because the players don't see it using its abilities in a tangible or evocative way. For example, an ability that allows a creature to use an action to increase its accuracy for the round with no outward sign (or worse, just grants a passive bonus to its accuracy) isn't that compelling, whereas one that increases its damage by lighting its arrows on fire is noticeable.", + "These both work toward the same goal\u2014dealing more damage this round\u2014but one is far more memorable." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 68, + "name": "Active Abilities", + "entries": [ + "Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 2\u201311 to determine active ability DCs as well as spell DCs. You can have an ability use 1 to 3 actions as needed (or be a free action in rare cases) and use just about any type of tactic. Feats, spells, and existing creature abilities provide a wide variety of examples, so look for something similar to your idea to use as a basis.", + "Consider how you want your creature to spend its turns.", + "Two-action activities pretty much define the creature's turn, and single actions work best for supplemental benefits or normal Strikes. And as you build out your idea of a creature's turn, don't forget about movement! A creature often needs to spend actions getting into position, especially early in a fight. This is especially challenging with meleeonly creatures. You can give such creatures abilities similar to Sudden Charge or the deadly mantis's Leaping Grab.", + "Use 3-action abilities sparingly, as a creature can't use them if it is {@condition slowed} or {@condition stunned}\u2014making a creature's coolest or most defining ability use up 3 actions might mean the creature never gets to use it. These activities should be reserved for abilities that include some movement (like Trample) or that the creature is likely to use before engaging in combat. Don't make an ability use 3 actions as a way to balance it\u2014saying \"This can be more powerful than other abilities because it is less likely to work,\" is a recipe for frustration if you've made a cool ability that's too hard or even impossible for the creature to use.", + "Be especially careful with activities when designing boss creatures. They're likely to get targeted with the PCs' most powerful detrimental effects, get {@condition grabbed}, become {@condition slowed}, or otherwise have their actions restricted. Bosses need to have solid options they can use with 1 or 2 actions.", + "This lets them use their remaining actions to get away, use a simple ability, or otherwise keep the fight dynamic.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 68, + "name": "Free Actions", + "entries": [ + "Use free actions that don't have triggers sparingly, and when you do, they should almost always be used for support or utility actions, not Strikes or movement. If you come up with a free action, consider whether it should be its own action or part of a combo, such as drawing a weapon and attacking. In cases like the latter, you might be better off making a single action that allows the creature to draw a weapon and then {@action Strike}." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 68, + "name": "Damage-Dealing Abilities", + "entries": [ + "If a special action is a single action with only one target, you can often set damage using Table 2\u201310: {@action Strike} Damage on page 65. If it uses more than 1 action or requires setup in some way, it might deal higher damage than is typical; often, you can just use the extreme column in these cases.", + "For abilities that deal damage in an area, use Table 2\u201312 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited-use abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns)", + "You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the {@action Strike} Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage." + ] + } + ] + }, + { + "type": "table", + "source": "GMG", + "page": 68, + "name": "AREA DAMAGE", + "id": "2-12", + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Unlimited Use", + "Limited Use" + ], + [ + "\u20131", + "{@dice 1d4} (2)", + "{@dice 1d6} (4)" + ], + [ + "0", + "{@dice 1d6} (4)", + "{@dice 1d10} (6)" + ], + [ + "1", + "{@dice 2d4} (5)", + "{@dice 2d6} (7)" + ], + [ + "2", + "{@dice 2d6} (7)", + "{@dice 3d6} (11)" + ], + [ + "3", + "{@dice 2d8} (9)", + "{@dice 4d6} (14)" + ], + [ + "4", + "{@dice 3d6} (11)", + "{@dice 5d6} (18)" + ], + [ + "5", + "{@dice 2d10} (12)", + "{@dice 6d6} (21)" + ], + [ + "6", + "{@dice 4d6} (14)", + "{@dice 7d6} (25)" + ], + [ + "7", + "{@dice 4d6} (15)", + "{@dice 8d6} (28)" + ], + [ + "8", + "{@dice 5d6} (17)", + "{@dice 9d6} (32)" + ], + [ + "9", + "{@dice 5d6} (18)", + "{@dice 10d6} (35)" + ], + [ + "10", + "{@dice 6d6} (20)", + "{@dice 11d6} (39)" + ], + [ + "11", + "{@dice 6d6} (21)", + "{@dice 12d6} (42)" + ], + [ + "12", + "{@dice 5d8} (23)", + "{@dice 13d6} (46)" + ], + [ + "13", + "{@dice 7d6} (24)", + "{@dice 14d6} (49)" + ], + [ + "14", + "{@dice 4d12} (26)", + "{@dice 15d6} (53)" + ], + [ + "15", + "{@dice 6d8} (27)", + "{@dice 16d6} (56)" + ], + [ + "16", + "{@dice 8d6} (28)", + "{@dice 17d6} (60)" + ], + [ + "17", + "{@dice 8d6} (29)", + "{@dice 18d6} (63)" + ], + [ + "18", + "{@dice 9d6} (30)", + "{@dice 19d6} (67)" + ], + [ + "19", + "{@dice 7d8} (32)", + "{@dice 20d6} (70)" + ], + [ + "20", + "{@dice 6d10} (33)", + "{@dice 21d6} (74)" + ], + [ + "21", + "{@dice 10d6} (35)", + "{@dice 22d6} (77)" + ], + [ + "22", + "{@dice 8d8} (36)", + "{@dice 23d6} (81)" + ], + [ + "23", + "{@dice 11d6} (38)", + "{@dice 24d6} (84)" + ], + [ + "24", + "{@dice 11d6} (39)", + "{@dice 25d6} (88)" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 69, + "name": "Defensive Abilities", + "entries": [ + "Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and {@feat Shield Block} is usually plenty. Defensive abilities often run the risk of being {@condition invisible} abilities. For examples of good defensive abilities, look at spells like {@i sanctuary} for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 69, + "name": "Reactive Abilities", + "entries": [ + "Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky. It's tempting to give every creature a reaction, but that's not necessarily a good idea.", + "To decide whether your creature should have a reaction, first consider if the creature has the reflexes or insight to react well in the first place\u2014for instance, an ogre doesn't have {@action Attack of Opportunity} because it's a big oaf. Oozes, constructs, and unintelligent creatures are less likely to have reactions than others for this reason.", + "Second, look at the complexity of the encounter your creature is likely to appear in. If you'll have a large number of creatures, skipping reactions can make the fight flow faster. A creature that's more likely to fight solo, on the other hand, might have a reaction to give it a way to continue to be dangerous amid an onslaught of attacks by the party.", + "When creating reactions, be careful with \"gotcha\" abilities\u2014ones that punish players for making perfectly reasonable choices, for rolling poorly, and so on. If you include abilities like this, they need to reinforce the creature's core theme and the play style you want it to use in combat. For example, a creature that Strikes as a reaction when someone fails an attack roll will encourage PCs to use their actions on other tactics, rather than attacking multiple times each turn. Is that what you want? Is this dynamic essential for making the creature feel like it's supposed to? This isn't the type of ability you'd give to any old creature\u2014 only an incredible duelist or something similar.", + "Reactions should require something out of the ordinary to happen, or should be relatively weak if triggered by something ordinary. A reaction that triggers anytime someone tries to {@action Strike} a creature is likely to be perceived by the players as uninteresting because it's so predictable.", + "The best reactions should be telegraphed so when they happen, it makes sense to the players. Think of one of the core reactions of the game: {@feat Shield Block}. The creature raises its shield\u2014an obvious action the PCs can see\u2014so when it blocks damage from an attack, that makes perfect sense.", + "Similarly, if you made a crystalline creature, you might have it build up sonic energy in a low thrum, so when it uses a reaction to release a burst of sonic energy when hit, the players can say, \"Oh, I should have seen that coming.\"", + { + "type": "pf2-h4", + "source": "GMG", + "page": 69, + "name": "Reaction Damage", + "entries": [ + "Reactions should use lower damage, usually that of a moderate {@action Strike}. A reaction that deals area damage might deal low damage, though use such reactions with caution." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 69, + "name": "Constant and Automatic Abilities", + "entries": [ + "Certain abilities shouldn't use any actions. Auras are a common constant ability, with frightful presence, an adult red dragon's dragon heat, and a xulgath's stench as notable examples. An aura needs a range, and if it needs a DC, you'll usually set it to the moderate spell DC unless the aura is one of the creature's defining concepts. For example, the xulgath's stench DC is significantly higher because the aura is such an iconic part of the creature.", + "Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldn't make sense as a reaction or free action.", + "Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 69, + "name": "Constant and Automatic Damage", + "entries": [ + "Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low {@action Strike} damage. Automatic abilities like the living wildfire's explosion ability tend to deal moderate {@action Strike} damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 69, + "name": "Skill Abilities", + "entries": [ + "A skilled creature might have abilities related to its skills.", + "The skill feats in the {@i Core Rulebook} make for a good baseline. Avoid giving your creature skill abilities that won't matter in its interactions with PCs." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 69, + "name": "Review Holistically", + "entries": [ + "Now it's time to look over your completed creature as a whole and make sure it's living up to your concept. Can it do everything you wanted? Does it fit its intended role? Is there anything you could add or anything superfluous you could cut to get the creature where it needs to be? If this creature is built for combat, run through a few turns in your head. Does it still work decently if it gets {@condition slowed}? Can it move into combat against the PCs effectively given their mobility options compared to its own? Does it have any abilities it'll never use given its other actions? When you're satisfied with your creation, it's ready to hit the table. But that's not necessarily the end! If you notice issues during the game, you can fix them on the spot. It's your game, and you can freely change what you wrote if you think differently later on." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 70, + "name": "Trait Abilities", + "entries": [ + "Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Aberration", + "sections": [ + [ + [ + { + "name": "Senses", + "entry": "usually {@ability darkvision}" + } + ], + [ + { + "name": "Languages", + "entry": "usually {@language Aklo}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Aeon", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait LN}, {@trait monitor}" + } + ], + [ + { + "name": "Languages", + "entry": "usually {@language Utopian|Bst} and other planar languages; {@ability envisioning} for true aeons" + } + ], + [ + { + "name": "Weaknesses", + "entry": "chaotic" + } + ], + [ + { + "name": "Damage", + "entry": "Attacks always deal additional lawful damage." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Air", + "sections": [ + [ + [ + { + "name": "Languages", + "entry": "usually {@language Auran}" + } + ], + [ + { + "name": "Speed", + "entry": "Many air creatures have fly Speeds." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Angel", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "good (usually {@trait NG}), {@trait celestial}" + } + ], + [ + { + "name": "Aura", + "entry": "Angels each have a unique aura based on how they serve as messengers and how they deliver those messages." + } + ], + [ + { + "name": "Speed", + "entry": "usually has a fly Speed" + } + ], + [ + { + "name": "Rituals", + "entry": "usually {@ritual angelic messenger}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Animal", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait N}" + } + ], + [ + { + "name": "Languages", + "entry": "None" + } + ], + [ + { + "name": "Int", + "entry": "\u20134 or \u20135" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Archon", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait LG}, {@trait celestial}" + } + ], + [ + { + "name": "Virtue Ability", + "entry": "Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Astral", + "sections": [ + [ + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Azata", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait CG}, {@trait celestial}" + } + ], + [ + { + "name": "Weaknesses", + "entry": "cold iron, evil" + } + ], + [ + { + "name": "Freedom Ability", + "entry": "Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Beast", + "sections": [ + [ + [ + { + "name": "Int", + "entry": "\u20133 or higher" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Celestial", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "good" + } + ], + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ], + [ + { + "name": "Languages", + "entry": "{@language Celestial}" + } + ], + [ + { + "name": "Saves", + "entry": "often a +1 status bonus to all saves vs. magic" + } + ], + [ + { + "name": "Weaknesses", + "entry": "evil" + } + ], + [ + { + "name": "Damage", + "entry": "Attacks always deal additional good damage." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Cold", + "sections": [ + [ + [ + { + "name": "Immunities", + "entry": "or {@b Resistances} cold" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Construct", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "Many constructs lack minds and have the {@trait mindless} trait." + } + ], + [ + { + "name": "Immunities", + "entry": "bleed, death effects, diseased, {@condition doomed}, {@condition drained}, {@condition fatigued}, healing, necromancy, nonlethal attacks, {@condition paralyzed}, poison, {@condition sickened}, {@condition unconscious}; if {@trait mindless}, add mental" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Daemon", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait NE}, {@trait fiend}" + } + ], + [ + { + "name": "Languages", + "entry": "{@language Daemonic}, telepathy 100 feet" + } + ], + [ + { + "name": "Immunities", + "entry": "death effects" + } + ], + [ + { + "name": "Death Ability", + "entry": "Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Demon", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait CE}, {@trait fiend}" + } + ], + [ + { + "name": "Languages", + "entry": "{@language Abyssal}, telepathy (usually 100 feet)" + } + ], + [ + { + "name": "Weaknesses", + "entry": "cold iron, good" + } + ], + [ + { + "name": "HP", + "entry": "typically high to account for their multiple weaknesses" + } + ], + [ + { + "name": "Sin Vulnerability", + "entry": "Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit." + } + ], + [ + { + "name": "Divine Innate Spells", + "entry": "usually 5th-level {@spell dimension door} and at-will 4th-level {@spell dimension door}" + } + ], + [ + { + "name": "Rituals", + "entry": "usually {@ritual Abyssal pact|bst}" + } + ], + [ + { + "name": "Sin Ability", + "entry": "Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Devil", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait LE}, {@trait fiend}" + } + ], + [ + { + "name": "Languages", + "entry": "{@language Infernal}, telepathy (usually 100 feet)" + } + ], + [ + { + "name": "Immunities", + "entry": "fire" + }, + { + "name": "Resistance", + "entry": "physical (except silver), poison" + } + ], + [ + { + "name": "Divine Innate Spells", + "entry": "usually one 5th-level {@spell dimension door} and at-will 4th-level {@spell dimension door}" + } + ], + [ + { + "name": "Rituals", + "entry": "usually {@ritual Infernal pact|bst}" + } + ], + [ + { + "name": "Infernal Hierarchy Ability", + "entry": "Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemure's Subservience to the gelugon's Tactician of Cocytus and the pit fiend's Devil Shaping." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Dragon", + "sections": [ + [ + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ], + [ + { + "name": "Languages", + "entry": "usually {@language Draconic}" + } + ], + [ + { + "name": "Speed", + "entry": "usually has a fly Speed" + } + ], + [ + { + "name": "Breath Weapon", + "entry": "Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Earth", + "sections": [ + [ + [ + { + "name": "Perception", + "entry": "often {@ability tremorsense}" + } + ], + [ + { + "name": "Languages", + "entry": "usually {@language Terran}" + } + ], + [ + { + "name": "Speed", + "entry": "usually has a burrow Speed" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Elemental", + "sections": [ + [ + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ], + [ + { + "name": "Immunities", + "entry": "bleed, {@condition paralyzed}, poison, sleep" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Ethereal", + "sections": [ + [ + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Fey", + "sections": [ + [ + [ + { + "name": "Senses", + "entry": "{@ability low-light vision}" + } + ], + [ + { + "name": "Languages", + "entry": "usually {@language Aklo}, {@language Sylvan}, or both" + } + ], + [ + { + "name": "Weaknesses", + "entry": "cold iron" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Fiend", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "evil" + } + ], + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ], + [ + { + "name": "Saves", + "entry": "often a +1 status bonus to all saves vs. magic" + } + ], + [ + { + "name": "Weaknesses", + "entry": "good" + } + ], + [ + { + "name": "Damage", + "entry": "Attacks always deal additional evil damage." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Fire", + "sections": [ + [ + [ + { + "name": "Languages", + "entry": "usually {@language Ignan}" + } + ], + [ + { + "name": "Immunities", + "entry": "fire" + }, + { + "name": "Resistances", + "entry": "cold" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Fungus", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "fungi without minds have the {@trait mindless} trait" + } + ], + [ + { + "name": "Immunities", + "entry": "if {@trait mindless}, mental" + }, + { + "name": "Weaknesses", + "entry": "sometimes slashing or fire" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Giant", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait Large} or bigger, {@trait humanoid}" + } + ], + [ + { + "name": "Senses", + "entry": "{@ability low-light vision}" + } + ], + [ + { + "name": "Languages", + "entry": "usually {@language Jotun}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Humanoid", + "sections": [ + [ + [ + { + "name": "Int", + "entry": "\u20133 or higher" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Inevitable", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait LN}, {@trait aeon}, {@trait monitor}" + } + ], + [ + { + "name": "Immunities", + "entry": "{@trait death||death effects}, disease, {@trait emotion}, poison, {@condition unconscious}" + } + ], + [ + { + "name": "Damage", + "entry": "Attacks always deal additional lawful damage." + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Monitor", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "neither {@trait good} nor {@trait evil}" + } + ], + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Ooze", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "Almost all oozes lack minds and have the {@trait mindless} trait." + } + ], + [ + { + "name": "Senses", + "entry": "typically motion sense (Bestiary 254) and no vision" + } + ], + [ + { + "name": "AC", + "entry": "usually well below the low value for their level" + } + ], + [ + { + "name": "HP", + "entry": "usually around double" + } + ], + [ + { + "name": "Immunities", + "entry": "critical hits, precision, {@condition unconscious}, often acid; if it has no vision, add {@trait visual||visual effects}; if {@trait mindless}, add mental" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Plant", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "plants without minds have the {@trait mindless} trait" + } + ], + [ + { + "name": "Senses", + "entry": "usually {@ability low-light vision}" + } + ], + [ + { + "name": "Immunities", + "entry": "if {@trait mindless}, mental" + }, + { + "name": "Weaknesses", + "entry": "sometimes fire" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Protean", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait CN}, {@trait monitor}" + } + ], + [ + { + "name": "Languages", + "entry": "{@language Protean}" + } + ], + [ + { + "name": "Weaknesses", + "entry": "lawful" + }, + { + "name": "Resistances", + "entry": "precision, protean anatomy" + } + ], + [ + { + "name": "Protean Anatomy", + "entry": "(Bestiary 237)" + } + ], + [ + { + "name": "Damage", + "entry": "Attacks always deal additional chaotic damage." + } + ], + [ + { + "name": "Divine Innate Spells", + "entry": "constant {@spell freedom of movement}" + } + ], + [ + { + "name": "Change Shape", + "entry": "" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Psychopomp", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait N}, {@trait monitor}" + } + ], + [ + { + "name": "Senses", + "entry": "lifesense (typically 60 feet)" + } + ], + [ + { + "name": "Languages", + "entry": "{@language Requian}" + } + ], + [ + { + "name": "Immunities", + "entry": "{@trait death||death effects}, disease" + } + ], + [ + { + "name": "Resistances", + "entry": "negative, poison" + } + ], + [ + { + "name": "Damage", + "entry": "spirit touch (Bestiary 270)" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Rakshasa", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait LE}, {@trait fiend}" + } + ], + [ + { + "name": "Saves", + "entry": "usually +2 status bonus to all saves vs. magic (+3 vs. divine magic)" + } + ], + [ + { + "name": "Resistances", + "entry": "physical (except piercing)" + } + ], + [ + { + "name": "Change Shape", + "entry": "" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Spirit", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "{@trait incorporeal}, often {@trait undead}" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Swarm", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "size based on the entire mass, usually {@trait Large} or bigger" + } + ], + [ + { + "name": "HP", + "entry": "typically low" + }, + { + "name": "Immunities", + "entry": "precision, swarm mind" + }, + { + "name": "Weaknesses", + "entry": "area damage, splash damage" + }, + { + "name": "Resistances", + "entry": "physical, usually with one physical type having lower or no resistance" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Undead", + "sections": [ + [ + [ + { + "name": "Traits", + "entry": "Almost all undead are {@trait evil}. Ghostly undead have the {@trait incorporeal} trait. Undead without minds, such as most zombies, have the {@trait mindless} trait." + } + ], + [ + { + "name": "Senses", + "entry": "{@ability darkvision}" + } + ], + [ + { + "name": "HP", + "entry": "negative healing" + } + ], + [ + { + "name": "Immunities", + "entry": "{@trait death||death effects}, disease, {@condition paralyzed}, poison, sleep (or {@trait unconscious} if it never rests at all); if {@trait mindless}, add mental" + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Water", + "sections": [ + [ + [ + { + "name": "Languages", + "entry": "usually {@language Aquan}" + } + ], + [ + { + "name": "Speed", + "entry": "usually has a swim Speed" + } + ] + ] + ] + } + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 72, + "name": "Designing Npcs", + "entries": [ + "Creatures that are meant to cleave closely to character classes or intended to represent people rather than monsters are NPCs. They might face more scrutiny around their mechanics than creatures, because a player can more directly compare their rogue to an NPC who acts like a rogue. That doesn't mean you have to build an NPC exactly like a PC, though.", + "You can build NPCs just like you would any other creatures. If an NPC should work like they have a class, use the class features and feats of a suitable class to pick abilities, and look at both the class's proficiencies and ability modifiers to determine how strong the NPC's statistics should be. Class Road Maps on page 73 has prebuilt road maps for the {@i Core Rulebook} classes to get you started.", + "If the NPC isn't meant to work like they have a class (a baker, for example), instead look at the NPC Gallery on pages 202\u2013249. Compare your NPC to the existing ones to determine the NPC's level, and look for abilities that are similar to what yours should have. You can also create new abilities as needed to get the NPC's interactions with the PCs to express their theme and role in the story. These NPCs can be level \u20131 or level 0. Their capabilities are below those of PCs, and they should typically not use any class features or feats from PC classes. Creatures of these levels tend to be extremely simple, and usually you can just take one from the NPC Gallery and reskin it.", + "It's highly recommended that you select NPC skills using proficiency ranks as you would a PC, though you don't need to be precise about the number of skill increases you give the NPC. You can give them earlier access to expert, master, or legendary proficiency if they're a skill-based NPC, and better proficiency in narrow areas of expertise, like {@skill Lore||Engineering Lore} for a tinker NPC.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 72, + "name": "Non-Combat Level", + "entries": [ + "An NPC's level should represent their combat prowess.", + "A common person might not be a combat threat, even if they're important or highly skilled, and they consequently have a low level. However, that doesn't mean they can't present a challenge in other types of encounters. This is represented by a non-combat level, and tends to be specific to their area of expertise. For example, the barrister on page 232 of the NPC Gallery is a 4th-level creature in an encounter related to legal matters.", + "This can go the other way as well, such as with a powerful combat creature that's not suited to social settings. This is usually the case with creatures untrained in mental skills. You can improvise this as you run the game, or you can plan ahead if you have something particular in mind.", + "Building an NPC's non-combat level is pretty simple.", + "Choose the level you want the NPC to be for the type of challenge you have in mind, and use the skill numbers for that level\u2014typically high or even extreme. Some challenges, such as social challenges, require the creature to have a high {@skill Perception} and Will DC, so in those cases, you should increase those values as well. These should be set at the moderate or high values for the non-combat level, usually, depending on how adept you want the NPC to be.", + "The Experience Points gained for besting an NPC depend on how the party overcame them, because XP comes from overcoming a specific challenge. If the PCs defeat the NPC in a non-combat setting of the NPC's specialty, the party gets XP based on the NPC's non-combat level. If they just beat the NPC up, the XP would be based on the NPC's creature level. Quite often, that means 0 XP and failure at the PCs' objective; for instance, during a baking contest, if the PCs murder the other baker, not only would they be disqualified, but they would likely be apprehended for their crime." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 72, + "name": "Pc-Style Build", + "entries": [ + "If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you had built them using the creature rules, but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as you intend.", + { + "type": "list", + "items": [ + "The creature's treasure should follow the Treasure for New Characters rules on page 510 of the {@i Core Rulebook}. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level.", + "You can expedite ability score generation by making the starting ability modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one {@skill Lore} skill, to represent the skills granted by a background.", + "It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest.", + "For general feats, Incredible Initiative and Toughness make good choices.", + "Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-level slots." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 73, + "name": "CLASS ROAD MAPS", + "entries": [ + "You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. You'll still need to look through the class to pick feats, weapons, and the like. Any statistic that isn't specifically listed can use moderate numbers.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Alchemist} low {@skill Perception}; high {@skill Crafting}; high Int, moderate or better Dex or Str; low to moderate HP; moderate attack with bombs; infused alchemical items, Quick Bomber if a bomber alchemist, a few other alchemist abilities; it's usually easier to give the alchemist its bomb items rather than use {@action Quick Alchemy} on the spot.", + "{@b Barbarian} high {@skill Athletics}; high Str, high to moderate Con; high AC; high Fortitude; high HP; moderate attack and extreme damage (when raging); {@action Rage} and a few barbarian abilities", + "{@b Bard} moderate {@skill Occultism}, high {@skill Performance}, high Charisma-based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a bard of their level; composition spells", + "{@b Champion} low {@skill Perception}; moderate {@skill Religion}; high Str or Dex, moderate Cha; extreme AC; low Reflex; moderate attack and high damage; champion's reaction, devotion spells, {@feat Shield Block}", + "{@b Cleric (Cloistered Cleric)} high {@skill Perception}; high {@skill Religion}, moderate or high skill themed to deity; low AC; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared divine spellcasting as a cleric of their level; divine font; domain spells", + "{@b Cleric (Warpriest)} moderate {@skill Perception}; moderate {@skill Religion}, moderate or high skill themed to deity; high Str, moderate Wis; high AC; low Reflex, high Will; high spell DC; prepared divine spellcasting as a cleric of their level; divine font, {@feat Shield Block}", + "{@b Druid} high {@skill Perception}; high {@skill Nature}, moderate or high skill from order; high Wis; high Will; low to moderate HP; low accuracy; high to extreme spell DC; prepared primal spellcasting as a druid of their level; order ability and order spell for their order; Shield Block; add an animal to the encounter for animal order", + "{@b Fighter} high {@skill Acrobatics} or {@skill Athletics}; high Str or Dex; high AC; low Will; high attack and high damage; {@action Attack of Opportunity}, {@feat Shield Block}, a few fighter abilities", + "{@b Monk} high {@skill Acrobatics}, {@skill Athletics}, or both; high Str or Dex, moderate Wis; high or extreme AC; moderate attack and high damage; {@action Flurry of Blows}, a few monk abilities (possibly including ki spells)", + "{@b Ranger} high {@skill Perception}; moderate {@skill Nature} and moderate to high {@skill Survival}; high Str or Dex; high AC; moderate attack and high damage (or for a simpler ranger, remove {@action Hunt Prey} and just use high attack and high damage); a few ranger abilities", + "{@b Rogue} high {@skill Perception}; high Dex (or key ability score for a specific rogue's racket); high {@skill Stealth} and {@skill Thievery}, plus more skills than usual; high AC; low Fortitude, high Reflex; low to moderate HP; moderate attack and low to moderate damage before sneak attack plus high or extreme damage with sneak attack; sneak attack, a few rogue abilities", + "{@b Sorcerer} low {@skill Perception}; moderate bloodline skills and high Charisma-based bloodline skills; high Cha; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; spontaneous spellcasting of a tradition based on bloodline as a sorcerer of their level; bloodline spells", + "{@b Wizard} low {@skill Perception}; high {@skill Arcana}; high Int; low AC; low Fortitude; low HP; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a wizard of their level; {@action Drain Bonded Item}, school spells and additional slots for a specialist (or additional uses of {@action Drain Bonded Item} for a universalist)" + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 73, + "name": "CLASS ABILITIES", + "entries": [ + "You don't need to give an NPC all the abilities from its class\u2014 especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters.", + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Alchemist} Feats 1st: {@feat Quick Bomber}; 6th: {@feat Debilitating Bomb}; 8th: {@feat Sticky Bomb}; 10th: {@feat Expanded Splash}, {@feat Greater Debilitating Bomb}; 14th: {@feat True Debilitating Bomb}; 18th: {@feat Miracle Worker}", + "{@b Barbarian} instinct ability and related feats, raging resistance; Feats 1st: {@feat Raging Intimidation}; 2nd: {@feat No Escape}, {@feat Shake it Off}; 4th: {@feat Fast Movement}, {@feat Swipe (Barbarian)}; 6th: {@feat Attack of Opportunity (Barbarian)}, {@feat Cleave}; 8th: {@feat Sudden Leap (Barbarian)}; 10th: {@feat Come and Get Me}, {@feat Knockback}, {@feat Terrifying Howl}; 14th: {@feat Awesome Blow}, {@feat Whirlwind Strike (Barbarian)}; 18th: {@feat Vicious Evisceration}", + "{@b Bard} muse feats; Feats 4th: {@feat Melodious Spell}; 6th: {@feat Dirge of Doom}, {@feat Steady Spellcasting (Bard)}; 10th: {@feat Quickened Casting (Bard)}; 14th: {@feat Allegro}, {@feat Soothing Ballad}; 16th: {@feat Effortless Concentration (Bard)}; 20th: {@feat Fatal Aria}", + "{@b Champion} divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: {@feat Deity's Domain}; 2nd: {@feat Divine Grace}; 4th: {@feat Aura of Courage}, {@feat Mercy}; 6th: {@feat Attack of Opportunity (Champion)}; 8th: {@feat Greater Mercy}; 12th: {@feat Aura of Faith}; 14th: {@feat Aura of Righteousness}, {@feat Divine Reflexes}; 18th: {@feat Celestial Form}, {@feat Ultimate Mercy}", + "{@b Cleric} Feats 1st: {@feat Harming Hands}, {@feat Healing Hands}; 2nd: {@feat Sap Life}, {@feat Turn Undead}; 4th: {@feat Command Undead}, {@feat Necrotic Infusion}; 6th: {@feat Divine Weapon}, {@feat Selective Energy}; 8th: {@feat Channeled Succor}; 12th: {@feat Defensive Recovery}; 14th: {@feat Fast Channel}; 16th: {@feat Eternal Bane}, {@feat Eternal Blessing}", + "{@b Druid} order feats; Feats 6th: {@feat Steady Spellcasting (Druid)}; 8th: {@feat Fey Caller} (only the added spells); 10th: {@feat Overwhelming Energy (Druid)}; 12th: {@feat Primal Summons}; 16th: {@feat Effortless Concentration (Druid)}, 20th: {@feat Leyline Conduit}", + "{@b Fighter} bravery, feats associated with a combat style; Feats 1st: {@feat Power Attack}, {@feat Sudden Charge (Fighter)}; 2nd: {@feat Intimidating Strike}, {@feat Lunge}; 4th: {@feat Knockdown}, {@feat Swipe (Fighter)}; 6th: {@feat Shatter Defenses}; 8th: {@feat Blind-Fight (Fighter)}, {@feat Felling Strike}, {@feat Sudden Leap (Fighter)}; 10th: {@feat Certain Strike}, {@feat Combat Reflexes}, {@feat Disruptive Stance}, {@feat Fearsome Brute}; 12th: {@feat Spring Attack}; 14th: {@feat Determination}, {@feat Whirlwind Strike (Fighter)}; 20th: {@feat Weapon Supremacy}", + "{@b Monk} metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: {@feat Ki Rush}, {@feat Ki Strike}; 2nd: {@feat Crushing Grab}, {@feat Stunning Fist}; 4th: {@feat Deflect Arrow}, {@feat Flying Kick}; 6th: {@feat Abundant Step}, {@feat Ki Blast}, {@feat Whirling Throw}; 8th: {@feat Wall Run}; 10th: {@feat Winding Flow}; 16th: {@feat Quivering Palm}, {@feat Shattering Strike}; 18th: {@feat Diamond Fists}, {@feat Swift River}; 20th: {@feat Enduring Quickness}, {@feat Impossible Techniques}", + "{@b Ranger} {@action Hunt Prey}, hunter's edge, nature's edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: {@feat Quick Draw (Ranger)}, {@feat Wild Empathy}; 4th: {@feat Scout's Warning}; 6th: {@feat Skirmish Strike}; 8th: {@feat Blind-Fight (Ranger)}, {@feat Warden's Boon}; 10th: {@feat Camouflage}; 14th: {@feat Sense the Unseen}; 18th: {@feat Shadow Hunter}; 20th: {@feat Ultimate Skirmisher}", + "{@b Rogue} surprise attack, deny advantage, debilitating strike, master strike, rogue's racket and related feats; Feats 1st: {@feat Nimble Dodge}; 2nd: {@feat Mobility}, {@feat Quick Draw (Rogue)}; 4th: {@feat Scout's Warning}; 6th: {@feat Gang Up}, {@feat Skirmish Strike}, {@feat Twist the Knife}; 8th: {@feat Blind-Fight (Rogue)}, {@feat Opportune Backstab}; 10th: {@feat Sneak Savant}; 12th: {@feat Fantastic Leap}, {@feat Spring from the Shadows}; 14th: {@feat Sense the Unseen}; 16th: {@feat Dispelling Slice}, {@feat Perfect Distraction}; 20th: {@feat Hidden Paragon}, {@feat Reactive Distraction}", + "{@b Sorcerer} bloodline and related feats; Feats 1st: {@feat Counterspell (Sorcerer)}, {@feat Dangerous Sorcery}; 4th: {@feat Bespell Weapon (Sorcerer)}; 6th: {@feat Steady Spellcasting (Sorcerer)}; 10th: {@feat Overwhelming Energy (Sorcerer)}, {@feat Quickened Casting (Sorcerer)}; 16th: {@feat Effortless Concentration (Sorcerer)}; 20th: {@feat Metamagic Mastery (Sorcerer)}", + "{@b Wizard} school and related feats; Feats 1st: {@feat Counterspell (Wizard)}; 4th: {@feat Bespell Weapon (Wizard)}; 6th: {@feat Steady Spellcasting (Wizard)}; 10th: {@feat Overwhelming Energy (Wizard)}, {@feat Quickened Casting (Wizard)}; 12th: {@feat Clever Counterspell}; 14th: {@feat Reflect Spell (Wizard)}; 16th: {@feat Effortless Concentration (Wizard)}; 18th: {@feat Infinite Possibilities}; 20th: {@feat Metamagic Mastery (Wizard)}, {@feat Spell Combination}." + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 74, + "name": "Building Hazards", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 74, + "entries": [ + "Building hazards designed for your game allows you to customize them to match your story, location, and needs, as well as to surprise the other players at every turn. There's no wrong way to create a hazard, but this guide presents the information in the order you might see it in a hazard stat block." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 74, + "name": "Concept", + "entries": [ + "The first thing you'll need is a concept for your hazard.", + "What level is your hazard? Will it be simple or complex? Is it a trap, a haunt, an environmental hazard, or something else? If it's a trap, is it mechanical, magical, or both? This is a good time to brainstorm the hazard's name and description, as this will help you decide how the hazard can be disabled.", + "The following information builds on concepts from Building Creatures, which starts on page 56.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 74, + "name": "Hazard Types", + "entries": [ + "The three main types of hazards are traps, environmental hazards, and haunts.", + "Traps are usually built or placed, though they can also form accidentally, such as if a magic portal, through millennia of disuse, malfunctions as its magic warps. Mechanical traps always have some physical component, whereas purely magical traps typically don't. Magical traps can usually be counteracted by {@i dispel magic}, and those without a listed proficiency rank for {@skill Stealth} can be found using {@i detect magic}. {@skill Thievery} is the most common skill used to disable traps.", + "Environmental hazards are either living things, like dangerous spores and molds, or simply features of the terrain or environment, like avalanches or rockslides. While they are always physical, some environmental hazards can't reasonably be attacked or damaged, such as a cloud of poisonous gas or a patch of quicksand. {@skill Survival} is the most common skill used to disable environmental hazards.", + "Haunts are spiritual hazards, usually formed when the spiritual essence of a location is imprinted with the instincts and emotions from a living being's demise. Because haunts lack matter, they rarely involve a physical component, and when they do, that component is generally incorporeal or might even be damaged only by positive energy. The skills and options used to disable haunts vary, though using {@skill Religion} for an exorcism is common. However, even with a successful check to disable a haunt, it can reoccur until its unfinished business is resolved. Typically, successfully disabling or enduring a haunt provides clues to determine what it would take to lay it to rest permanently." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 74, + "name": "Understanding and Choosing Statistics", + "entries": [ + "Much like for creatures, hazard statistics can be extreme, high, or low (hazards don't need as much granularity, so they usually don't have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, you'll use the values slightly differently.", + "{@b Extreme:} While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone {@condition unnoticed} or if someone critically failed to disable them. Does it have an extreme {@skill Stealth} DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard.", + "{@b High:} This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures.", + "{@b Low:} If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures (pages 56\u201373), or just an incredibly low value." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 75, + "name": "Stealth and Disable", + "entries": [ + "When determining a hazard's combat statistics, first decide how the hazard can be located and how hard it is to disable.", + "A hazard where the main challenge is how difficult it is to find, like the {@i Core Rulebook's} {@condition hidden} pit, might have a very different effect for its level than a hazard out in plain sight, daring a PC to try to disable it, like the {@i Armageddon orb}", + { + "type": "table", + "source": "GMG", + "page": 75, + "name": "STEALTH AND DISABLE DCS", + "id": "2-13", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Extreme", + "High", + "Low" + ], + [ + "\u20131", + "18", + "15", + "12 to 11" + ], + [ + "0", + "19", + "16", + "13 to 12" + ], + [ + "1", + "20", + "17", + "14 to 13" + ], + [ + "2", + "21", + "18", + "15 to 14" + ], + [ + "3", + "23", + "20", + "17 to 15" + ], + [ + "4", + "25", + "22", + "18 to 17" + ], + [ + "5", + "26", + "23", + "20 to 18" + ], + [ + "6", + "28", + "25", + "21 to 19" + ], + [ + "7", + "30", + "27", + "23 to 21" + ], + [ + "8", + "31", + "28", + "24 to 22" + ], + [ + "9", + "33", + "30", + "26 to 23" + ], + [ + "10", + "35", + "32", + "27 to 25" + ], + [ + "11", + "36", + "33", + "29 to 26" + ], + [ + "12", + "38", + "35", + "30 to 27" + ], + [ + "13", + "40", + "37", + "32 to 29" + ], + [ + "14", + "41", + "38", + "33 to 30" + ], + [ + "15", + "43", + "40", + "35 to 31" + ], + [ + "16", + "45", + "42", + "36 to 33" + ], + [ + "17", + "46", + "43", + "38 to 34" + ], + [ + "18", + "48", + "45", + "39 to 35" + ], + [ + "19", + "50", + "47", + "41 to 37" + ], + [ + "20", + "51", + "48", + "42 to 38" + ], + [ + "21", + "53", + "50", + "44 to 39" + ], + [ + "22", + "55", + "52", + "45 to 41" + ], + [ + "23", + "56", + "53", + "46 to 42" + ], + [ + "24", + "58", + "55", + "48 to 43" + ] + ] + }, + "When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method.", + "Remember, a hazard without a listed rank next to its {@skill Stealth} DC is obvious enough that creatures can find it without {@action Search||Searching}, and magical hazards without a listed rank are not normally protected against {@i detect magic}. Most hazards built by intelligent creatures are {@condition concealed} have at least a trained rank. Table 2\u201314 indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less-efficient method to disable the hazard using a lower rank. For instance, the bloodthirsty urge haunt in the {@i Core Rulebook} can be disabled with master {@skill Religion}, or by a higher DC with expert {@skill Diplomacy}.", + "If you need a {@skill Stealth} modifier for a complex hazard, just subtract 10 from the listed DC.", + { + "type": "table", + "source": "GMG", + "page": 75, + "name": "MINIMUM PROFICIENCY", + "id": "2-14", + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Levels", + "High", + "Moderate" + ], + [ + "0 or lower", + "Untrained", + "Untrained" + ], + [ + "1-4", + "Trained (expert for {@skill Perception})", + "Trained" + ], + [ + "5-8", + "Expert", + "Trained" + ], + [ + "9-18", + "Master", + "Expert" + ], + [ + "19 or higher", + "Legendary", + "Master" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 75, + "name": "Defenses", + "entries": [ + "If there's a physical component that a character could break, you'll need to determine the hazard's AC, Fortitude save, and Reflex save, using the extreme, high, and low values (preceded by E, H, or L on the table) as well as its Hardness, HP, and Broken Threshold (BT). When building a purely magical or formless hazard, you can skip this section.", + { + "type": "table", + "source": "GMG", + "page": 75, + "name": "DEFENSES", + "id": "2-15", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "EAC", + "HAC", + "LAC", + "E Save", + "H Save", + "L Save", + "Hardness", + "HP*" + ], + [ + "\u20131", + "18", + "15", + "12", + "{@dice 1d20+9|+9}", + "{@dice 1d20+8|+8}", + "{@dice 1d20+2|+2}", + "2\u20134", + "11\u201313" + ], + [ + "0", + "19", + "16", + "13", + "{@dice 1d20+10|+10}", + "{@dice 1d20+9|+9}", + "{@dice 1d20+3|+3}", + "3\u20135", + "15\u201317" + ], + [ + "1", + "19", + "16", + "13", + "{@dice 1d20+11|+11}", + "{@dice 1d20+10|+10}", + "{@dice 1d20+4|+4}", + "5\u20137", + "23\u201325" + ], + [ + "2", + "21", + "18", + "15", + "{@dice 1d20+12|+12}", + "{@dice 1d20+11|+11}", + "{@dice 1d20+5|+5}", + "7\u20139", + "30\u201334" + ], + [ + "3", + "22", + "19", + "16", + "{@dice 1d20+14|+14}", + "{@dice 1d20+12|+12}", + "{@dice 1d20+6|+6}", + "10\u201312", + "42\u201346" + ], + [ + "4", + "24", + "21", + "18", + "{@dice 1d20+15|+15}", + "{@dice 1d20+14|+14}", + "{@dice 1d20+8|+8}", + "11\u201313", + "46\u201350" + ], + [ + "5", + "25", + "22", + "19", + "{@dice 1d20+17|+17}", + "{@dice 1d20+15|+15}", + "{@dice 1d20+9|+9}", + "12\u201314", + "50\u201354" + ], + [ + "6", + "27", + "24", + "21", + "{@dice 1d20+18|+18}", + "{@dice 1d20+17|+17}", + "{@dice 1d20+11|+11}", + "13\u201315", + "54\u201358" + ], + [ + "7", + "28", + "25", + "22", + "{@dice 1d20+20|+20}", + "{@dice 1d20+18|+18}", + "{@dice 1d20+12|+12}", + "14\u201316", + "58\u201362" + ], + [ + "8", + "30", + "27", + "24", + "{@dice 1d20+21|+21}", + "{@dice 1d20+19|+19}", + "{@dice 1d20+13|+13}", + "15\u201317", + "62\u201366" + ], + [ + "9", + "31", + "28", + "25", + "{@dice 1d20+23|+23}", + "{@dice 1d20+21|+21}", + "{@dice 1d20+15|+15}", + "16\u201318", + "66\u201370" + ], + [ + "10", + "33", + "30", + "27", + "{@dice 1d20+24|+24}", + "{@dice 1d20+22|+22}", + "{@dice 1d20+16|+16}", + "17\u201319", + "70\u201374" + ], + [ + "11", + "34", + "31", + "28", + "{@dice 1d20+26|+26}", + "{@dice 1d20+24|+24}", + "{@dice 1d20+18|+18}", + "19\u201321", + "78\u201382" + ], + [ + "12", + "36", + "33", + "30", + "{@dice 1d20+27|+27}", + "{@dice 1d20+25|+25}", + "{@dice 1d20+19|+19}", + "20\u201322", + "82\u201386" + ], + [ + "13", + "37", + "34", + "31", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 1d20+20|+20}", + "21\u201323", + "86\u201390" + ], + [ + "14", + "39", + "36", + "33", + "{@dice 1d20+30|+30}", + "{@dice 1d20+28|+28}", + "{@dice 1d20+22|+22}", + "22\u201324", + "90\u201394" + ], + [ + "15", + "40", + "37", + "34", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 1d20+23|+23}", + "23\u201325", + "94\u201398" + ], + [ + "16", + "42", + "39", + "36", + "{@dice 1d20+33|+33}", + "{@dice 1d20+30|+30}", + "{@dice 1d20+25|+25}", + "25\u201327", + "101\u2013107" + ], + [ + "17", + "43", + "40", + "37", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 1d20+26|+26}", + "27\u201329", + "109\u2013115" + ], + [ + "18", + "45", + "42", + "39", + "{@dice 1d20+36|+36}", + "{@dice 1d20+33|+33}", + "{@dice 1d20+27|+27}", + "29\u201331", + "117\u2013123" + ], + [ + "19", + "46", + "43", + "40", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 1d20+29|+29}", + "31\u201333", + "125\u2013131" + ], + [ + "20", + "48", + "45", + "42", + "{@dice 1d20+39|+39}", + "{@dice 1d20+36|+36}", + "{@dice 1d20+30|+30}", + "33\u201335", + "133\u2013139" + ], + [ + "21", + "49", + "46", + "43", + "{@dice 1d20+41|+41}", + "{@dice 1d20+38|+38}", + "{@dice 1d20+32|+32}", + "36\u201338", + "144\u2013152" + ], + [ + "22", + "51", + "48", + "45", + "{@dice 1d20+43|+43}", + "{@dice 1d20+39|+39}", + "{@dice 1d20+33|+33}", + "39\u201341", + "156\u2013164" + ], + [ + "23", + "52", + "49", + "46", + "{@dice 1d20+44|+44}", + "{@dice 1d20+40|+40}", + "{@dice 1d20+34|+34}", + "44\u201346", + "168\u2013176" + ], + [ + "24", + "54", + "51", + "48", + "{@dice 1d20+46|+46}", + "{@dice 1d20+42|+42}", + "{@dice 1d20+36|+36}", + "46\u201350", + "180\u2013188" + ] + ], + "footnotes": [ + "* The Broken Threshold is usually half the hazard's HP." + ] + }, + "Some hazards, even high-level ones, don't make sense with a high Hardness value. In those cases, you can skip the Hardness and use the HP values from table 2\u20137: Hit Points on page 63. Especially for complex hazards, you might want to divide the durability over multiple sections, located in different positions, to encourage teamwork and mobility." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 76, + "name": "Offense", + "entries": [ + "Almost all hazards need an attack bonus or a save DC, and hazards that deal damage need to list a damage value. Simple hazards deal about twice as much damage as complex hazards and have an attack bonus even higher than the extreme attack bonus for a creature (abbreviated as S. Atk in Table 2\u201316: Offense). Complex hazards usually have attack bonuses akin to a high attack bonus for a creature (abbreviated as C. Atk in Table 2\u201316). You can adjust them further using Table 2\u20139: Attack Bonus on page 64 if your hazard needs it. Simple hazard DCs aren't as high for their level as their attack bonuses are, since effects with DCs usually have some effect even on a successful saving throw; use the EDC and HDC columns for extreme and hard DCs on Table 2\u201316: Offense below.", + "The damage columns on the table give a damage expression you can use, followed by the average damage in parentheses. If you want to make your own damage expression, remember that average damage is 2.5 for a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12.", + { + "type": "table", + "source": "GMG", + "page": 76, + "name": "OFFENSE", + "id": "2-16", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "S. Atk", + "C. Atk", + "Simple Dmg", + "Complex Dmg", + "EDC", + "HDC" + ], + [ + "\u20131", + "{@dice 1d20+10|+10}", + "{@dice 1d20+8|+8}", + "{@dice 2d4+1} (6)", + "{@dice 1d4+1} (3)", + "19", + "16" + ], + [ + "0", + "{@dice 1d20+11|+11}", + "{@dice 1d20+8|+8}", + "{@dice 2d6+3} (10)", + "{@dice 1d6+2} (5)", + "19", + "16" + ], + [ + "1", + "{@dice 1d20+13|+13}", + "{@dice 1d20+9|+9}", + "{@dice 2d6+5} (12)", + "{@dice 1d6+3} (6)", + "20", + "17" + ], + [ + "2", + "{@dice 1d20+14|+14}", + "{@dice 1d20+11|+11}", + "{@dice 2d10+7} (18)", + "{@dice 1d10+4} (9)", + "22", + "18" + ], + [ + "3", + "{@dice 1d20+16|+16}", + "{@dice 1d20+12|+12}", + "{@dice 2d10+13} (24)", + "{@dice 1d10+6} (12)", + "23", + "20" + ], + [ + "4", + "{@dice 1d20+17|+17}", + "{@dice 1d20+14|+14}", + "{@dice 4d8+10} (28)", + "{@dice 2d8+5} (14)", + "25", + "21" + ], + [ + "5", + "{@dice 1d20+19|+19}", + "{@dice 1d20+15|+15}", + "{@dice 4d8+14} (32)", + "{@dice 2d8+7} (16)", + "26", + "22" + ], + [ + "6", + "{@dice 1d20+20|+20}", + "{@dice 1d20+17|+17}", + "{@dice 4d8+18} (36)", + "{@dice 2d8+9} (18)", + "27", + "24" + ], + [ + "7", + "{@dice 1d20+22|+22}", + "{@dice 1d20+18|+18}", + "{@dice 4d10+18} (40)", + "{@dice 2d10+9} (20)", + "29", + "25" + ], + [ + "8", + "{@dice 1d20+23|+23}", + "{@dice 1d20+20|+20}", + "{@dice 4d10+22} (44)", + "{@dice 2d10+11} (22)", + "30", + "26" + ], + [ + "9", + "{@dice 1d20+25|+25}", + "{@dice 1d20+21|+21}", + "{@dice 4d10+26} (48)", + "{@dice 2d10+13} (24)", + "32", + "28" + ], + [ + "10", + "{@dice 1d20+26|+26}", + "{@dice 1d20+23|+23}", + "{@dice 4d12+26} (52)", + "{@dice 2d12+13} (26)", + "33", + "29" + ], + [ + "11", + "{@dice 1d20+28|+28}", + "{@dice 1d20+24|+24}", + "{@dice 4d12+30} (56)", + "{@dice 2d12+15} (28)", + "34", + "30" + ], + [ + "12", + "{@dice 1d20+29|+29}", + "{@dice 1d20+26|+26}", + "{@dice 6d10+27} (60)", + "{@dice 3d10+14} (30)", + "36", + "32" + ], + [ + "13", + "{@dice 1d20+31|+31}", + "{@dice 1d20+27|+27}", + "{@dice 6d10+31} (64)", + "{@dice 3d10+16} (32)", + "37", + "33" + ], + [ + "14", + "{@dice 1d20+32|+32}", + "{@dice 1d20+29|+29}", + "{@dice 6d10+35} (68)", + "{@dice 3d10+18} (34)", + "39", + "34" + ], + [ + "15", + "{@dice 1d20+34|+34}", + "{@dice 1d20+30|+30}", + "{@dice 6d12+33} (72)", + "{@dice 3d12+17} (36)", + "40", + "36" + ], + [ + "16", + "{@dice 1d20+35|+35}", + "{@dice 1d20+32|+32}", + "{@dice 6d12+35} (74)", + "{@dice 3d12+18} (37)", + "41", + "37" + ], + [ + "17", + "{@dice 1d20+37|+37}", + "{@dice 1d20+33|+33}", + "{@dice 6d12+37} (76)", + "{@dice 3d12+19} (38)", + "43", + "38" + ], + [ + "18", + "{@dice 1d20+38|+38}", + "{@dice 1d20+35|+35}", + "{@dice 6d12+41} (80)", + "{@dice 3d12+20} (40)", + "44", + "40" + ], + [ + "19", + "{@dice 1d20+40|+40}", + "{@dice 1d20+36|+36}", + "{@dice 8d10+40} (84)", + "{@dice 4d10+20} (42)", + "46", + "41" + ], + [ + "20", + "{@dice 1d20+41|+41}", + "{@dice 1d20+38|+38}", + "{@dice 8d10+44} (88)", + "{@dice 4d10+22} (44)", + "47", + "42" + ], + [ + "21", + "{@dice 1d20+43|+43}", + "{@dice 1d20+39|+39}", + "{@dice 8d10+48} (92)", + "{@dice 4d10+24} (46)", + "48", + "44" + ], + [ + "22", + "{@dice 1d20+44|+44}", + "{@dice 1d20+41|+41}", + "{@dice 8d10+52} (96)", + "{@dice 4d10+26} (48)", + "50", + "45" + ], + [ + "23", + "{@dice 1d20+46|+46}", + "{@dice 1d20+42|+42}", + "{@dice 8d12+48} (100)", + "{@dice 4d12+24} (50)", + "51", + "46" + ], + [ + "24", + "{@dice 1d20+47|+47}", + "{@dice 1d20+44|+44}", + "{@dice 8d12+52} (104)", + "{@dice 4d12+26} (52)", + "52", + "48" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 76, + "name": "Designing Simple Hazards", + "entries": [ + "When designing a simple hazard, make sure to select an appropriate trigger and effect. Often, a simple hazard that merely damages its target is little more than a speed bump that slows down the game without much added value, so think about the purpose of your hazard carefully, both in the story and in the game world, especially when it's a hazard that a creature intentionally built or placed in that location. A great simple hazard does something interesting, has a longer-lasting consequence, or integrates with the nearby inhabitants or even the encounters in some way (you can find more information on integrating hazards with encounters in Dynamic Encounters on page 48)" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 76, + "name": "Designing Complex Hazards", + "entries": [ + "Unlike a simple hazard, a complex hazard can play the part of a creature in a battle, or can be an encounter all its own. Many of the concerns with damaging effects when designing a simple hazard don't apply when designing a complex hazard. A complex hazard can apply its damage over and over again, eventually killing its hapless victim, and isn't intended to be a quick-to-overcome obstacle.", + "Complex hazards have a lot more in common with creatures than simple hazards do, and you'll see that a complex hazard's statistics are similar to those of a creature.", + "A good complex hazard often requires disabling multiple components or otherwise interacting with the encounter in some way. For instance, while the {@i Core Rulebook's} poisoned dart gallery requires only one {@skill Thievery} check to disable, the control panel is on the far end of the gallery, so a PC would need to make their way across first.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 76, + "name": "Building Routines", + "entries": [ + "A complex hazard has a routine each round, whether it stems from preprogrammed instructions built into a trap, instincts and residual emotions swirling around a complex haunt, or a force of nature like sinking in quicksand. Make sure to build a routine that makes sense for the hazard; an environmental lava chute that ejects lava into the area each round shouldn't be able to seek out and precisely target only the PCs, but it might spatter random areas within range or everything within range, depending on how you describe the hazard. However, a complex haunt might be able to recognize life force and target living creatures.", + "If you create a hazard that can't consistently attack the PCs (like the {@i Core Rulebook's} blade pillar, which moves in a random direction), you can make it deadlier than normal in other ways.", + "The hazard should have as many actions as you feel it needs to perform its routine. If you split the routine out into several actions, you can also remove some of the hazard's actions once partial progress is made in disabling or destroying it; this can give the PCs a feeling of progress, and it can encourage them to handle the hazard if it appears in a encounter alongside creatures." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 77, + "name": "Simple Hazards", + "entries": [ + "A simple hazard uses its reaction when triggered." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 80, + "name": "Complex Hazards", + "entries": [ + "Complex hazards roll initiative and act on their turn." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 82, + "name": "Building Items", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 82, + "entries": [ + "Creating your own magic and alchemical items is an amazing way to customize the adventure and gameplay for your group and add unique elements without requiring quite the same mechanical depth as a whole new class, archetype, or ancestry." + ] + }, + "New items make great mementos of previous adventures and tend to be one of the easiest elements for a character to begin using mid-campaign after receiving them as a reward. This section explains the philosophy and numbers behind creating items so you can design your own in no time!", + { + "type": "pf2-h2", + "source": "GMG", + "page": 82, + "name": "Concept and Role", + "entries": [ + "First, come up with a concept for the item based on the role the item serves in your game and in the game's world. You might include a new item in an ancient ruin to hint at the its history and the people who used to live there. For instance, a Thassilonian ruin might have an item based on rune magic, while a Jistkan ruin might have an item related to golems.", + "A new magic item might be important later in the story, or its role might be as simple as a fun wolf-themed item for the monk that uses Wolf Stance. Keep your concept in mind to guide you through the rest of the process. Start thinking about what kind of magic item it will be. Each item type has its own niche, and some are less likely to be as useful to the PCs. For instance, new weapons and armor require the PC to give up the weapon or armor they already have, which might make them more reluctant to use the new items unless they're noticeably better, while consumable items don't have as big an impact on the story as permanent items.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 82, + "name": "Item Level", + "entries": [ + "A new item is typically going to be within a few levels of the PCs. If it's too low, it might not be interesting, and if it's too high, it might be too powerful or too lucrative to sell." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 82, + "name": "Comparison", + "entries": [ + "First, take a look at similar items. For example, if you want a permanent item that lets someone fly, look at the {@i broom of flying}, which moves of its own volition to a location and thus can't be used to gain a huge advantage during combat, and {@i winged boots}, which can. This will give you an idea of the right level range and the different specifics and limitations of existing items. You might even be able to just adjust one of those a bit to get what you want with minimal work." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 82, + "name": "Item Effects", + "entries": [ + "Next, use the item's concept and role to decide its effects. This is where your creativity will bring the item to life. Make sure to have it do something exciting and roleplay-inspiring. A magic item that does nothing more than deliver a bonus is far less interesting, even if the item does have a load-bearing item bonus, like a magic weapon. To determine the item's power, take into account the special abilities you give the item as well as the item bonus (if any) that it grants.", + "For specific advice for the type of magic item you are creating, check out Designing by Type on page 83.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 82, + "name": "Special Abilities", + "entries": [ + "When deciding what special abilities are appropriate for what level, it's best to look for similar spells to gauge the effect. For most consumables, the effect should be less powerful than the highest level spell a spellcaster of the item's level could cast. Scrolls are about the most efficient you can get\u2014they're the same level the spellcaster would be\u2014but they require a spellcaster that has the spell on their list, and take the same actions as casting the spell normally.", + "The most straightforward choice is a once-per-day ability. For this, the item's level should be at least 2 levels higher than the minimum level a spellcaster could first cast that spell. For example, if your ability is about as powerful as a 3rd-level spell cast once per day (perhaps {@spell haste}), then it should be at least a 7th-level item. A basic wand is a good example. However, a wand is flexible and can contain the most effective possible choice for its spell level (such as long-lasting spells where once a day is effectively permanent), so a specific item that doesn't grant such a spell could have additional powers or bonuses at the same price as a wand.", + "If the item can be activated multiple times per day, it should be at least 4 levels higher instead\u20149th level in our example. Frequency could range from twice per day to once per hour and anything in between. Choose whatever makes sense to allow the characters to use the item more frequently without being effectively constant or unlimited. The appropriate frequency, or whether it's ever okay to have unlimited activations, varies wildly based on the spell. Unlimited castings of a cantrip is fine, but an effect akin to a non-cantrip spell is rarely a good idea. Only attempt to build such an item when you're certain of the consequences.", + "Items that can be activated less often than once per day don't appear too often, and they usually fit best with abilities that make sense outside of encounters. It's still best to stick to the guidelines for once-per-day abilities, but these items tend to have more properties\u2014and often strange ones.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 82, + "name": "Constant Abilities", + "entries": [ + "If you want an effect to be constant, set the level and Price accordingly. For instance, let's say your group is 16th level and you want to give them an item themed around flying.", + "A 7th-level {@spell fly} spell lasts an hour already, so one casting covers a significant portion of the adventuring day. To keep it simpler, you decide to create a 16th-level cloak that lets the wearer constantly fly. Remember, some effects were never meant to be constant and could warp your game." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 83, + "name": "Activation Actions", + "entries": [ + "Watch out when picking the number of actions an activation takes! A 1-action activation that casts a spell with a 2-action casting time is drastically more powerful in an encounter than an item with a 2-action activation would be. An item like that is typically much higher level, and it works best with \"helper\" spells or ones with limited utility rather than offensive spells. The safest bet is to use the same number of actions the spell normally takes to cast." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 83, + "name": "Scaling Out of Usefulness", + "entries": [ + "Some spells aren't appealing if their level is too low. For instance, an item that casts 1st-level {@i burning hands} three times per day might be 5th or 6th level. The problem is that spell scaling has the biggest impact at low levels, so the spell isn't effective compared to other actions a character could take. Err on the side of fewer, more impressive activations." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 83, + "name": "Bonuses", + "entries": [ + "If your item includes item bonuses, check the table below for the minimum item levels the game's math expects permanent bonuses to be applied to. A lower-level item might give such a bonus temporarily, but keep track to make sure the item isn't effectively permanent. If a character typically picks three or fewer locks a day, there's no difference between a +2 item bonus to pick all locks and an activation that gives a +2 item bonus to {@action Pick a Lock} three times per day.", + "For attack bonuses, AC, and saves, the minimums match {@i magic weapons} and {@i magic armor}. You can have other items with these bonuses (like {@i {@item handwraps of mighty blows (generic)|CRB|handwraps of mighty blows}}), but keep in mind they compete with fundamental runes.", + "Skill bonuses come on a wider range of items. Some are more broadly useful, so an {@skill Athletics} item might be more expensive than an equivalent {@skill Society} item. Gaining a bonus to {@skill Perception} is especially valuable compared to gaining a bonus to a skill. Just because an item is the minimum level for its bonus doesn't mean the bonus should be the item's only power. The item can and should have an additional interesting power beyond the bonus. Likewise, an item can come at a higher level than the minimum, but if it's much higher, its abilities start to compete with the next bonus." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 83, + "name": "LEVELS FOR PERMANENT ITEM BONUSES", + "id": "2-17", + "rows": [ + [ + "Statistic", + "+1", + "+2", + "+3" + ], + [ + "Attack Bonus", + "2", + "10", + "16" + ], + [ + "AC", + "5", + "11", + "18" + ], + [ + "Save (resilient rune)", + "8", + "14", + "20" + ], + [ + "Skill/Perception", + "3", + "9", + "17*" + ] + ], + "footnotes": [ + "* This is also the minimum level for apex items." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 83, + "name": "Designing by Type", + "entries": [ + "The following guidance applies to items of various types.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 83, + "name": "Alchemical Items", + "entries": [ + "Alchemical items are consumables. Because alchemists can make a large number for free, alchemical items tend to be on the weaker end for their level, with lower Prices. Avoid {@trait alchemical} effects that feel too much like magic. Alchemy is capable of fantastical things, but should have its own distinct feel; where you draw the line depends on your game.", + "Alchemical bombs are like weapons for alchemists and should usually primarily deal damage, with small extra effects. Existing bombs are great models. Elixirs are varied; make sure not to duplicate potions, especially highly magical ones. Be careful with mutagen drawbacks; it's easy to make one that doesn't affect certain characters. Look at the serene mutagen. If its drawback didn't affect spells, Wisdom-based casters who didn't use weapons would have no drawback.", + "Poisons are one of the trickier alchemical items to make, and it's usually best to just tweak one found in the {@i Core Rulebook} to avoid making something that's overpowered; compare to poisons of the same type that have similar onset and stage duration, as longer onset and duration poisons tend to deal drastically more damage. Alchemical tools are best used for adding a little weirdness. They can be especially creative and interesting, but tend not to be powerful." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 83, + "name": "Ammunition", + "entries": [ + "Magic ammunition is consumable; launching it destroys it. Pay attention to whether you give the ammunition an activation: any big flashy effect for its level should almost always have one, since otherwise the effect is essentially a free action on top of a {@action Strike}. This is particularly important for extremely low-level ammunition, since a high-level character could use that ammunition for every {@action Strike} without noticing the gold cost. If the ammunition doesn't deal normal {@action Strike} damage on a hit, remember to say that! Dealing damage is the default." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 83, + "name": "Armor and Weapons", + "entries": [ + "Specific armor and weapons replace the opportunity to add property runes, so you have a lot of space to design. Choose abilities that feel attached to the fact that they are weapons or armor; for instance, a fiery sword that you point at an enemy to shoot fire bolts is more on theme than a fiery sword that casts {@i wall of fire} in an unconnected way.", + "The specific item should cost more than the base armor or weapon would with just the fundamental runes, but you can often discount the cost of the additional components significantly as part of the specific item's special niche. Be careful about specific armor or weapons that include property runes in addition to unique specific abilities. If you discount the item, you might end up with an item significantly superior to one built using the normal property runes system. That's not always bad, since it's still giving up customization for power, and this can be appropriate if the item has an important place in your story. Just make sure the difference isn't too drastic.", + "If you just want to create armor or a weapon with runes and no extra special abilities, you can do so. The Price of such an item is the sum of all the runes' Prices, and its level is that of the highest-level rune on the item.", + "When picking abilities, you can also consider taking from the relic gifts found on pages 96\u2013105. Even if your game doesn't use relics, that section has plenty of choices sorted by theme. If you do, keep in mind that relic abilities are typically more powerful than usual for their level and that those abilities wouldn't scale on a normal magic item." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Held Items", + "entries": [ + "Usually, held items should require manipulation to use, with {@action Interact} activations. They are most often tools, implements, items that can be thrown, and the like. Imagine a PC physically using the item and what that looks like.", + "Remember that held items are more challenging for martial characters to use, compared to spellcasters or hands-free characters, like monks. A barbarian might have to give up a two-handed weapon to use a held item, and so is less likely to use one. This means you might want to design held items specifically for non-martial characters, or have them be items a martial character uses outside of combat." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Oils", + "entries": [ + "Oils are consumables you slather onto items or, rarely, creatures. They provide an interesting opportunity to apply effects to other items. Just remember not to accidentally make something that should be applied topically into a potion; for instance, a {@condition petrified} character can't drink an anti-petrifying potion! The actions an oil takes to use depend on how thoroughly it needs to be applied. For one used outside of combat, it could take a minute or more." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Potions", + "entries": [ + "Potions are consumables in the truest sense; you literally consume them. Since the action of drinking isn't easy to split up, they take only a single action to activate. This advantage makes potions that replicate spell effects incredibly powerful, and it's the reason potions are nearly always higher level than scrolls with similar effects." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Runes", + "entries": [ + "Property runes are a fun and versatile way to customize weapons and armor without throwing away the previous items. Each should be fairly simple, especially at lower levels, because combining runes can make things overcomplicated. Compare to other properties to determine the right level." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Scrolls", + "entries": [ + "You'll never need to design a new scroll, but use them as a comparison when designing other types of consumables. If you're designing a consumable that seems like it's much better than a scroll of its level\u2014or faster to activate\u2014you should probably raise the item's level or adjust the effect." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Shields", + "entries": [ + "Use the {@i sturdy shields} as benchmarks for the best possible shield Hardness, HP, and BT for a shield of that level. Your new shield should have less than those benchmarks since it also does something else, and you can use the magnitude of the reduction to build room for creative defensive abilities." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Staves", + "entries": [ + "You'll need to come up with a theme and curate a list of spells that stay close to that theme, typically one to three per spell level, all on one spell list. A staff is always at least 3 levels higher than the minimum level for a spellcaster to cast the highest-level spell it contains, so a staff with up to 4th-level spells would be at least a 10th-level item." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Structures", + "entries": [ + "Structures are evocative and make great tertiary items, quirky but not part of a combat build. This allows you to price them affordably, but make sure there isn't some {@condition hidden} abuse where the structure drastically alters encounters. The {@trait structure} trait is intended to help as a starting point." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Talismans", + "entries": [ + "Because talismans are affixed ahead of time but don't take an action to retrieve, they reward forethought and planning. Those that can be activated as a free action also have the best action efficiency of any consumable. In the same way scrolls reward specific spellcasters, talisman requirements reward particular types of characters. Talismans might grant a single use of a feat, with an additional effect if the character already has that feat. Think of talismans as martial characters' answer to scrolls to expand on the options of the non-spellcasters at your table." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Wands", + "entries": [ + "You won't need to design basic {@i magic wands}, but you might want a special wand. When designing a new special wand, your wand's level will usually be 1 to 2 levels higher than the basic wand, depending on the magnitude of the special effect. Remember that if you make the wand 2 levels higher, it's now competing with wands of a spell a whole level higher, so the special effect should be worth that cost!" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 84, + "name": "Worn Items", + "entries": [ + "Worn items vary wildly in their effects, but they all take up one of a character's 10 invested items. Remember to include the item's worn entry, if applicable (or \u2014 if you could imagine someone wearing 10 or more with no difficulty)" + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 84, + "name": "POTIONS VS. ELIXIRS", + "entries": [ + "Alchemical items and magic items follow a similar price economy based on their level, but the effects of potions can be a bit broader and more directly magical. Alchemists can also make extremely large numbers of elixirs at an item level equal to their alchemist level, so if a 17th level elixir was competing with a 9th level spell for power, an alchemist would be packing the equivalent of over 40 9th level spells, and potentially {@condition quickened} spells thanks to the single action activation." + ] + }, + "Where the item is worn should usually match its effects or bonuses: shoes help you move, eyepieces affect your vision, and so on. As with held items, imagine a character wearing the item to picture how they use its magic.", + "Apex items are always at least level 17 and should have unique abilities on top of their bonus, just like other items." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 85, + "name": "Fill in the Numbers", + "entries": [ + "You're almost done! The final step is to fill in the numbers.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 85, + "name": "Dcs", + "entries": [ + "Choose any DCs for the item's abilities. You can't go wrong with the typical DCs in Table 2\u201318. However, an item with a narrow function might have a DC up to 2 higher, and one that forces a save (such as with an aura) is typically 2 lower.", + "The lower the DC, the quicker the item becomes obsolete." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 85, + "name": "MAGIC ITEM DCS", + "id": "2-18", + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Item Level", + "DC" + ], + [ + "1", + "15" + ], + [ + "2", + "16" + ], + [ + "3", + "17" + ], + [ + "4", + "18" + ], + [ + "5", + "19" + ], + [ + "6", + "20" + ], + [ + "7", + "23" + ], + [ + "8", + "24" + ], + [ + "9", + "25" + ], + [ + "10", + "27" + ], + [ + "11", + "28" + ], + [ + "12", + "29" + ], + [ + "13", + "30" + ], + [ + "14", + "31" + ], + [ + "15", + "34" + ], + [ + "16", + "35" + ], + [ + "17", + "37" + ], + [ + "18", + "38" + ], + [ + "19", + "41" + ], + [ + "20", + "43" + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 85, + "name": "Item Prices", + "entries": [ + "Use the following guidelines for pricing items.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 85, + "name": "Permanent Items", + "entries": [ + "Each item level has a price range. Based on the item's role and abilities, decide where in that range to place it. There's plenty of variation, and you primarily need to worry about Price only if you expect the PCs will be able to sell it.", + "Primary items cost near the highest value for their level.", + "They have a big impact on combat or player ability. This includes weapons, armor, and {@skill Perception} items. The highest price is for items like {@i magic weapons}, {@i magic armor}, and apex items. So a {@i +1 striking weapon} is 100 gp at 4th level.", + "Secondary items, with middle values, give significant secondary benefits or enhance highly consequential noncombat or support skills like {@skill Medicine} or {@skill Crafting}.", + "Tertiary items, with low value, are weird or very specific items, ones not usually core to a character's build.", + "Especially strange ones might fall into the gap between two levels." + ] + } + ] + }, + { + "type": "table", + "source": "GMG", + "page": 85, + "name": "PERMANENT MAGIC ITEM PRICE", + "id": "2-19", + "colStyles": [ + "", + "text-center", + "" + ], + "rows": [ + [ + "Level", + "Price", + "Core Item" + ], + [ + "1", + "10\u201320 gp", + "" + ], + [ + "2", + "25\u201335 gp", + " +1 weapon" + ], + [ + "3", + "45\u201360 gp", + " +1 skill item" + ], + [ + "4", + "75\u2013100 gp", + " +1 striking weapon" + ], + [ + "5", + "125\u2013160 gp", + " +1 armor" + ], + [ + "6", + "200\u2013250 gp", + "" + ], + [ + "7", + "300\u2013360 gp", + "" + ], + [ + "8", + "415\u2013500 gp", + " +1 resilient armor" + ], + [ + "9", + "575\u2013700 gp", + " +2 skill item" + ], + [ + "10", + "820\u20131,000 gp", + " +2 striking weapon" + ], + [ + "11", + "1,160\u20131,400 gp", + " +2 resilient armor" + ], + [ + "12", + "1,640\u20132,000 gp", + " +2 greater striking weapon" + ], + [ + "13", + "2,400\u20133,000 gp", + "" + ], + [ + "14", + "3,600\u20134,500 gp", + " +2 greater resilient armor" + ], + [ + "15", + "5,300\u20136,500 gp", + "" + ], + [ + "16", + "7,900\u201310,000 gp", + " +3 greater striking weapon" + ], + [ + "17", + "12,000\u201315,000 gp", + " +3 skill item, apex item" + ], + [ + "18", + "18,600\u201324,000 gp", + " +3 greater resilient armor" + ], + [ + "19", + "30,400\u201340,000 gp", + " +3 superior striking weapon" + ], + [ + "20", + "52,000\u201370,000 gp", + " +3 superior resilient armor" + ] + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 85, + "name": "Consumables", + "entries": [ + "Consumables have a slightly narrower range, with topend items like scrolls, optimum healing potions, or super-useful consumables like a {@i potion of invisibility} at the high end." + ] + }, + { + "type": "table", + "source": "GMG", + "page": 85, + "name": "CONSUMABLE PRICE", + "id": "2-20", + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Price" + ], + [ + "1", + "3\u20134 gp" + ], + [ + "2", + "5\u20137 gp" + ], + [ + "3", + "8\u201312 gp" + ], + [ + "4", + "13\u201320 gp" + ], + [ + "5", + "21\u201330 gp" + ], + [ + "6", + "31\u201350 gp" + ], + [ + "7", + "51\u201370 gp" + ], + [ + "8", + "71\u2013100 gp" + ], + [ + "9", + "101\u2013150 gp" + ], + [ + "10", + "151\u2013200 gp" + ], + [ + "11", + "201\u2013300 gp" + ], + [ + "12", + "301\u2013400 gp" + ], + [ + "13", + "401\u2013600 gp" + ], + [ + "14", + "601\u2013900 gp" + ], + [ + "15", + "901\u20131,300 gp" + ], + [ + "16", + "1,301\u20132,000 gp" + ], + [ + "17", + "2,001\u20133,000 gp" + ], + [ + "18", + "3,001\u20135,000 gp" + ], + [ + "19", + "5,001\u20138,000 gp" + ], + [ + "20", + "8,001\u201314,000 gp" + ] + ] + }, + "You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any {@trait mechanical} effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such." + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 86, + "name": "Item Quirks", + "blue": true, + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 86, + "entries": [ + "Item quirks are peculiar characteristics that make items unique in unusual ways. These can make individual items\u2014particularly permanent items\u2014stand out from one another, and can give additional wonder to magical items beyond just their mechanical benefits." + ] + }, + "You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any {@trait mechanical} effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or \u20131 item penalty, and even then the statistic or check it applies to should be narrow. For a quirk that grants an item the ability to speak, you choose the language based on the history of the item, or your best guess of what that history might be. It's typically a language spoken by the item's creator.", + { + "type": "table", + "source": "GMG", + "page": 86, + "name": "QUIRKS", + "id": "2-21", + "rollable": true, + "rows": [ + [ + "{@dice 1d100|d%}", + "Quirk", + "Description" + ], + [ + "01", + "Melodic", + "Faint music plays when in use." + ], + [ + "02", + "Skin-altering", + "The user's skin color changes to a bright color such as blue or green." + ], + [ + "03", + "Choral", + "Repeats everything the user says in a singing voice." + ], + [ + "04", + "Mood coloration", + "User's mood affects the item's color." + ], + [ + "05", + "Chatty", + "Happily engages in small talk." + ], + [ + "06", + "Spoiling", + "Food within 1 foot spoils at twice the normal rate." + ], + [ + "07", + "Friendly", + "Requests to be introduced to everyone the user meets." + ], + [ + "08", + "Muffling", + "Nearby sounds are slightly quieter." + ], + [ + "09", + "Runic", + "Runes appear on the user's skin." + ], + [ + "10", + "Comfortable", + "Can serve as a pillow or blanket." + ], + [ + "11", + "Rain-blocking", + "The user remains dry in the rain." + ], + [ + "12", + "Clumsy", + "When unattended, knocks over other small items within 1 foot." + ], + [ + "13", + "Elemental appearance", + "Seems made of flame, water, or another elemental material." + ], + [ + "14", + "Magnetic", + "Small, ferrous objects of light Bulk or less adhere to it." + ], + [ + "15", + "Aberrant", + "Has tentacles, teeth, or other off-putting features." + ], + [ + "16", + "Dream-eating", + "Creatures asleep within 10 feet do not dream." + ], + [ + "17", + "Clean", + "Remains pristine despite filth." + ], + [ + "18", + "Hungry", + "Needs daily meals, often odd things like wood shavings." + ], + [ + "19", + "Smelly", + "Smells like the last food the user ate." + ], + [ + "20", + "Flamboyant", + "Flashes of light, sparks of color, and other effects shower from it." + ], + [ + "21", + "Verdant trail", + "Small plants grow where the user walks, remaining for 1 hour." + ], + [ + "22", + "Complaining", + "Grumbles when not in use." + ], + [ + "23", + "Detecting", + "Aware of a specific animal or plant, such as squirrels or poison ivy, within 30 feet." + ], + [ + "24", + "Fibbing", + "Tells grandiose and obvious lies." + ], + [ + "25", + "Compressing", + "User is slightly shorter." + ], + [ + "26", + "Attentive", + "Turns to face the last creature to touch it." + ], + [ + "27", + "Soprano", + "User's voice becomes higher." + ], + [ + "28", + "Shrinking", + "Decreases in size when used." + ], + [ + "29", + "Aromatic", + "Nearby air smells pleasant." + ], + [ + "30", + "Temperate", + "Slight warmth spills from the item." + ], + [ + "31", + "Slime trail", + "User leaves a trail of slime where they walk, remaining for 1 hour." + ], + [ + "32", + "Tetrachromatic", + "Colors seem more vivid to the user." + ], + [ + "33", + "Resounding", + "Nearby sounds are slightly louder." + ], + [ + "34", + "Insect-attracting", + "Harmless insects swarm around it." + ], + [ + "35", + "Ancient tongue", + "Speaks in a forgotten language." + ], + [ + "36", + "Bloodthirsty", + "The sight of blood causes it to quiver in anticipation." + ], + [ + "37", + "Polished", + "Highly reflective." + ], + [ + "38", + "Scribing", + "Absorbs ink for 1 hour, allowing its points to be used as a pen." + ], + [ + "39", + "Dirty", + "A layer of filth always remains." + ], + [ + "40", + "Eye-altering", + "User's eye color changes." + ], + [ + "41", + "Preserving", + "Food within 1 foot spoils at half rate." + ], + [ + "42", + "Leafy", + "Small plants grow on or from it." + ], + [ + "43", + "Wet", + "It and its user are always damp." + ], + [ + "44", + "Encouraging", + "Offers encouragement when the user fails a check." + ], + [ + "45", + "Loyal", + "Remains within 5 feet of the user, as if on a tether." + ], + [ + "46", + "Ritualistic", + "Demands the user perform a simple act every morning." + ], + [ + "47", + "Restless", + "Slowly moves and fidgets." + ], + [ + "48", + "Displaced", + "Appears offset from where it is." + ], + [ + "49", + "Caring", + "Provides advice and reminders." + ], + [ + "50", + "Projecting", + "Light creates a kaleidoscopic effect." + ], + [ + "51", + "Hair-altering", + "User's hair color changes." + ], + [ + "52", + "Watchful", + "Staring eyes cover it." + ], + [ + "53", + "Generous", + "Produces small, token gifts." + ], + [ + "54", + "Bass", + "User's voice becomes lower." + ], + [ + "55", + "Leaking", + "Secretes a harmless liquid." + ], + [ + "56", + "Taste-altering", + "Food tastes different, such as tasting sweeter or saltier." + ], + [ + "57", + "Bouncy", + "Bounces on collision." + ], + [ + "58", + "Lucid", + "Creatures asleep within 10 feet see the item in their dreams." + ], + [ + "59", + "Decorous", + "Insists the user use polite language." + ], + [ + "60", + "Junky", + "Appears shoddy or made of scraps." + ], + [ + "61", + "Cavorting", + "Dances in place when not in use." + ], + [ + "62", + "Furry", + "Covered by a thin coat of fur." + ], + [ + "63", + "Unusually colored", + "An outlandish color, such as a bright purple suit of armor." + ], + [ + "64", + "Sonorous", + "Sounds a pure tone when struck." + ], + [ + "65", + "Starry", + "Seems made of night sky." + ], + [ + "66", + "Compact", + "Packs neatly into a smaller form." + ], + [ + "67", + "Misting", + "Constantly leaking mist or steam." + ], + [ + "68", + "Chirping", + "Coos and squeaks when used." + ], + [ + "69", + "Balanced", + "Always remains perfectly upright." + ], + [ + "70", + "Sun-blocking", + "User never receives sunburns." + ], + [ + "71", + "Animal-attracting", + "Harmless animals follow the user." + ], + [ + "72", + "Flaunting", + "Forces user to move dramatically." + ], + [ + "73", + "Tracing", + "Followed by thin trails of color." + ], + [ + "74", + "Monologuing", + "Recites long lectures or speeches." + ], + [ + "75", + "Foretelling", + "Makes mysterious predictions." + ], + [ + "76", + "Adhesive", + "Sticks slightly to any surface." + ], + [ + "77", + "Levitating", + "Floats slightly above a surface." + ], + [ + "78", + "Slimy", + "Covered by a thin layer of slime." + ], + [ + "79", + "Commentating", + "Remarks on its surroundings." + ], + [ + "80", + "Numbing", + "User is less sensitive to pain." + ], + [ + "81", + "Time-telling", + "Announces the current time." + ], + [ + "82", + "Towering", + "User is slightly taller." + ], + [ + "83", + "Absorbent", + "Absorbs up to one pint of liquid." + ], + [ + "84", + "Faceted", + "Appears made of crystal or gems." + ], + [ + "85", + "Bubbly", + "Creates bubbles when used." + ], + [ + "86", + "Image-flipping", + "User appears to be mirrored." + ], + [ + "87", + "Hair-growing", + "User's hair grows at double rate." + ], + [ + "88", + "Alternating", + "Appearance slowly changes." + ], + [ + "89", + "Sweaty", + "Becomes damp and pungent when used extensively." + ], + [ + "90", + "Glittering", + "Shimmers and glows with light." + ], + [ + "91", + "Molting", + "Sheds a thick film every morning." + ], + [ + "92", + "Echoing", + "Sounds around the user echo." + ], + [ + "93", + "Shadowless", + "Item and user cast no shadow." + ], + [ + "94", + "Storytelling", + "Is inscribed with a story or knows a tale it can recite on command." + ], + [ + "95", + "Chilled", + "Slightly cool to the touch." + ], + [ + "96", + "Color-washing", + "User's vision shifts to a given coloration, such as sepia or monochrome." + ], + [ + "97", + "Growing", + "Increases in size when used." + ], + [ + "98", + "Floating", + "Slowly descends when dropped." + ], + [ + "99", + "Two quirks", + "Roll twice on the table and apply both quirks to the item. Reroll any results of 99 or 100." + ], + [ + "100", + "Three quirks", + "Roll three times on the table and apply all quirks to the item. Reroll any results of 99 or 100." + ] + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 88, + "name": "Intelligent Items", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 88, + "entries": [ + "Magic items with a mind of their own have been a hallmark of myth and fantasy for millennia. When integrated into a campaign, they can become memorable characters in their own right." + ] + }, + "Intelligent items are a special kind of magic item that straddles the line between treasure and NPC. An intelligent item might be another type of item as well: it could be an artifact (like {@i Serithtial} on page 112), a cursed item (page 90), or even a relic (page 94) that grows with its wielder.", + "Introducing an intelligent item is an effective way to subtly alter the party dynamic. An intelligent item works well when its personality makes it a natural complement or foil for its partner: the PC investing, holding, or otherwise interacting with the item. An intelligent item that can communicate only with that particular PC is also a great way to engage players who are a bit quieter, or those slower to speak in a scene where all the PCs can talk to a particular NPC. Due to their inherently limited agency, intelligent items are at less of a risk for stealing the spotlight than other NPCs who travel along with the party.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 88, + "name": "Intelligent Item Rules", + "entries": [ + "Every intelligent item has the {@trait intelligent} trait. Intelligent items can't be crafted by normal means\u2014typically an accident, a divine act, or a major sacrifice on the part of the creator is required to grant the item the mental essence it needs for sentience, and in some rare cases the spiritual essence it needs to have a soul of its own.", + "Because of this, intelligent items are always rare or unique. The normal statistics and rules for wearing or using an item of its type still apply to an intelligent item. In addition, intelligent items have a few statistics other items lack.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 88, + "name": "Alignment", + "entries": [ + "An intelligent item always has an alignment trait, just like any other creature, even if it isn't fully sapient. Few intelligent items are capable of growing and changing their alignment and fundamental nature; most are fixed at the time of their creation." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 88, + "name": "Perception and Senses", + "entries": [ + "An intelligent item that has any sense of the world around them has a {@skill Perception} modifier. Intelligent items have only the senses listed within their entry, rather than the assumed assortment of senses that most creatures have. If an intelligent item notices something its partner doesn't, it might be able to communicate with its partner and let them know." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 88, + "name": "Communication and Languages", + "entries": [ + "Intelligent items almost always have some means of communication\u2014an easy way to demonstrate an item's intelligence! The most common ways are via empathy, speech, and telepathy. Speech and telepathy function as they do for any creature, while an empathic connection allows the item to share only emotions. Empathic and telepathic connections are often limited either to the item's partner or to a certain distance.", + "If an intelligent item understands or speaks any languages, they are listed in parentheses in its Communication entry. If the item doesn't have speech listed, it can only understand the listed languages, not speak them." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 88, + "name": "Skills", + "entries": [ + "Intelligent items might have skill modifiers for Intelligence, Wisdom, or Charisma-based skills that fit their nature." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 88, + "name": "Ability Scores", + "entries": [ + "Intelligent items have Intelligence, Wisdom, and Charisma scores, though as inanimate objects, they don't have Strength, Dexterity, or Constitution entries." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 88, + "name": "Will Save", + "entries": [ + "Since they have their own minds, intelligent items might be subject to {@trait mental} effects that require a Will save." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 88, + "name": "Item Agency", + "entries": [ + "As a default, intelligent items have control over all their own magic, meaning an intelligent magic weapon could deny the effects of its fundamental and property runes if it so chose, and intelligent items perform their own activations when they wish. Intelligent items can typically use 3 actions per turn, acting on their partner's turn. These actions don't count toward their partner's 3 actions. They have a reaction if any of their activations requires one.", + "Beyond denying magic effects and communicating their displeasure, intelligent items can usually influence or hinder their partners only in subtle ways. If the item is a weapon or tool necessary for an action (like thieves' tools), it can at least be disruptive enough to make its partner take a \u20132 circumstance penalty to associated checks, much as if the partner were using an improvised weapon or tool. If an intelligent item can have a greater effect, such as seizing control of its partner's body for a time, the intelligent item's entry includes those abilities." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 89, + "name": "Designing Intelligent Items", + "entries": [ + "When you first set out to create an intelligent item, ask yourself what role you expect the item will play in your game. Unlike any other item, the intelligent item is a character of its own and adds to the group dynamic, usually in ways similar to a minor NPC who follows the party throughout the adventure. That means it's important to have a clear role in mind. Is the item an ally in the PCs' dangerous quest? A kindred spirit and confidante? A foil for the PC? A morally ambiguous ally worth handling for its great power? Or perhaps a bit of comic relief? Once you know what you want in the item, you can develop its personality and abilities in parallel, coming up with thematic links between them.", + "When choosing values for the intelligent item's statistics, you'll often want to use values suitable for a creature of its level. You could use much lower values if you want to give it a weakness, but keep in mind that a low Will modifier might make it particularly easy to control, which could be a problem if it can make life miserable for its partner. Because the item can usually activate its abilities on its own, the intelligent item is essentially adding a limited additional character to the PCs' team, so consider its effect on the encounters the PCs face. For example, a high-level normal item that lets a PC cast a 3rd-level {@i fireball} every round might be reasonable given that it counts toward the PC's available actions, but an intelligent item is adding that {@i fireball} on top of everything else the PCs can do." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 89, + "name": "Specific Intelligent Items", + "entries": [ + "The following, as well as the intelligent artifact {@i Serithtial} on page 112, are a few example intelligent items to get you started." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 90, + "name": "Cursed Items", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 90, + "entries": [ + "While magical items can be potent weapons in any adventurer's arsenal, magic can be unpredictable and is not always benign. Cursed items are unusual magical creations that have a malicious effect on the unwary and can force its wielders into difficult choices." + ] + }, + "Cursed items are almost never made intentionally; even those who set out to curse an item find the task incredibly difficult or even impossible. These items are the results of magical mishaps, shoddy crafting, or sinister forces interfering with the creation. Many specify how their curses work, but curses are fickle, and you as the GM determine how curses play out in your game. Due to these factors, an item with the {@trait cursed} trait is always rare.", + "{@b Identifying Cursed Items:} Cursed items often appear to be ordinary magical items, as the magic that warps their function also disguises their curses from detection. Unless you roll a critical success when Identifying a cursed item, it simply appears as something {@condition helpful} or benign. A critical success reveals both the presence of the curse and the exact nature of the curse.", + "{@b Removing Cursed Items:} Many cursed items can't be discarded. Some use magic to fuse to the wielder, making it impossible to remove the item, while others attune to their owner and return even if discarded. (This section uses the term \"fuse\" to describe either situation.) In many cases, this feature reveals itself only after the cursed item has been triggered for the first time or after investing the item for the first time, allowing the user to develop a false sense of security. Fused cursed items can be removed by targeting the item's owner with a {@i remove curse} spell or similar magic. If the spell is successful, the item can be discarded, but nothing prevents the item from cursing the same creature again if the conditions are met, so it's best to dispose of the item quickly. Invested cursed items that can't be removed continue to count against a character's invested items, even without reinvesting them each day.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 90, + "name": "Specific Cursed Items", + "entries": [ + "The following are a few examples of cursed items." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 92, + "name": "Item Curses", + "entries": [ + "Most curses alter a base item. Item curses alter their base item, much like a property rune, though they can't be detected or identified unless a creature critically succeeds at a check to Identify the Item. A curse can be applied to the specific types of magic items listed in its Usage entry.", + "Curses typically can't be removed or transferred from the item, though at your discretion, either might be possible after the curse is {@condition broken}. If the PCs manage to break the curse, the newly uncursed item could be quite valuable." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 94, + "name": "Relics", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 94, + "entries": [ + "Some extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurer's legend. These are called relics, and owning one can define a character more than any other magic item could." + ] + }, + "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.", + "The decision to add relics to the game is entirely up to you as the GM. If you decide to add them, you'll need to adjust treasure somewhat. It's also wise to consider how many players you expect to end up with relics. Will they each get one? Or will there be just one or two tied to the theme of the campaign?", + { + "type": "pf2-h2", + "source": "GMG", + "page": 94, + "name": "Discovering a Relic", + "entries": [ + "Some relics might begin as ordinary items with a rich history. They might be part of a character's starting gear, only to have their true powers uncovered later during play.", + "Other relics can be acquired during play as part of the ongoing story. Regardless of their origin, these powerful items might not appear to be much at first, but they contain the potential to become something truly great.", + "For example, an old, tarnished amulet found around the neck of a buried king might turn out to be an item of deep historical significance that awakens to great power.", + "The seemingly ordinary family sword, passed down to each new generation, might unlock {@condition hidden} potential through the deeds of its owner.", + "The PCs might immediately recognize a relic for its ability, or they might carry it for a time before its true nature becomes apparent. The story of a relic should be a tale of discovery. At first, a relic's wielder likely does not fully understand the item's power, or might be unable to use it, learning of its abilities only after a momentous event or fortuitous breakthrough. Ultimately, relics are powerful tools in service of the story, working as a valuable tie to the narrative, but their growth and development are in your hands. Because of the place relics hold in the story, they aren't available for purchase, nor can they be crafted.", + "Pay attention to the characters' backstories for potential relics, and look for spots in your narrative that might be suitable for campaign relics. If you're planning to use relics in your game, let the players know in advance, since their ideas and plans can guide you and give them greater investment in the relics.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 94, + "name": "Background Relics", + "entries": [ + "A background relic is tied to the history of a character, and its form and abilities should draw inspiration from the story of their character's life or the past of the item.", + "The relic could be a gift from a friend or mentor, an heirloom from the character's family, a found object from their upbringing, or even the first item they ever crafted. The player should select the form of the relic (a battered longsword, a copper ring, or a threadbare red cloak, for example)" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 94, + "name": "Campaign Relics", + "entries": [ + "A campaign relic is drawn from the ongoing story of the campaign. You decide the entirety of the item, from its form to its aspects (described below) as part of the story of the campaign. Use campaign relics to reinforce and foreshadow the themes of your game. Relics come to those who need them to do great deeds, after all, so finding a relic with the perfect aspects for your future challenges is entirely likely. Unlike background relics, campaign relics typically have magical abilities when first found." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 95, + "name": "Relic Aspects", + "entries": [ + "Each relic is associated with aspects\u2014typically two\u2014that speak to its overall concept and purpose. The individual gifts each have an associated aspect. You should almost always select gifts that have an aspect matching one of those found on the relic. For example, a brass dagger recovered from the City of Brass might have the fire and mind aspects, which means that it could have the flare bolt gift (which has the fire aspect), but not the rolling geode gift (which has the earth aspect)", + "Usually you can determine at least one aspect of a relic easily by looking at the history of the item or personality of the character. For example, if a player decides that their background relic is a rusty mace wielded by the character's great grandmother in battle against rising undead hordes, the mace might have the life aspect, as it was used to slay countless undead creatures. There's no harm in letting the player choose an aspect for a background relic; through play, the item will reveal another aspect associated with it. In the previous example, the mace might reveal itself to have powers against demons as well, in which case its aspects might be celestial and life." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 95, + "name": "Advancing a Relic", + "entries": [ + "As a relic's bearer performs mighty deeds and advances their story, the relic gets stronger. The most basic advancement for a relic is its level, which always matches that of its owner. Weapons and armor can gain fundamental runes normally. You decide what, if any, property runes can be added to a given relic; by default, they can't have property runes, like any other specific item.", + "The more complex advancement comes from gifts.", + "Table 2\u201322: Relic Gifts shows the typical number of gifts a relic should have at a given level, but relics don't follow this strictly. Rather, gifts arise according to the pace of the story, the needs of the campaign, and the relationship between the character and the relic. Generally speaking, this results in a relic gaining one gift for every 4 levels its bearer has, but this might fluctuate as the campaign progresses. For example, a relic might gain its first gift at 4th level after the bearer defeats a powerful foe. It might then gain its second at 7th, after they perform a special ritual. That same relic might not gain another gift until 13th level and then again at 16th as the player reaches other major milestones.", + "The gift types\u2014minor, major, and grand\u2014indicate their general power level. Again, the table indicates what's generally appropriate at certain levels, but you can alter them as you see fit. You should usually avoid giving a minor gift at 10th level or higher, because it just won't be that impressive, though some of them scale well enough to be interesting at higher levels. The Gold Piece Equivalent entry for each gift helps you determine how much you should reduce treasure when using relics (see Adjusting Treasure below)", + { + "type": "table", + "source": "GMG", + "page": 95, + "name": "RELIC GIFTS", + "id": "2-22", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Number of Gifts", + "Minimum Level", + "Gift Type", + "Gold Piece Equivalent" + ], + [ + "1", + "1st", + "Minor", + "20 gp" + ], + [ + "2", + "5th", + "Minor", + "160 gp" + ], + [ + "3", + "9th", + "Major", + "700 gp" + ], + [ + "4", + "13th", + "Major", + "3,000 gp" + ], + [ + "5", + "17th", + "Grand", + "15,000 gp" + ] + ] + }, + "You decide what gifts a relic gains, generally by either selecting a single gift or offering two paths for the relic to grow and allowing the player to choose, but this should be informed by the story and the nature of the character bearing the relic. A relic should complement the bearer, bolstering the bearer's strengths and helping to overcome their weaknesses. Within that framework, you should try to maintain a cohesive theme for the relic." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 95, + "name": "Adjusting Treasure", + "entries": [ + "When you incorporate relics into your game, you can adjust the treasure gained by the party down to account for the relics increasing in power. Essentially, some of the treasure from Table 10\u20139: Party Treasure by Level on page 509 of the {@i Core Rulebook} should be replaced with relic seeds and gifts instead. You can use the relic's minimum level, replacing a permanent item of that level, or you can use the gp equivalent. Keep in mind that relic gifts are often a little more powerful than other items with the same Price even when they start out, and they often scale without any additional costs, so PCs with relics will usually be a bit more powerful.", + "If you prefer, you can grant relics in addition to other rewards. This means PCs will be much more powerful, but you're rewarding their investment in the story." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 95, + "name": "Making Relic Seeds", + "entries": [ + "A relic seed can be quite simple: imagine a standard item with two aspects and an appearance that matches the theme. You can also use an existing magic item for a campaign relic; pick two aspects for it, and tweak its appearance or characteristics to make it clearly different from other items of its type. You can choose a tradition for the seed and apply that trait to the seed and all the gifts of the seed. This tradition might be derived from the background of the item, or it might appear or change through story moments involving the relic.", + "If you want a relic to have an additional special benefit, you can design it to grant a bonus to a skill, typically a +1 item bonus for a 3rd-level relic." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 96, + "name": "Relic Gifts", + "entries": [ + "Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character's career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.", + "The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 96, + "name": "Gift Saves and Spell Attack Rolls", + "entries": [ + "Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner's class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic's counteract modifier is equal to its owner's counteract modifier." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 106, + "name": "Artifacts", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 106, + "entries": [ + "A globe of utter darkness that consumes all things. Powerful weapons created in antiquity carrying the hopes of an entire people. A simple deck of cards representing fortunes both transcendent and deadly. These are artifacts\u2014items of incredible power, spoken of in thousands of stories and beyond the capability of modern people to create." + ] + }, + "Stranger and more powerful than other magic items, artifacts can change the course of history in the right hands\u2014or the wrong hands. Simply finding an artifact is a pivotal moment in your campaign, and its presence then ripples throughout your entire game, warping the story around it. Some entire adventures revolve around one artifact! Adding an artifact to your game should never be taken lightly. Artifacts shouldn't be found in normal treasure hoards, even at 20th level, and you'll need to structure moments in your plot that play into the artifact's presence.", + "Prepare yourself for encounters being easily overcome by the artifact. That doesn't mean you shouldn't include such encounters, since part of the thrill of an artifact is that it breaks the normal rules! Though you should include an artifact mindfully, you should allow it to have its full impact so that it can do itself and the story of your game justice.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 106, + "name": "Artifact Rules", + "entries": [ + "Every artifact is an item with the {@trait artifact} trait. This trait means two things: the item can't be crafted by normal means, and it can't be damaged by normal means.", + "Artifacts are always rare or unique. The ones found here are all 20th level or higher, which is typical for artifacts.", + "The other rules for wearing or using the item still apply.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 106, + "name": "Artifact Destruction", + "entries": [ + "An artifact's stat block usually has a destruction entry.", + "This details the extraordinary method needed to destroy the item. These entries can be highly specific. It could take completing an entire quest, or even an entire campaign, to finally destroy an artifact. However, the story of your game might require something different, so you can always change an artifact's destruction requirement for your game." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 106, + "name": "Creating an Artifact", + "entries": [ + "Mechanically, an artifact functions in the game just like any other item\u2014only the scope of its abilities is different. Artifacts can and should do things normal items can't, so you don't need to apply the normal limitations on creating items.", + "When you're making an artifact, start by defining its role in the story. Is it meant to be a powerful weapon against the forces of darkness? A mercurial force injecting random chance? A terrible danger that needs to be destroyed? The artifact's role in the story affects the features you give it. Come up with some story beats that make sense for the item, then create abilities that enable those moments. An artifact can have more abilities than a typical item\u2014just make sure they all fit its theme.", + "Give your item the {@trait artifact} trait and either the {@trait rare} trait (if there multiple items of its kind), or the {@trait unique} trait (if only one exists). Other traits work like they do for any other item. An artifact is usually 20th level or higher, but its specific level is up to you. Imagine who created it and what their level likely was.", + "Though you can disregard most of the normal limitations on items, be careful not to create an artifact that will undermine your story. If your item's abilities are so useful or strong that the best option in any battle is to always use the artifact to annihilate the opposition, the artifact has taken over your story instead of serving it. A 5th-level character with access to 10th-level spells through an artifact can lead to incredible stories, but if the DC is so high that enemies are guaranteed to critically fail against those spells except on a natural 20, the item will probably distort play more than you intended. To avoid this, you might set the item's DCs, attack bonuses, and the spell levels of its offensive abilities significantly lower than they would be for an item of its level, especially if they can be used at will. You could also create artifacts that use the wielder's spell DC instead of having their own DC, to make them more broadly usable at a wider range of levels. In addition, an artifact's abilities should be somewhat narrow in their application; aim to make your artifacts very powerful in certain situations, rather than having broadly applicable abilities. For instance, the {@i orbs of dragonkind} each work against only a certain kind of dragon, which makes them hugely powerful when facing that one creature, but not against every foe the PCs run across." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 106, + "name": "Artifacts", + "entries": [ + "Countless artifacts have been created over the ages, only a few of which are described here." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 114, + "name": "Gems and Art Objects", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 114, + "entries": [ + "Many people treasure gems for their brilliant colors and for the alchemical or even magical properties some have. Works of art and their value, meanwhile, vary as widely as the concept of beauty between cultures. They may be more elegant versions of useful items, or exist solely to be admired and envied." + ] + }, + "Much like coins, gems and art objects are valuable currency worth their full Price when sold. When making a treasure hoard, you can choose gems or art objects you like, or roll randomly using percentile dice.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 114, + "name": "Gems", + "entries": [ + "Gems are naturally occurring minerals, typically in a crystalline form, or, in a few cases, organic material such as amber, coral, and pearls. All but the largest gems weigh about half as much as a coin, so about 2,000 gems is 1 Bulk. Unworked gems are worth half the Price of a finished gem and can serve as the minimum raw materials necessary to {@action Craft} the finished gem. Lesser semiprecious stones are level 0 items, moderate and greater semiprecious stones are 1st-level items, lesser and moderate precious stones are 4th-level items that require expert proficiency to {@action Craft}, and greater precious stones are 7th-level items that require master proficiency to {@action Craft}.", + { + "type": "tableGroup", + "source": "GMG", + "page": 114, + "tables": [ + { + "type": "table", + "name": "GEMS", + "id": "2-23", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Lesser Semiprecious Stones", + "Price" + ], + [ + "1\u20137", + "Agate", + "{@dice 1d4×5} sp" + ], + [ + "8\u201314", + "Alabaster", + "{@dice 1d4×5} sp" + ], + [ + "15\u201321", + "Azurite", + "{@dice 1d4×5} sp" + ], + [ + "22\u201328", + "Hematite", + "{@dice 1d4×5} sp" + ], + [ + "29\u201335", + "Lapis lazuli", + "{@dice 1d4×5} sp" + ], + [ + "36\u201342", + "Malachite", + "{@dice 1d4×5} sp" + ], + [ + "43\u201349", + "Obsidian", + "{@dice 1d4×5} sp" + ], + [ + "50\u201356", + "Pearl, irregular freshwater", + "{@dice 1d4×5} sp" + ], + [ + "57\u201363", + "Pyrite", + "{@dice 1d4×5} sp" + ], + [ + "64\u201370", + "Rhodochrosite", + "{@dice 1d4×5} sp" + ], + [ + "71\u201377", + "Quartz, rock crystal", + "{@dice 1d4×5} sp" + ], + [ + "78\u201384", + "Shell", + "{@dice 1d4×5} sp" + ], + [ + "85\u201392", + "Tiger's-eye", + "{@dice 1d4×5} sp" + ], + [ + "93\u2013100", + "Turquoise", + "{@dice 1d4×5} sp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Moderate Semiprecious Stones", + "Price" + ], + [ + "1\u20137", + "Bloodstone", + "{@dice 1d4×25} sp" + ], + [ + "8\u201314", + "Carnelian", + "{@dice 1d4×25} sp" + ], + [ + "15\u201321", + "Chrysoprase", + "{@dice 1d4×25} sp" + ], + [ + "22\u201328", + "Citrine", + "{@dice 1d4×25} sp" + ], + [ + "29\u201335", + "Ivory", + "{@dice 1d4×25} sp" + ], + [ + "36\u201342", + "Jasper", + "{@dice 1d4×25} sp" + ], + [ + "43\u201349", + "Moonstone", + "{@dice 1d4×25} sp" + ], + [ + "50\u201356", + "Onyx", + "{@dice 1d4×25} sp" + ], + [ + "57\u201363", + "Peridot", + "{@dice 1d4×25} sp" + ], + [ + "64\u201370", + "Quartz, milky, rose, or smoky", + "{@dice 1d4×25} sp" + ], + [ + "71\u201377", + "Sard", + "{@dice 1d4×25} sp" + ], + [ + "78\u201384", + "Sardonyx", + "{@dice 1d4×25} sp" + ], + [ + "85\u201392", + "Spinel, red or green", + "{@dice 1d4×25} sp" + ], + [ + "93\u2013100", + "Zircon", + "{@dice 1d4×25} sp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Greater Semiprecious Stones", + "Price" + ], + [ + "1\u201310", + "Amber", + "{@dice 1d4×5} gp" + ], + [ + "11\u201320", + "Amethyst", + "{@dice 1d4×5} gp" + ], + [ + "21\u201330", + "Chrysoberyl", + "{@dice 1d4×5} gp" + ], + [ + "31\u201340", + "Coral", + "{@dice 1d4×5} gp" + ], + [ + "41\u201350", + "Garnet", + "{@dice 1d4×5} gp" + ], + [ + "51\u201360", + "Jade", + "{@dice 1d4×5} gp" + ], + [ + "61\u201370", + "Jet", + "{@dice 1d4×5} gp" + ], + [ + "71\u201380", + "Pearl, saltwater", + "{@dice 1d4×5} gp" + ], + [ + "81\u201390", + "Spinel, deep blue", + "{@dice 1d4×5} gp" + ], + [ + "91\u2013100", + "Tourmaline", + "{@dice 1d4×5} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Lesser Precious Stones", + "Price" + ], + [ + "1\u201325", + "Aquamarine", + "{@dice 1d4×50} gp" + ], + [ + "26\u201350", + "Opal", + "{@dice 1d4×50} gp" + ], + [ + "51\u201375", + "Pearl, black", + "{@dice 1d4×50} gp" + ], + [ + "76\u2013100", + "Topaz", + "{@dice 1d4×50} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Moderate Precious Stones", + "Price" + ], + [ + "1\u201325", + "Diamond, small", + "{@dice 1d4×100} gp" + ], + [ + "26\u201350", + "Emerald", + "{@dice 1d4×100} gp" + ], + [ + "51\u201375", + "Ruby, small", + "{@dice 1d4×100} gp" + ], + [ + "76\u2013100", + "Sapphire", + "{@dice 1d4×100} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Greater Precious Stones", + "Price" + ], + [ + "1\u201325", + "Diamond, large", + "{@dice 1d4×500} gp" + ], + [ + "26\u201350", + "Emerald, brilliant green", + "{@dice 1d4×500} gp" + ], + [ + "51\u201375", + "Ruby, large", + "{@dice 1d4×500} gp" + ], + [ + "76\u2013100", + "Star sapphire", + "{@dice 1d4×500} gp" + ] + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 114, + "name": "Art Objects", + "entries": [ + "These pieces of artwork have listed values, but might be more valuable to a collector or someone with a personal connection. When including art objects, consider whether the PCs could discover this information and secure a greater reward. For instance, a dwarven crown might be worth 1,000 gp for its exquisite crafting, but even more to the dwarves who lost the crown of their first queen long ago.", + "This could also be a plot hook for a later adventure.", + "On the other hand, the materials used to make an art object, such as the paint and the canvas of a painting, are worth far less than the finished object. Some art objects on Table 2\u201324 include uncommon or rare precious materials, though usually not in large enough amounts for other crafting purposes. If you're rolling randomly and don't want to give out an uncommon or rare material, roll again or modify the description (for instance, you might change the mithral crown in the major art objects list to a gold crown)", + { + "type": "tableGroup", + "source": "GMG", + "page": 115, + "tables": [ + { + "type": "table", + "name": "SAMPLE ART OBJECTS", + "id": "2-24", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Minor Art Object", + "Price" + ], + [ + "1\u20135", + "Elegant cloth doll", + "{@dice 1d4} gp" + ], + [ + "6\u201310", + "Scrimshaw whale bone", + "{@dice 1d4} gp" + ], + [ + "11\u201315", + "Illustrated book", + "{@dice 1d4} gp" + ], + [ + "16\u201320", + "Brass statuette of a bull", + "{@dice 1d4} gp" + ], + [ + "21\u201325", + "Carved wooden game set", + "{@dice 1d4} gp" + ], + [ + "26\u201330", + "Set of six ivory dice", + "{@dice 1d4} gp" + ], + [ + "31\u201335", + "Engraved copper ring", + "{@dice 1d4} gp" + ], + [ + "36\u201340", + "Lapis lazuli pendant", + "{@dice 1d4} gp" + ], + [ + "41\u201345", + "Hand mirror with decorated frame", + "{@dice 1d4} gp" + ], + [ + "46\u201350", + "Colorful velvet half mask", + "{@dice 1d4} gp" + ], + [ + "51\u201355", + "Set of decorated ceramic plates", + "{@dice 1d4} gp" + ], + [ + "56\u201360", + "Leather flagon with Caydenite symbol", + "{@dice 1d4} gp" + ], + [ + "61\u201365", + "Bronze bowl with wave imagery", + "{@dice 1d4} gp" + ], + [ + "66\u201370", + "Brass anklet", + "{@dice 1d4} gp" + ], + [ + "71\u201375", + "Iron cauldron with gargoyle faces", + "{@dice 1d4} gp" + ], + [ + "76\u201380", + "Silver religious symbol", + "{@dice 1d4} gp" + ], + [ + "81\u201385", + "Bronze brazier with Asmodean artwork", + "{@dice 1d4} gp" + ], + [ + "86\u201390", + "Plain brass censer", + "{@dice 1d4} gp" + ], + [ + "91\u201395", + "Simple sculpture", + "{@dice 1d4} gp" + ], + [ + "96\u2013100", + "Simple painting", + "{@dice 1d4} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Lesser Art Object", + "Price" + ], + [ + "1\u20135", + "Silk ceremonial armor", + "{@dice 1d4×10} gp" + ], + [ + "6\u201310", + "Inscribed crocodile skull", + "{@dice 1d4×10} gp" + ], + [ + "11\u201315", + "Illuminated manuscript", + "{@dice 1d4×10} gp" + ], + [ + "16\u201320", + "Simple silver circlet", + "{@dice 1d4×10} gp" + ], + [ + "21\u201325", + "Copper statuette of a salamander", + "{@dice 1d4×10} gp" + ], + [ + "26\u201330", + "Alabaster and obsidian game set", + "{@dice 1d4×10} gp" + ], + [ + "31\u201335", + "Silk fan decorated with turquoise", + "{@dice 1d4×10} gp" + ], + [ + "36\u201340", + "Ceremonial dagger with onyx hilt", + "{@dice 1d4×10} gp" + ], + [ + "41\u201345", + "Amphora with lavish scenes", + "{@dice 1d4×10} gp" + ], + [ + "46\u201350", + "Colorful pastoral tapestry", + "{@dice 1d4×10} gp" + ], + [ + "51\u201355", + "Chrysoberyl symbol of an evil eye", + "{@dice 1d4×10} gp" + ], + [ + "56\u201360", + "Alabaster idol", + "{@dice 1d4×10} gp" + ], + [ + "61\u201365", + "Silk mask decorated with citrines", + "{@dice 1d4×10} gp" + ], + [ + "66\u201370", + "Set of decorated porcelain plates", + "{@dice 1d4×10} gp" + ], + [ + "71\u201375", + "Etched copper ewer", + "{@dice 1d4×10} gp" + ], + [ + "76\u201380", + "Brass scepter with amethyst head", + "{@dice 1d4×10} gp" + ], + [ + "81\u201385", + "Bronze chalice with bloodstones", + "{@dice 1d4×10} gp" + ], + [ + "86\u201390", + "Iron and rock crystal brazier", + "{@dice 1d4×10} gp" + ], + [ + "91\u201395", + "Quality sculpture by an unknown", + "{@dice 1d4×10} gp" + ], + [ + "96\u2013100", + "Quality painting by an unknown", + "{@dice 1d4×10} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Moderate Art Object", + "Price" + ], + [ + "1\u20135", + "Porcelain doll with amber eyes", + "{@dice 1d4×25} gp" + ], + [ + "6\u201310", + "Marble altar", + "{@dice 1d4×25} gp" + ], + [ + "11\u201315", + "Parade armor with flourishes", + "{@dice 1d4×25} gp" + ], + [ + "16\u201320", + "Silver coronet with peridots", + "{@dice 1d4×25} gp" + ], + [ + "21\u201325", + "Moonstone and onyx game set", + "{@dice 1d4×25} gp" + ], + [ + "26\u201330", + "Gold and garnet ring", + "{@dice 1d4×25} gp" + ], + [ + "31\u201335", + "Ceremonial shortsword with spinels", + "{@dice 1d4×25} gp" + ], + [ + "36\u201340", + "Silver statuette of a raven", + "{@dice 1d4×25} gp" + ], + [ + "41\u201345", + "Porcelain vase inlaid with gold", + "{@dice 1d4×25} gp" + ], + [ + "46\u201350", + "Enormous tapestry of a major battle", + "{@dice 1d4×25} gp" + ], + [ + "51\u201355", + "Gold necklace with peridots", + "{@dice 1d4×25} gp" + ], + [ + "56\u201360", + "Virtuoso silver flute", + "{@dice 1d4×25} gp" + ], + [ + "61\u201365", + "Coral idol of an elemental lord", + "{@dice 1d4×25} gp" + ], + [ + "66\u201370", + "Silver mirror with gilded frame", + "{@dice 1d4×25} gp" + ], + [ + "71\u201375", + "Silver flagon inscribed with fields", + "{@dice 1d4×25} gp" + ], + [ + "76\u201380", + "Copper and spinel puzzle box", + "{@dice 1d4×25} gp" + ], + [ + "81\u201385", + "Small cold iron cauldron with onyx", + "{@dice 1d4×25} gp" + ], + [ + "86\u201390", + "Silver and jade censer", + "{@dice 1d4×25} gp" + ], + [ + "91\u201395", + "Life-size sculpture by an expert", + "{@dice 1d4×25} gp" + ], + [ + "96\u2013100", + "Wide landscape by an expert", + "{@dice 1d4×25} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Greater Art Object", + "Price" + ], + [ + "1\u20135", + "Gilded ceremonial armor", + "{@dice 1d4×250} gp" + ], + [ + "6\u201310", + "Ancient dragon skull etched with mystic sigils", + "{@dice 1d4×250} gp" + ], + [ + "11\u201315", + "Original manuscript from a world-famous author", + "{@dice 1d4×250} gp" + ], + [ + "16\u201320", + "Gold and aquamarine diadem", + "{@dice 1d4×250} gp" + ], + [ + "21\u201325", + "Gold dragon statuette", + "{@dice 1d4×250} gp" + ], + [ + "26\u201330", + "Jet and white gold game set", + "{@dice 1d4×250} gp" + ], + [ + "31\u201335", + "Gold rapier with amethysts", + "{@dice 1d4×250} gp" + ], + [ + "36\u201340", + "Gold urn with scenes of judgment", + "{@dice 1d4×250} gp" + ], + [ + "41\u201345", + "Splendid lyre of world-famous lyrist", + "{@dice 1d4×250} gp" + ], + [ + "46\u201350", + "Platinum-framed monocle", + "{@dice 1d4×250} gp" + ], + [ + "51\u201355", + "Gold mask of a high priest", + "{@dice 1d4×250} gp" + ], + [ + "56\u201360", + "Crystal dinner set, fine silverware", + "{@dice 1d4×250} gp" + ], + [ + "61\u201365", + "Gold and opal bracelet", + "{@dice 1d4×250} gp" + ], + [ + "66\u201370", + "Intricate silver and gold music box", + "{@dice 1d4×250} gp" + ], + [ + "71\u201375", + "Jeweled orrery of the planes", + "{@dice 1d4×250} gp" + ], + [ + "76\u201380", + "Gilded scepter with sapphire", + "{@dice 1d4×250} gp" + ], + [ + "81\u201385", + "Fine gold spyglass", + "{@dice 1d4×250} gp" + ], + [ + "86\u201390", + "Gold chalice with black pearls", + "{@dice 1d4×250} gp" + ], + [ + "91\u201395", + "Towering sculpture by a master", + "{@dice 1d4×250} gp" + ], + [ + "96\u2013100", + "Famous portrait by a master", + "{@dice 1d4×250} gp" + ] + ] + }, + { + "type": "table", + "rollable": true, + "colStyles": [ + "", + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d100|d%}", + "Major Art Object", + "Price" + ], + [ + "1\u20135", + "Jewel-encrusted gold altar", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "6\u201310", + "Saint's bone with lost scriptures", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "11\u201315", + "Previously lost volume from a legendary author", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "16\u201320", + "Jeweled mithral crown", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "21\u201325", + "Platinum dragon statuette", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "26\u201330", + "Diamond ring with platinum band", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "31\u201335", + "Star sapphire necklace", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "36\u201340", + "Darkwood violin by a legend", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "41\u201345", + "Platinum image of a fey noble with a bit of orichalcum", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "46\u201350", + "Jeweled gold puzzle box", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "51\u201355", + "Crystallized dragon heart", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "56\u201360", + "Living flame shaped into a phoenix", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "61\u201365", + "Phasing ether silk tapestry", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "66\u201370", + "Solidified moment of time", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "71\u201375", + "Tankard owned by Cayden Cailean", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "76\u201380", + "Thought lens of astral essence", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "81\u201385", + "Divine art piece created by Shelyn", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "86\u201390", + "Chandelier crafted from dreams", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "91\u201395", + "Enormous chryselephantine sculpture by a legend", + "{@dice 1d4×1000|1d4×1,000} gp" + ], + [ + "96\u2013100", + "Major painting by a legend", + "{@dice 1d4×1000|1d4×1,000} gp" + ] + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "name": "Afflictions", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 116, + "entries": [ + "Wherever there is life, there are insidious perils that threaten the health and well-being of living creatures. Some of these afflictions, including many diseases, are inherent to the natural world. Others, such as drugs, are crafted by people the world over for recreational, unscrupulous, or other uses. And some\u2014curses being the most notorious\u2014exist solely to cause harm to others." + ] + }, + "Afflictions strike creatures with potent and often escalating results. This section presents a variety of curses, diseases, and drugs for use in your game. A broad sampling of poisons can be found beginning on page 550 of the {@i Core Rulebook}, and the rules for afflictions start on 457.", + "Depending on the tone of the campaign, the GM might want to roll secret saving throws for PCs affected by an affliction. This is particularly effective when the affliction is an element within a survival or horror game, or when it's part of a mystery.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 116, + "name": "Curses", + "entries": [ + "A curse is a manifestation of potent ill will. Curses typically have a single effect that takes place upon a failed saving throw and lasts a specified amount of time, or can be removed only by certain actions a character must perform or conditions they must meet. Rarely, curses will have stages; these follow the rules for afflictions.", + "Curses may come from a malicious action, such as a lich's Paralyzing Touch or a spell from an evil spellcaster.", + "Guardians of a tomb or treasure might ward their charge with a curse as protection against thieves. In some rare cases, a curse might manifest as a response to a terrible act, such as a massacre. When using a curse in your game, assign the curse to an item, location, situation, or similar element.", + "Then, decide on a trigger for the curse\u2014such as a creature attempting to steal a warded book, destroy a work of art, or slay a specific creature. A curse can even be tied to a specific location, in which case it functions as a simple hazard. Once that trigger occurs, the curse affects the triggering creature or creatures. Each affected creature must attempt a saving throw against the curse; if they fail, they are subject to the effects specified in the curse's Effect entry." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 118, + "name": "Diseases", + "entries": [ + "Exposure to disease can be a hazard, such as when PCs come into contact with a plague-ridden corpse; such hazards grant XP as a simple hazard of the disease's level. When a disease gives a {@condition sickened} condition that can't be reduced until it runs its course, that typically means the disease has symptoms such as a difficulty swallowing, loss of appetite, or nausea that make eating and drinking difficult but not impossible. Despite the condition's prohibition on eating or drinking, a creature can slowly and carefully eat and drink as long as they aren't in an encounter." + ] + }, + { + "type": "pf2-h2", + "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\u2014it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects\u2014it doesn't remove the disease.", + { + "type": "affliction", + "savingThrow": "Fortitude (DC equals that of the drug)", + "onset": "1 day", + "stages": [ + { + "stage": 1, + "entry": "{@condition fatigued}", + "duration": "1 week" + }, + { + "stage": 2, + "entry": "{@condition fatigued} and {@condition sickened||sickened 1}", + "duration": "1 week" + }, + { + "stage": 3, + "entry": "{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}", + "duration": "1 week" + }, + { + "stage": 4, + "entry": "{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}", + "duration": "1 week" + } + ] + } + ] + } + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "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\u2014particularly 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": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 122, + "name": "Building Worlds", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 122, + "entries": [ + "As a Game Master, you control the details of the world your players explore. The Age of Lost Omens campaign setting is a lush world suitable for countless adventures, but you might prefer to adventure in entirely new worlds, where every aspect of the setting and story is yours to decide!" + ] + }, + "Building your own campaign world can be a deeply fulfilling creative process, as it lets you bring to life the exact setting you envision. It gives you great flexibility, in that you can build only as much as you need for the next few adventures, and you can adapt the world on the fly to meet the demands of your story. It also gives you great control, allowing you to build precisely the setting you need for the story you want to tell. Finally, it bypasses some of the issues that can come with playing within an existing campaign setting, where you might create a narrative that contradicts published canon, or your players might stumble across major plot or setting spoilers. Whatever your world-building goals, this chapter guides you through the design process step by step.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 122, + "name": "Design Approach", + "entries": [ + "World building can be approached in many ways, but it fundamentally comes down to a simple preference. Do you start at a high level and zoom in, or do you start small and build up? This section outlines a largely top-down approach, but you can design from the bottom up simply by starting at the end of this section and working backwards. Either way, you may find yourself skipping between sections as inspiration strikes\u2014and that's OK! When building a world, there's a risk of becoming overwhelmed by the sheer number of decisions to be made. Remember that you don't need to make every decision for every aspect of your world all at once. Focus first on the elements you need for your story and the game, then add as much of the rest as you'd like. You'll also want to allow room for input from your players\u2014 gaming sessions are more memorable and engaging when the storytelling experience is shared between everyone at the table (page 32 has more information on players contributing to the narrative)", + "Before you decide anything else, however, you should establish your concept and your goals. Do you envision a high-magic steampunk setting where humans are a tiny minority? A world where the only magic derives from squabbling pantheons of gods whose followers are caught up in their wars for power? A quaint town isolated from an otherwise-unknown world beyond a vast, impenetrable forest of mist-choked, skeletal trees? Are you designing a world for a multi-year campaign, or for a fast-paced one-shot adventure? Having an idea in mind will help steer your choices as you build your world, and knowing your goals will help you focus on building what you need.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 122, + "name": "Top Down", + "entries": [ + "The top-down approach is great if you have a lot of time to dedicate to world building. When designing a setting from the top down, your initial focus is on the big picture.", + "You may already have an idea of the big movers and shakers of your world or your multiverse. You may want to chronicle a thousand years or more of the setting's history. You may have already sketched out a world map with continents, nations, and trade routes spanning the globe. This approach begins with broad generalities that get more detailed as you design and during play." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 122, + "name": "Bottom Up", + "entries": [ + "With a bottom-up approach to world building, you start small and local. Focus on the starting location and immediate needs of your campaign, then expand outward as the story unfolds. This strategy works well for those with less time to devote to world building, as you need to prepare only the minimum detail necessary to entice your players toward adventure, fleshing out your world only as the campaign requires it." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 122, + "name": "The World", + "entries": [ + "While world building might include building much more than a single planet, most adventures occur entirely on one world. It's a good idea to have a broad understanding of that world as a whole.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 122, + "name": "Planetary Basics", + "entries": [ + "When designing the physical features of a campaign world, you'll want to determine its shape and the general distribution of landmasses. You can also establish the world's size, though note the scale of a world generally has a fairly small impact on the adventures taking place there.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 122, + "name": "Shape", + "entries": [ + "In a fantasy setting, the shape of your world need not be spherical as governed by the laws of physics. It could be any shape you desire, and it need not be a planet at all!", + "{@b Globe:} Barring some catastrophe, worlds in our reality are roughly spherical due to the influence of gravity.", + "{@b Hollow World:} What if the landmasses and civilizations of a world existed on the inner surface of a hollow sphere? In such a world, the horizon would climb upwards, permitting creatures to see landmarks at extraordinary distances. Light might emanate from a sun-like orb in the world's center, from various other natural or magical sources, or not at all.", + "{@b Irregular:} What if your world is flat, a toroid, or shaped into a cylinder, cube, or other polyhedron? What if it's something even stranger? With such an unusual shape, you may need to decide how gravity, atmosphere, and other details function." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 123, + "name": "Landmass", + "entries": [ + "The next major step in world creation is to sketch out the planet's oceans and major landmasses. On Earth, these geological features are the result of plate tectonics.", + "In a fantasy world, however, the oceans might have been cleaved from the land by the actions of titans, or the continents shaped to suit a god's whims. The following are some common landmass types.", + "{@b Archipelago:} A stretch of vast ocean, dotted by chains of small island groups, atolls, and islets.", + "{@b Major Islands:} A region of seas dominated by large islands, each several hundred miles across.", + "{@b Island-Continent:} An enormous island nearly the size of a continent, surrounded by ocean.", + "{@b Continent:} A substantial landform that (usually) rests on a tectonic plate and gradually shifts in position over geologic timescales.", + "{@b Supercontinent:} An assembly of the world's continental blocks into a single immense landmass." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 123, + "name": "Environment", + "entries": [ + "The environment and terrain of a region can pose as much of a challenge to an adventuring party as any of the foes they face. The following section references the environment categories beginning on page 512 of the {@i Core Rulebook}", + { + "type": "pf2-h4", + "source": "GMG", + "page": 123, + "name": "Common Environments", + "entries": [ + "The following environments are common enough that they might appear in nearly any adventure or world.", + "{@b Aquatic:} Oceans, seas, lakes, and other large waterways are aquatic environments.", + "{@b Arctic:} Arctic environments usually appear near the northern and southern extremes of a world, though extreme elevation, unusually shaped worlds, and supernatural forces could result in arctic terrain elsewhere.", + "{@b Desert:} Deserts can appear anywhere on a world where precipitation is scant, even along some oceans. Any large landmasses that entirely lack bodies of water are likely to be deserts.", + "{@b Forest:} The composition of a forest depends on the climate and the elevation, with thick jungles more common near an equator, hardwood forests in more temperate zones, and evergreens at higher latitudes and elevations. Most worlds have a tree line\u2014an elevation above which trees can't grow.", + "{@b Mountain:} A world's highest peaks can stretch tens of thousands of feet above sea level. This category also includes hills, which are typically no more than 1,000 feet tall.", + "{@b Plains:} Mostly flat and unobstructed, plains are usually at lower elevations, but they can also be found at higher elevation on plateaus.", + "{@b Urban:} Cities and settlements are urban environments. These areas are detailed in Settlements, beginning on page 132.", + "{@b Swamp:} Wide floodplains, shallow lakes, and marshes can appear at most latitudes." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 123, + "name": "Extreme Environments", + "entries": [ + "Some adventures lead to fantastic reaches of the world or the multiverse that are seldom tread by mortals.", + "{@b Aerial:} A world might include windy realms of floating islands and castles in the clouds.", + "{@b Glacier:} Massive sheets of dense ice, constantly moving under their own immense weight, glaciers are frozen wastelands riddled with columns of jagged ice and snow-covered crevasses.", + "{@b Volcanic:} Hellish landscapes of molten lava, burning ash, and scorching temperatures pose immediate danger.", + "{@b Undersea:} A subset of aquatic environments, undersea environments are those areas submerged beneath the waves.", + "{@b Underground:} Some worlds have deep natural caverns, while others have extensive winding tunnels and expansive realms below the surface." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 123, + "name": "Mapping a World", + "entries": [ + "Many Game Masters like to have an overland map for their local region, nation, or even the whole world. The primary goal of this scale of map is to designate sites of import to the campaign; you need not detail every hamlet or woodland grove, but having a sense of the major features can help you and the other players visualize the world in which they're playing.", + "{@b Step 1. Coastlines:} The easiest first step is to separate land from sea. Regional maps may only have a single shoreline, if any. At larger map scales, consider the placement of major islands, archipelago chains, atolls, and islets. A world map should consider the size and placement of continents.", + "{@b Step 2. Topography:} Pencil in a rough ridgeline for each mountain range in the region. Mountain ranges are common along coastlines where continental plates push together. If extended into the sea, mountain ranges typically result in a chain of offshore islands. Indicate hills in the regions adjacent to the mountains and elsewhere as necessary to demonstrate elevation. Unmarked terrain on an overland map is usually lowland plains.", + "{@b Step 3. Watercourses:} It's important to keep in mind that rivers flow downstream, from high elevation toward the sea, always taking the path of least resistance.", + "Powerful watercourses might carve canyons or gorges over millennia, but they should never cross through mountain ranges. On a similar note, watercourses don't branch\u2014tributaries join into rivers as they flow downstream.", + "{@b Step 4. Terrain and Environment:} Sketch in interesting terrain features such as forests, deserts, or tundra. You may want to differentiate these environs, separating coniferous and deciduous forests from tropical jungles or arctic taiga. Environs not specifically called out on an overland map are typically presumed to be some variety of grassland.", + "{@b Step 5. Civilization:} Now you're ready to place the elements of civilization. Major cities should typically be located near fresh water and natural resources. Major roads connect larger settlements, circumventing forests and other difficult environs, but they may wind through mountain passes when lucrative commerce demands it. Add smaller settlements along your roads, further connected by smaller roads and trails. Finally, draw political boundaries and mark other sites of interest." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 124, + "name": "CAMPAIGN REFERENCE", + "entries": [ + "Before the campaign starts, you might want to begin the outline for a campaign reference: a living document that you can easily review and annotate during gameplay and that records the geography, factions, history, characters, and plots central to your campaign." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 124, + "name": "Civilization", + "entries": [ + "With the major geographical features and terrain of your world decided, you'll next want to establish significant nations and settlements.", + "When it comes to designing a world's cultures, you might want to focus primarily on those areas the party is likely to explore first. This allows you to establish the details and depth of one region's peoples before expanding out to address others. That's not to say you shouldn't have ideas about the cultures beyond your starting settlement\u2014it just means you don't need to decide every detail of every culture all at once.", + "As always, you don't need to demarcate every realm on the globe or indicate every town, hamlet, and thorp.", + "Keep your focus on what you need for your story and your adventure\u2014leaving terra incognita can lead to stories down the road as the party ventures further from home.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 124, + "name": "Societal Benchmarks", + "entries": [ + "The following sections can help you establish certain truths about your world as a whole. From there, you can decide the details of specific cultural groups, including whether they deviate from these global standards.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 124, + "name": "Technology", + "entries": [ + "Throughout history, a major driver of world culture has been the continuous advancement of technology in warfare, agriculture, and industry. The following categories roughly approximate real-world technological levels, but progress might vary on your world. What heights of technology have been achieved? Have any groups fallen behind or leaped ahead? {@b Primeval:} Weapons and tools in this early era are crafted primarily from bone, wood, or stone. Knowledge of stonecutting allows early civilizations to raise stone walls and buildings.", + "{@b Ancient:} Advancements in mining and metallurgy lead to weapons and tools made from bronze. Crop rotation and storage in granaries ensure greater survival in times of famine. Trade between river and coastal settlements is aided by oar- and sail-powered galleys. Chariots come into strong use during warfare.", + "{@b Classical:} Superior military tactics and engineered roads allow for rapid deployment of infantry wielding iron weapons and aided by mounted cavalry. Advances in complex irrigation and construction of aqueducts lead to an abundance of harvest foods and dramatic improvements to sanitation.", + "{@b Medieval:} Warfare in this era is defined by iron armor, crossbows, and weapons forged of fine steel.", + "{@b Enlightenment:} The development of black powder and muzzle-loaded, single-shot firearms greatly changes warfare, making plate armor mostly obsolete. Larger ships permit ocean crossings and long-range trade to distant shores. The printing press speeds literacy and the dissemination of new ideas.", + "{@b Steam:} Steam engines replace conveyances drawn by animal power or sail, leading to a significant shift from wood fuel to coal. Further advances in science lead to dirigible airships and observation balloons. Simple firearms are replaced by repeating revolvers and bolt action rifles." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 124, + "name": "Divine Involvement", + "entries": [ + "What is the nature of the gods? Do they even exist? If so, are they omnipotent and omniscient? How does a follower request their divine favor? The answers to these questions will help you determine how strongly divine faith impacts the cultures of your world.", + "{@b None:} Deities do not exist in this world, or if they do, they are oblivious to or completely unconcerned with mortal affairs. If they exist, they don't make their presence known, nor do they grant power to their worshippers.", + "{@b Limited:} Deities exist, though they remain aloof from the mortal world and make their divine presence known only to a chosen few.", + "{@b Accepted:} Divine influence is an accepted fact of everyday life. Their will is enacted through priests and organized religions. Divine avatars may appear in the world during extreme circumstances.", + "{@b Ubiquitous:} Deities live among mortals, exerting their divine will directly. Gods rule entire nations, commanding absolute obedience from their faithful followers." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 124, + "name": "Magic", + "entries": [ + "Does magic exist? If so, which traditions are available? What are the sources of a spellcaster's power, and how do they gain and channel that magic?", + "{@b No Magic:} Magic of any kind does not exist in this world. Spells and magic effects do not function. Consider the variants on page 196 to handle the lack of magic items.", + "{@b Low Magic:} Magic is mysterious and taboo. The few practitioners of the mystical arts are feared or shunned.", + "Again, consider the variants on page 196 to handle the relative scarcity of magic items.", + "{@b Common:} Magic is an accepted fact of everyday life, though its mysteries are beyond the reach of most people.", + "Magic portals and gates can whisk travelers \"in the know\" halfway across the world or to the other side of the multiverse.", + "{@b High Magic:} Magic and magical items are commonplace in society. It may be as easy to learn spellcasting as it is to learn a new language. Magical objects simulate various modern technologies." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 125, + "name": "Designing Nations", + "entries": [ + "For any nation you establish in your setting, you'll want to provide at least a minimal description\u2014the core concept of that nation. The amount of additional detail you provide depends on the needs of your story. You likely want to establish enough information to create a stat block (page 130) for the nation your adventurers are from, any nations they're likely to spend significant time in, and those nations' main allied and enemy nations, if they are likely to become part of the plot.", + "When building a nation, remember that the various elements connect to the history of the land and its people, its relationships with nearby nations, and the current residents. This interconnectedness will help you build a wealth of story hooks and provide immersive detail for your players.", + "Beyond those basic details, the following considerations can help flesh out the nations in your setting.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 125, + "name": "Location, Size, and Population", + "entries": [ + "Major geographical boundaries, such as mountains, seas, and large rivers, often present natural borders for a realm. Depending on its leadership, culture, and the resources available, a country may be as small as a city-state or as large as a continent-sweeping empire.", + "Barring widely available technological or magical travel and communication, most nations remain relatively small (only a few hundred miles across), simply because it becomes too difficult for a single governing entity to oversee and maintain the entirety of a larger state.", + "National populations ebb and flow due to a multitude of external factors. Advances in sanitation, medicine, and agriculture can spur dramatic population growth, while war, famine, or plague can devastate it. As a rule, smaller nation-states have a population around a hundred thousand, while a continent-spanning empire could swell to well over a hundred million.", + "Population size is only part of the equation. Figuring out the ancestry ratios of that population and brainstorming how the members of various ancestries interact can often lead to interesting story ideas, or at least give you some jumping-off points when dreaming up how the nation was founded and its later history." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 126, + "name": "Cultural Hallmarks", + "entries": [ + "What elements of the nation's predominant culture stand out? A nation might have an unusual stance on religion, a specific demographic, distinctive natural features, noteworthy political views, or any number of unique elements that differentiate it from other nations in your region. These hallmarks can inform your decisions about many other aspects of the nation." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 126, + "name": "History", + "entries": [ + "How did the nation come to be? Has it stood since time immemorial, a bastion of stability while the rest of the world changes around it? Perhaps it was built over the ruins of another civilization, destroyed by some forgotten calamity. Or perhaps it is a young nation, born recently amid ongoing strife in your world. What remnants of the past can be found, or has the past been deliberately {@condition hidden}? How have the residents of the nation adapted to change, and in what ways have they failed to do so?" + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 126, + "name": "Economy and Political Stances", + "entries": [ + "Determine the key resources and industries that drive the nation's economy. The availability of natural resources can establish national boundaries, local industry, and other elements of the resident society. For example, an area with few resources might have a nomadic society, while a nation rich in resources might develop an opulent mercantile class.", + "These resources can also affect international relationships.", + "An area poor in a specific resource might have a strong trade relationship with a nearby nation that has it, or they might be at war! Nations also disagree about political structures, public policy, religion, and any number of other factors.", + "You'll also want to consider the significant NPCs of each nation. This includes the official ruler, but it also includes other major players, whether they act in an official capacity or entirely behind the scenes." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 126, + "name": "CONSCIENTIOUS CULTURE DESIGN", + "entries": [ + "Creating fantasy cultures is a delicate topic, as it can be all too easy to create a culture or a group based on damaging stereotypes or simplistic reductions of real-world groups.", + "Creating entire cultures out of harmful genre tropes such as \"jungle savage\" or \"noble samurai\" reduces real-world cultures to caricatures and perpetuates stereotypes about people from those cultures. Taking inspiration from the real world is wonderful\u2014our world is filled with an incredible diversity of cultures and peoples\u2014but you should do so with care and respect for those sources." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 126, + "name": "Building Settlements", + "entries": [ + "In Pathfinder, settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities all in relative peace. Traditionally, an adventuring band comes together in some kind of settlement, be it a small hamlet nestled on the border of some wild frontier or a bustling port city at the heart of a nation. Some adventures take place entirely within a single settlement, while in others the party visits settlements only briefly between their adventures in the wilderness.", + "The first thing you should consider when building a settlement is its role in your story. Is this a major metropolis the heroes will visit again and again during their adventurers? A backwater village where their adventures begin? The distant capital from which an evil tyrant issues cruel edicts? The settlement's campaign role will inform many of the other decisions you make about the place.", + "Once you know why you need the settlement, consider why it would exist in the world. Settlements are typically founded near sources of fresh drinking water; most commonly along a riverbank or a place with access to adequate wells or springs. They additionally require some kind of transit to other places, either roads or waterways.", + "While it may be easier to create a village or city merely to serve the characters' needs, determining what function it has independent of the characters adds verisimilitude and can provide hooks for further stories.", + "Settlements, on page 132, describes the components of a settlement stat block, which you should create for any settlement you expect your characters to visit. The process of creating that stat block will help you further flesh out your community.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 126, + "name": "Mapping a Settlement", + "entries": [ + "Don't underestimate the usefulness of sketching a map of significant settlements, like the one where your adventure starts. This isn't intended to be a picture-perfect rendition drawn to scale, but rather to outline the rough shape and size of the settlement. Be sure to highlight a few key structures useful to the campaign. For more inspiration, see the section on Drawing Maps (page 52)", + "{@b Step 1. City Layout:} The layout of a settlement is as unique as the terrain upon which it is settled. First, decide the major trade route for the settlement. This is typically a river, which brings fresh water, fish, and fast transport to the populace. Larger cities can sustain additional growth with access to a deep-water harbor or a major overland trade road. Even settlements conceived with a grid plan tend to stretch along established trade routes before expanding outwards.", + "{@b Step 2. Districts:} Towns with a population over a thousand typically have defensive walls. As a settlement grows further in size and population, additional stone fortifications are often constructed beyond the city center, which further segment the city into districts or boroughs. A metropolis, for example, might have several distinct neighborhoods: Castle Ward, Noble Quarter, Temple Hill, the Gardens, Scholars' Court, Artisan Plaza, the docks, the slums, and so forth.", + "{@b Step 3. Markets and Shops:} Designate one or more open spaces in the settlement for a market square. This marketplace typically grows in the city center, along a major road intersecting the settlement's primary trade route. Lining the perimeter of the temporary tents and stalls of a bazaar are permanent retail shops offering pricier goods and services. Here in the beating heart of city commerce, adventurers can arm themselves for upcoming expeditions or sell their ill-gotten gains once making it back to the settlement.", + "{@b Step 4. Inns:} Heroes need a place to celebrate and recover between adventures. In addition to both public and private lodging, a settlement's inns often serve food and drink. As with the town market, inns are commonly built in central locations where trade roads meet. In your campaign, inns are ideal locations to spread gossip, introduce notable NPCs, and initiate quests. For the right price, innkeepers might rent strongboxes to secure money and other valuables between adventures.", + "{@b Step 5. Landmarks:} To give your cities a sense of personality and local flavor, design a handful of iconic landmarks for the PCs to visit. Memorable names make these landmarks more interesting. A random observatory might be noteworthy, but the Celestial Watchtower has an air of intrigue that could lead to a fun adventure hook." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 127, + "name": "Religion", + "entries": [ + "The greatest stories from myth and legend speak of immortals with incredible powers of creation and destruction. Some meddle in the affairs of mortals, shaping heroes and history at a whim, while others remain aloof or oblivious to the mortal world. Regardless of the world you're building, religion (or even the absence thereof) shapes the people and the stories you tell.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 127, + "name": "Theology", + "entries": [ + "Religious traditions are commonly categorized by their belief in one or more divine entities.", + "{@b Polytheism:} This belief system posits the existence of many gods. Polytheistic gods typically espouse particular areas of concern and often reflect the appearance of their worshippers. The primary religious philosophy of the Age of Lost Omens is polytheistic.", + "{@b Dualism:} This philosophy espouses an enduring conflict between two diametrically opposed cosmic forces; most commonly good and evil or law and chaos. Acolytes of each faith almost always see themselves as righteous, and those of the contrasting belief as false.", + "{@b Monotheism:} A monotheistic doctrine recognizes the existence of only one true god. The supreme deity may exhibit more than one aspect yet remain a single entity, like Gozreh from the Age of Lost Omens.", + "{@b Pantheism:} Divine power arises from the universe itself, or as a byproduct of the collective power of many deities sharing some common facet, either way forming a vast, all-encompassing divine entity. Worshippers sometimes appeal to or devote themselves to specific fundamental concepts or aspects of the universe.", + "{@b Animism:} Rather than worshipping gods associated with souls and spiritual essence from beyond, animism sees the life force in each part of the world, whether it be the trees of an old-growth forest or a towering waterfall.", + "An example of animism in the Age of Lost Omens is the connection between the Shoanti people and their totems, which they forge a relationship with when they come of age.", + "{@b Atheism:} In some campaign worlds, the gods have all died, abandoned their worshippers, or never existed at all. Mortals of this world may still cling to belief and establish religions in the name of the divine, but there are no true deities to answer their prayers." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 127, + "name": "Pantheons", + "entries": [ + "In polytheistic traditions, a pantheon is a divine hierarchy of multiple (or even all) deities.", + "{@b Universal:} All deities in the setting belong to a single pantheon. Different cultures might have their own names for the god of magic, for instance, but only a single deity answers their prayers.", + "{@b Ancestral or Regional:} Each ancestry or region worships its own distinct pantheon. These pantheons coexist in the same cosmology but establish control in separate divine realms. Across the cosmos, several gods from disparate pantheons may share the same area of concern, but they seldom compete for worshippers from rival pantheons.", + "{@b Competitive:} The world contains smaller regional pantheons competing for mortal worship. Only one deity of a specific area of concern may ascend to greater power across all the pantheons. As such, deities typically have little loyalty to their own pantheons and may actually switch to another pantheon if it earns them additional worshippers.", + "{@b None:} The deities of this multiverse act as individuals with no familial ties or common agenda binding them to each other." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 127, + "name": "Deities", + "entries": [ + "These immortal beings command vast power and influence fueled by the faith and souls of mortal worshippers. In Pathfinder, deities also dictate some of the abilities of those champions and clerics who channel their power.", + "When designing deities, you'll need to include the divine statistics and devotee benefits described below.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 127, + "name": "Divine Rank", + "entries": [ + "Gods are usually ranked in a divine hierarchy, from newly ascended godlings to almighty creator gods of unfathomable power.", + "{@b God:} Taking a position atop the divine pyramid, gods command near unlimited power and resources. Their mortal congregations are large and (usually) well funded.", + "{@b Demigod:} Demigods still possess a great deal of power, though often in subservience to another god or simply inferior to the power of a full god.", + "{@b Quasi Deity:} The weakest rank of divinity, many quasi deities are recently ascended mortals who attained their deific powers through ritual apotheosis, or planar natives who have amassed divine power of their own." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 128, + "name": "Divine Statistics", + "entries": [ + "In Pathfinder, deities are not only a narrative element of the world, but also a mechanical component of some classes.", + "{@b Alignment:} A deity's alignment reflects their innate moral and ethical outlook. In the Lost Omens setting, most deities maintain realms tied to the Outer Plane that matches their alignment.", + "{@b Areas of Concern:} Each deity has one or more areas of concern they have divine influence over. These portfolios typically embrace universal concepts, such as honor, night, or tranquility. Deities with similar areas of concern may work in common cause or against each other, depending on their goals and divine rank.", + "{@b Edicts:} Every deity has edicts, which are those tenets they require their faithful\u2014especially divinely empowered clergy like champions and clerics\u2014to promote in the world. A deity usually has one to three simple and straightforward edicts.", + "{@b Anathema:} The opposite of edicts, anathema are those things a deity will not abide. Champions and clerics must avoid their deity's anathema or risk losing their divine powers, and even lay worshippers usually feel guilty for performing such acts, as they will be weighed against them in the afterlife. Like edicts, a deity usually has two to three simple and straightforward elements to their anathema.", + "{@b Follower Alignments:} Champions and clerics can gain power from deities only if they share a compatible moral disposition. Usually these allowed alignments are chosen from those within one step of the deity's alignments, with NG, LN, CN, or NE deities rarely allowing N champions and clerics. Less restrictive deities are rarer and occur most often when the deity has multiple aspects or a particularly wide view of things." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 128, + "name": "Devotee Benefits", + "entries": [ + "Deities grant favored status and special power to the most fervent and influential of their flock.", + "{@b Divine Font:} Clerics channel a deity's divine power as a font of negative or positive energy. Most often, good-aligned deities grant {@i heal} while evil deities grant {@i harm}, with neutral deities most often offering a choice between the two. However, there's nothing inherently good about positive energy or evil about negative energy, so a specific deity's divine font may vary based on their areas of concern.", + "{@b Divine Skill:} Champions and clerics automatically gain the trained proficiency rank in their deity's divine skill. Assign the deity one skill that synergizes well with their areas of concern. For example, {@skill Intimidation} would be appropriate for a god of tyranny, or {@skill Deception} for a goddess of trickery.", + "{@b Favored Weapon:} Clerics gain access to their deity's favored weapon as well as the trained proficiency rank with it; warpriest clerics gain additional benefits. Every deity has a favored weapon. Because the benefits of having an advanced favored weapon are very strong, you should assign simple or martial favored weapons unless a deity is so thematically linked with an advanced weapon that you need to give them one.", + "{@b Domains:} Each deity grants a number of domains that reflect their divine areas of concern. Champions and clerics can learn the domain spells from their deity's domains. Pathfinder's deities each have four domains, and many have one or more alternative domains. Though this number is usually enough to convey a deity's portfolio and give players sufficient options, you can give your deities as many domains as you like.", + "{@b Cleric Spells:} When preparing spells, clerics can choose from specific spells granted by the deity, in addition to those available on the divine spell list. A deity always grants a 1st-level spell and usually two others, all chosen from non-divine spell lists. The exact number of spells a deity grants can vary\u2014a magic-focused deity might grant one spell per level\u2014though this shouldn't exceed one spell per level." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 128, + "name": "Cosmology", + "entries": [ + "An enduring curiosity among many cultures is to ask what wonders lie beyond the night sky. Does anyone gaze back from the moon above? What realms do the gods call home, and what is it like to walk in their divine presence? Is the mortal world at the center of the universe, or is all life utterly insignificant? Spiritual ponderings like these are central to belief systems across the globe. As a world builder, you get to answer those enduring questions by designing the multiverse in all its inexplicable grandeur.", + "The following are some aspects of your cosmology you might consider, but as you decide these, you should also consider how many of these details are known in your world\u2014and by whom.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 128, + "name": "The Universe", + "entries": [ + "The reality in which mortals live out their short existence is known to sages and scholars by many names\u2014the universe, the Material Plane, or the mortal realm, among others. The structure of the physical universe might follow any of the following models, or it might be something completely different.", + "{@b Vast:} The universe is an unimaginably sparse void of infinite space, littered with stars, planets, and various bits of detritus.", + "{@b Limited:} The physical universe in your campaign world may be smaller in scope yet far more fanciful.", + "For example, in Hinduism, the cosmos is supported on the backs of four elephants, themselves standing upon the shell of a world-sized tortoise, whereas Norse cosmology describes nine worlds connected by an immense ash tree.", + "{@b Bizarre:} Sometimes the universe is more complex than the previous two categories, or possibly nested within multiple realities. What if the universe the PCs first know is in fact a magical or mechanical simulation of such complexity that its inhabitants are unaware that they themselves exist as an artificial consciousness?" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 129, + "name": "Composition of Outer Space", + "entries": [ + "The spaces between the stars can also affect the stories told in that world.", + "{@b Vacuum:} In conventional astronomy, outer space is an immense void existing in a near-perfect vacuum. In some settings\u2014including the Age of Lost Omens, where it is known as the Dark Tapestry\u2014the trackless firmament between the stars is an ominous expanse home only to terrible beings of incomprehensible malice.", + "{@b Endless Sky:} What if the blue sky overhead extended outward forever? One need only fly high enough and far enough to reach another world.", + "{@b Celestial Spheres:} The ancient Greeks posited that planets, stars, are more were embedded like jewels within celestial orbs of quintessence nested within one another." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 129, + "name": "Solar System", + "entries": [ + "What is the shape and structure of the solar system containing your game world? {@b Heliocentric:} Physics dictate that all planets in a system orbit the sun.", + "{@b Geocentric:} What if your game world is in fact the center of the star system, or perhaps even the center of the known universe? {@b Dyson Sphere:} Perhaps a solar system has been enclosed in an artificial structure designed to harness the power of the sun." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 129, + "name": "Planets and Moons", + "entries": [ + "In antiquity, astronomers noticed that some of the twinkling lights in the night sky moved differently than the others. In time, these celestial wanderers would come to be known as planets, many with their own complement of orbiting moons. Are there other planets orbiting your world's sun? Are they terrestrial, gas giants, or something less common? How many moons are there? The characters may never venture there, but celestial bodies can have a strong influence on a culture and help you describe your world in an evocative and distinctive way." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 129, + "name": "The Multiverse", + "entries": [ + "In Pathfinder, the physical universe of your world is one plane within a much broader multiverse. The Planes, on page 136, details how planes work and the multiverse of the Age of Lost Omens, but you can fit planes to your story and world, or even build a new multiverse from scratch! Perhaps there are only two planes beyond the material universe, diametrically opposed and fighting over mortal souls, or the multiverse consists only of a series of infinite alternate realities. The options are truly infinite, limited only by your imagination and the story you want to tell." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 130, + "name": "Nations", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 130, + "entries": [ + "From the smallest of city-states to a continent-spanning empire, nations define the political landscape of a setting and inform local culture and traditions. Knowing the details of a nation can help you as a Game Master, whether your game revolves around international disputes or you simply need to know what languages the common people are likely to speak." + ] + }, + "Nations vary tremendously, from massive empires to isolated island realms, and their characteristics can give flavor and depth to your story and the PCs' adventures. An encounter in shadowy Nidal, where allegiance to Zon-Kuthon has literally blocked the sun from the sky, is going to have a very different tone than one in sun-drenched Thuvia. A nation working to overcome generations of xenophobia, like Kyonin, might have a different reaction to adventurers than a long-established empire like Taldor. A journey into a new nation can introduce the heroes to a new people (if the party visits the hobgoblin nation of Oprak), a new philosophy (such as the materialistic Prophecies of Kalistrade in Druma), or a new foe (as visitors to the undead-ridden Gravelands will certainly learn)", + "Nations can also provide adventuring inspiration and hooks. When the heroes are caught in the crossfire between two nations in conflict, national concerns become their own. Learning more about a nation's history or practices might lead to a great finding\u2014or a loathsome practice the characters want to eradicate. A party might get involved in the political machinations of a nation's elite power mongers, or they might fall out of favor and find themselves on the run from the law! Nations also influence a character's story on a personal level. A nation can suggest a character's ancestry, inform the languages they speak, and influence their choice of deity. As a GM, the relationship between a character and a nation can provide opportunities to better hook that character into your campaign. Has the character always lived there, or have they emigrated from elsewhere\u2014and why? A character who fled due to political persecution might have long-standing enemies, while a hero who left due to ideological differences might have friends and family who seek to return them to the fold.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 130, + "name": "Nation Stat Block", + "entries": [ + "The stat block for a nation presents the core information about a nation in a simple, streamlined format.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 131, + "name": "Nations of Lost Omens", + "entries": [ + "Presented below are stat blocks for two nations from the Lost Omens Campaign Setting. You can use these as examples when building your own nation stat blocks." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 132, + "name": "Settlements", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 132, + "entries": [ + "Adventures have to start somewhere, and everyone needs some semblance of a home.", + "Settlements are where characters can rest, recharge, retrain, and dedicate themselves to other downtime activities, all in relative peace. But settlements can also hold their own intrigues and dangers, providing adventure opportunities of their own." + ] + }, + "For some players, a settlement may be nothing more than a convenient place to purchase gear and sell loot.", + "For others, a settlement might be a beloved home they're willing to risk everything to protect. And sometimes, an entire campaign takes place entirely within the walls of a single city.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 132, + "name": "Settlements in a Game", + "entries": [ + "Given the variety of roles a settlement can play in an adventure, a Game Master should have a firm understanding of how they work in the game and how to best use them. Virtually every settlement uses the rules for urban environments presented starting on page 514 of the {@i Pathfinder Core Rulebook}. Those rules are primarily intended for encounter mode, however, and so the following guidance can help you best use a settlement in the broader narrative of your game.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 132, + "name": "Settlement Adventures", + "entries": [ + "Designing adventures in a settlement generally follows the guidelines presented in Adventure Design on page 40.", + "However, a settlement's greater population density also allows for a number of adventure styles and elements that aren't as common beyond the city walls.", + "Social encounters are one of the most common interactions within a settlement, starting with the guards at the city gates all the way to an audience with the queen. The influence and reputation subsystems (pages 151 and 164, respectively) can facilitate these interactions in a more structured way. Chase scenes, using the rules starting on page 156, are an iconic component of a settlement adventure, especially in a larger city, where dense buildings and a variety of structures make for an exciting series of obstacles. A settlement is also an ideal place for a party to conduct an infiltration (page 160)", + "Since most libraries, archives, and similar repositories of information are located within settlements, you might make use of the research rules (page 154). Ambitious characters might want to build up their own organizations using the leadership subsystem (page 168)", + { + "type": "pf2-h4", + "source": "GMG", + "page": 132, + "name": "Modes of Play", + "entries": [ + "Just like in other adventure locations, all three modes of play can happen in settlements. Since a settlement presents far more opportunities for noncombat activities than most other environments, characters likely spend most of their time in exploration mode. Downtime almost exclusively takes place within a settlement." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 132, + "name": "Marketplaces", + "entries": [ + "Where there are people, there is commerce. The Buying and Selling section on page 24 provides several sets of guidelines for handling commerce in your game, but it can also be {@condition helpful} to have a sense of what items and economic power a given settlement has on its own merits.", + "In a given settlement, a character can usually purchase any common item (including formulas, alchemical items, and magic items) that is of the same or lower level than the settlement's. Usually, fewer of the highest-level items are available\u2014you can use Table 10\u20139: Party Treasure by Level on page 509 of the {@i Core Rulebook} as a guideline for how many of the highest-level items might be available, using the Permanent Items and Consumables entries for a level 1 lower than the settlement's actual level. Inhabitants of a settlement can usually purchase items from PCs as long as those items are the same or lower level than the settlement, with limitations on higher-level items similar to those available for sale. If a settlement's population is significantly smaller than its level would suggest, its ability to provide and purchase items may be more limited.", + "If a character's level is higher than the settlement's, that character can usually use their own influence and leverage to acquire higher-level items, as they convince shops to place specialty orders or artisans to craft custom goods, though it might take a bit of time for such orders to be fulfilled.", + "Spellcasting services are available in many settlements. Barring a powerful spellcasting NPC in the city with whom the party could negotiate for services, a character can find someone to cast common spells up to a level that could be cast by an NPC of the settlement's level. For example, a character in a 9th-level city can typically find and pay someone to cast a 5th-level common spell\u2014the highest spell available to a 9th-level spellcaster.", + "Some settlements have access to uncommon items, formulas, and spells. If a settlement could reasonably be considered to meet the Access entry for an item or spell, that item or spell is available just like any common item.", + "For example, the dwarven settlement of Kraggodan has plenty of dwarf weapons available." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 132, + "name": "Power Structures", + "entries": [ + "Outside of city limits, adventurers spend much of their time operating on their own terms, accountable only to their own moral code. But in a settlement, the heroes become part of a larger system with its own codified laws, procedures, and enforcement. The details of a settlement's power structures shape the party's interactions within that settlement.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 133, + "name": "Government", + "entries": [ + "The government of a settlement often reflects the nature of that settlement. A lawful, militaristic city likely has a hierarchical government with a single figure at the top, a crossroads market town might be under the control of its wealthiest merchant families, and a farming community might simply look to the oldest residents for leadership as necessary.", + "That said, the lawful and publicly recognized ruler of a settlement isn't always the one calling the shots. They may merely be a puppet to a secret entity that silently pulls the strings from the shadows. Some settlements are ruled by {@condition hidden} cabals, from strange religious sects to thieves' guilds. A settlement might be swayed by politically powerful residents, such an occult vizier or a political savvy high priest. In some cases, the legitimate authority may seem to govern but has actually been replaced by a faceless stalker, a devil in disguise, or another powerful shapechanger." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 133, + "name": "Legal Codes", + "entries": [ + "Most civilizations agree that laws are necessary to ensure a functioning society. The specific laws range from one settlement to another, and they might be as simple as a prohibition against murder and theft to exceptionally convoluted regulatory schemes dictating everything from clothing details to available confections. How well known these laws are can further flavor a party's interactions with that settlement, as it's likely easier to navigate a well-documented system than one in which the rules are learned only through experience and word of mouth.", + "Much like a government, the legal codes reflect the settlement's alignment and overall nature. Generally speaking, a more lawful settlement is likely to have more complex laws, and a more lax locale to have fewer and simpler laws." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 133, + "name": "Law Enforcement", + "entries": [ + "Most settlements have systems in place to enforce their laws. In a small village, the residents might just police themselves, holding one another accountable to their shared values. Towns and larger settlements usually have some system of guards, whether that's a post filled by a rotation of volunteers or a city guard of professionals paid by the city's government to maintain order. Most settlements have some way of dealing with criminals, from fines to public stocks to prison cells, as well as individuals responsible for meting out those sentences." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 133, + "name": "Organizations, Churches, and Factions", + "entries": [ + "The government isn't the only influential factor in a settlement. Prestigious organizations, prominent churches, and specialized factions all wield power as well, often in conflict with the official government or one another.", + "Religious congregations usually wield significant power in communities where faith is strong. A wizard, sorcerer, or bard of even moderate magical talent would be a rare and influential member of society in a small settlement.", + "An organization can wield overt influence over the community where they're based, or subtle control, as the Pathfinder Society does in Absalom. Other notable factions may include noble houses, wealthy merchants, innkeepers, and retired soldiers and adventurers." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 134, + "name": "Corruption", + "entries": [ + "In any settlement, it's possible for officials to put their own interests before those of the people they serve.", + "Corruption might be as simple as a clerk willing to accept a bribe to expedite some paperwork, or it might be as sinister as selling civilians into slavery." + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 134, + "name": "COMMON NPCS", + "entries": [ + "Several categories of NPCs are quite common in settlements, if not exclusive to them. The following sections from the NPC Gallery of this book provide statistics and additional useful information for running settlements.", + { + "type": "list", + "items": [ + "{@b Courtiers} (page 206) The upper crust of society is most common in larger settlements.", + "{@b Magistrates} (page 224) These public officials create and implement the law.", + "{@b Officers} (page 232) Officers are responsible for enforcing the law in a settlement.", + "{@b Performers} (page 236) Performers are most common in settlements, where there are large audiences.", + "{@b Publicans} (page 238) Nearly every settlement has at least one gathering place and its regulars.", + "{@b Scholars} (page 240) Most repositories of lore are located within settlements.", + "{@b Tradespeople} (page 244) Tradespeople provide the skilled labor that keeps a town supplied and running." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 134, + "name": "Settlement Stat Block", + "entries": [ + "A settlement's stat block consolidates the basic information about a settlement into a centralized format.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 134, + "name": "Sample Settlement Abilities", + "entries": [ + "Here are some common settlement abilities you can use to customize a settlement of your own creation.", + "{@b Artists' Haven:} Residents of this city have a deep appreciation for fine art. It's easier to find higher-level tasks involving {@skill Performance} or art, as well as buyers willing to pay more for art objects.", + "{@b City of Artisans:} Items of up to 4 levels higher are available from a particular category the settlement is famous for, such as armor and weapons.", + "{@b Magical Academy:} The settlement prides itself on teaching magic, and its residents are skilled at teaching others. Choose a magical tradition or traditions suitable to your settlement. When a PC pays an NPC to teach them a new spell of that tradition in the settlement, the NPC assists the process and provides an additional +2 circumstance bonus to the check to Learn the Spell.", + "{@b Religious Bias:} This settlement has a strong affiliation with a particular religion. Anyone who is visibly a worshipper of that deity gains a +1 circumstance bonus to {@skill Diplomacy} checks to Make an Impression, Request, and Gather Information. Characters who visibly worship one of that deity's foes take a \u20131 circumstance penalty to the same actions.", + "{@b Scholarly:} An abundance of public libraries or other accessible places of learning within this settlement means that with 1d4 hours, a character can access a scholarly journal on a relevant common subject (Core Rulebook 291) before attempting to Recall Knowledge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 135, + "name": "Changing a Settlement", + "entries": [ + "Sometimes the characters spend a long period of time in a single settlement. Perhaps it's their home base, where they spend their downtime between adventures, or perhaps the entire adventure takes place there. In these cases, you might find you need to update your settlement stat block as it changes over time.", + "Several elements of the settlement stat block are simple to update; you change the population as it grows or shrinks, and you change the leaders on your stat block as different people move between those positions. But you also might make changes that reflect the results of the PCs' adventures. If the heroes eliminated a major threat facing the settlement, you should remove that threat from the stat block\u2014but if they drew the wrath of a new foe in doing so, you might add that new threat! You can also update the stat block's abilities, should the PCs' actions have that large an influence on the city. For example, if the party (using the leadership subsystem on page 168) built up a wizard school focused on crafting magical items, you might add an ability to the settlement stat block that increased the availability of magic items in the settlement's markets." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 135, + "name": "Settlements of Lost Omens" + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 136, + "name": "The Planes", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 136, + "entries": [ + "Beyond the world of Golarion and the void of space beyond it lie the vast planes of existence referred to as the Great Beyond. Often alien and dangerous, most of these planes embody some foundational aspect of reality\u2014one of the chief elements that make up the rest of the multiverse, a kind of fundamental energy, or an alignment. Each plane is a reality unto itself, with its own laws of existence and its own native inhabitants who might visit, grant benefits to residents of, or cause havoc on the face of Golarion." + ] + }, + "Exploring the planes offers several opportunities for high adventure, as well chances to discover the secrets of creation.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 136, + "name": "Planar Traits", + "entries": [ + "Each plane, dimension, and demiplane has its own properties and attributes. Planar traits can be {@condition broken} down into six categories: alignment, scope, gravity, time, morphic, and planar essence. Combined, those traits describe the laws and makeup of the plane. These appear in the plane's traits entry, though any trait that matches the Material Plane (described in the Normal entry in each section below) is omitted.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 136, + "name": "Enhanced and Impeded Magic", + "entries": [ + "Some planes enhance certain magic and impede opposing effects. A plane that enhances a particular type of magic grants anyone {@action Cast a Spell||Casting a Spell} with that trait a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Impeded magic means a character who {@action Cast a Spell||Casts a Spell} or Activates an Item with the specified trait must succeed at a DC {@flatDC 6} flat check or lose the spell or activation." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 136, + "name": "Alignment Trait", + "entries": [ + "Certain planes, particularly in the Outer Sphere, are attuned to an alignment. Most inhabitants share that alignment\u2014 even powerful creatures such as deities. Planes with the neutral alignment trait are more often a mix of alignments than strongly neutral, and planes with no alignment affinity simply don't have an alignment trait, rather than being neutral. Alignments are given as an abbreviation ({@i Pathfinder Bestiary} 345), which appears first in the plane's list of traits.", + "Spells that share any of the plane's alignment traits are enhanced, and those with opposing traits are impeded. For instance, in the chaotic evil Abyss, chaotic and evil spells are enhanced, and lawful and good spells are impeded." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 136, + "name": "Scope Trait", + "entries": [ + "Most planes are immeasurable, so immense they are impossible to quantify. Which immeasurable planes, if any, are infinite is a subject of debate among philosophers and scholars alike. Since so many planes are immeasurable, those planes omit a scope trait. Otherwise, the plane likely has either the {@trait finite} or {@trait unbounded} trait.", + "{@b Finite:} Finite planes consist of a limited amount of space.", + "{@b Immeasurable:} Immeasurable planes are immeasurably large, perhaps infinite.", + "{@b Unbounded:} Unbounded planes loop back on themselves when a creature reaches the plane's \"edge.\"" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 136, + "name": "Gravity Traits", + "entries": [ + "Many planes have unusual gravity.", + "{@b Normal:} Bodies of great mass are the centers of gravity, and objects fall toward those centers with a measured amount of force relative to the size of the body.", + "{@b High Gravity:} As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell.", + "{@b Low Gravity:} As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is less than on the Material Plane. The Bulk of all creatures and objects is halved, meaning creatures acclimated to normal gravity can carry twice as much and jump twice as high and far. Physical ranged attacks are possible up to the twelfth range increment (instead of the sixth). Creatures that fall in low gravity take no damage for the first 10 feet of a fall, and then take bludgeoning damage equal to a quarter of the remaining distance it fell.", + "{@b Microgravity:} There is little to no gravity on this plane. Creatures float in space unless they can push off a surface or use some force to propel themselves throughout the plane.", + "{@b Strange Gravity:} All bodies of mass are centers of gravity with roughly the same force. A creature can stand on any solid objects that is as large as or larger than themself.", + "{@b Subjective Gravity:} All bodies of mass can be centers of gravity with the same force, but only if a non-mindless creature wills it. Unattended items, objects, and mindless creatures treat the plane as having microgravity. Creatures on a plane with subjective gravity can move normally along a solid surface by imagining \"down\" near their feet. Designating this downward direction is a free action that has the concentration trait. If suspended in midair, a creature can replicate flight by choosing a \"down\" direction and falling in that direction, moving up to their Speed or fly Speed. This pseudo-flight uses the {@action Fly} action." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 137, + "name": "Time Traits", + "entries": [ + "Time flows differently on many planes.", + "{@b Normal:} Time passes the same way it does on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane.", + "{@b Erratic:} Time slows down and speeds up, so an individual may lose or gain time as they move between planes. When a creature moves from a plane with erratic time to one with normal time, roll a DC {@flatDC 11} flat check. Creatures that leave an erratic time plane together share the same result.", + { + "type": "successDegree", + "entries": { + "Success": "Time passed normally on the erratic time plane.", + "Failure": "For each hour spent on the erratic time plane, 1 day passed on the normal time plane.", + "Critical Failure": "For each round spent on the erratic time plane, 1 day passed on the normal time plane." + } + }, + "{@b Flowing:} The flow of time is consistently faster or slower.", + "A creature may travel to one of these planes, spend a year there, and find that only an hour passed on the Material Plane; alternatively, they might spend a minute on this plane and find out an hour passed on the Material Plane.", + "{@b Timeless:} Time still passes, but the effects of time are diminished. Creatures on these planes don't feel hunger, thirst, or the effects of aging or natural healing. The effects of poison, diseases, and other kinds of healing may also be diminished on certain timeless planes. Spell energy and other effects still dissipate, so the durations of spells and other effects function as normal. The danger of this trait is that when a creature leaves a timeless plane and enters a plane with another {@trait time} trait, the effects of hunger, thirst, aging, and other effects slowed or arrested by the {@trait timeless} trait occur retroactively in the instant of transition, possibly causing the creature to immediately starve or die of old age." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 137, + "name": "Morphic Traits", + "entries": [ + "This trait describes how easily the physical nature of the plane can be changed. The Material Plane is the norm, but other planes can warp through the plane's own sentient designs or be manipulated by extremely powerful creatures.", + "{@b Normal:} Objects remain where they are (and what they are) unless affected by physical force or magic. Creatures can change the immediate environment as a result of tangible effort, such as by digging a hole.", + "{@b Metamorphic:} Things change by means other than physical force or magic. Sometimes spells have morphic effects. Other times, the plane's nature is under the control of a deity or power, or the plane simply changes at random.", + "{@b Sentient:} The plane changes based on its own whims.", + "{@b Static:} Visitors can't affect living residents of the plane or objects the denizens carry in any way. Any spells that would affect those on the plane have no effect unless the {@trait static} trait is somehow removed or suppressed." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 137, + "name": "Planar Essence Traits", + "entries": [ + "Planar essence traits describe a plane's fundamental nature. For example, many of the Inner Sphere's planes are infused with an element or energy, each of which affects magic on those planes, and the Shadow Plane is awash with shadow. Outer Planes are fundamentally made up of quintessence, a philosophically aligned material with infinite potential for shape and state that conforms to powerful and prevailing beliefs.", + "{@b Air:} Planes with this trait consist mostly of open spaces and air of various levels of turbulence, though they also contain rare islands of floating stone and other elements and energies. Air planes usually have breathable atmospheres, though they may include clouds of acidic or toxic gas. Air magic is enhanced, and earth magic is impeded. Earth creatures often find themselves at a disadvantage within air planes, which tend to at least make them uncomfortable, as there is little solid ground for them to gain their bearings.", + "{@b Earth:} These planes are mostly solid. Travelers arriving upon an earth plane risk suffocation if they don't reach a cavern or some other air pocket within the plane's solid matter. Creatures who can't burrow are entombed in the plane's substance and must attempt to dig their way toward an air pocket. Earth magic is enhanced, and air magic is impeded. Air creatures are ill at ease, as they rarely have the space to move freely through even the most lofty warrens.", + "{@b Fire:} Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely {@condition hostile} to non-fire creatures.", + "Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking {@damage 1d6} {@condition persistent damage ||persistent fire damage}. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Fire magic is enhanced, and cold and water magic are impeded. Water creatures are extremely uncomfortable on a fire plane, and any natural resistance they have against fire doesn't function against this environmental fire damage.", + "{@b Water:} These planes are mostly liquid. Visitors who can't breathe water or reach an air pocket likely drown. Water magic is enhanced, and fire magic is impeded. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.", + "{@b Negative:} Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, {@condition drained} of color and filled with winds carrying the moans of those who died within them. At the end of each round, a living creature takes at least minor negative environmental damage. In the strongest areas of a negative plane, they could take moderate or even major negative damage at the end of each round. This damage has the {@trait death} trait, and if a living creature is reduced to 0 Hit Points by this negative damage and killed, it crumbles into ash and can become a wraith ({@i Bestiary} 335). Negative magic is enhanced, and positive magic is impeded.", + "{@b Positive:} These planes are awash with life energy. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense. At the end of each round, an undead creature takes at least minor positive environmental damage. In the strongest areas of a positive plane, they could take moderate or even major positive damage at the end of each round. While this might seem safe for living creatures, positive planes present a different danger. Living creatures regain an amount of HP each round equal to the environmental damage undead take in the same area. If this would bring the living creature above their maximum HP, any excess becomes temporary HP. Unlike normal, these temporary HP combine with each other, and they last until the creature leaves the plane. If a creature's temporary HP from a positive plane ever exceeds its maximum HP, it explodes in a burst of overloaded positive energy, spreading across the area to birth new souls. Positive magic is enhanced, and negative magic is impeded.", + "{@b Shadow:} Planes with this trait are umbral with murky light. On a shadow plane, the radius of all light from light sources and the areas of {@spell light} spells are halved. Darkness and shadow magic are enhanced, and light magic is impeded." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 138, + "name": "Planar Stat Blocks", + "entries": [ + "Each of the planes listed in the following pages includes a short stat block of key information. The plane's type\u2014 whether it is a plane, dimension, or demiplane\u2014appears in the stat block's heading, followed by the traits that define that plane. The following entries also provide important information about each plane.", + "{@b Category:} This indicates whether the plane is an Inner Plane, Outer Plane, Transitive Plane, or dimension.", + "{@b Divinities:} A list of all of the deities, demigods, and other powers that call this realm their home.", + "{@b Native Inhabitants:} A sample of typical inhabitants of the plane. Also listed are the plane's petitioners, the souls of dead mortals who have been judged and sent on to whichever plane reflects the life they led. More information on petitioners can be found in {@i Pathfinder Bestiary 2}", + { + "type": "pf2-h3", + "source": "GMG", + "page": 138, + "name": "Inner Sphere Planes", + "entries": [ + "The planes of the Inner Sphere form the heart of the cosmos. They are the home of mortal life, the focus of divine attention, the source of mortal souls, and the origin point of the great cycle of quintessence that fuels the motions and stability of reality itself. Arranged in a nested series of shells, like layers of an onion, the planes of the Inner Sphere include, from outer to inner: the Elemental Planes of Fire, Earth, Water, and Air; the universe of the Material Plane; and at the very core of this cosmological ensemble, the raw forces of creation and destruction of the Positive and Negative Energy Planes." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 140, + "name": "Transitive Planes", + "entries": [ + "At a minimum, each Transitive Plane coexists with one or more other planes, a relationship oversimplified by stating that Transitive Planes are just used to get from one plane to another. The mists of the Ethereal Plane overlap the planes of the Inner Sphere, while the Astral Plane borders every other plane in existence like the backstage of the cosmos.", + "Bright and dark mirrors of the Material Plane, the First World and Shadow Plane overlap the mortal world, albeit often in bizarre ways such that a short distance in one might be a vast gulf in the other. The daring, wise, or desperate can utilize these planes to bypass barriers in the Material Plane or rapidly cross vast distances through much swifter travel." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 141, + "name": "Outer Sphere Planes", + "entries": [ + "The planes of the Outer Sphere are the manifest realms of alignment: chaos, evil, good, law, neutrality, and their admixtures, populated by celestials, fiends, monitors, and others who promote these moral concepts. These planes are the backdrop upon which the mortal afterlife reaches its apparent conclusion, and the end destination of the River of Souls. The Outer Planes are regions of stability adrift in the raw, chaotic quintessence of the primordial Maelstrom, its tides forever gnawing at their edges even as mortal souls sustain them. The Abyss manifests as cracks in the Outer Sphere's fabric, while rising from the metropolitan Axis is the Boneyard's spire, the location where mortal souls are judged and then sent to their final destinations, be they reward, suffering, or oblivion. The Outer Planes are places of majesty, wonder, terror, and danger outstripping anything mortal adventurers might encounter anywhere else." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 144, + "name": "Dimensions", + "entries": [ + "Existing in the metaphorical space between the Transitive Planes and smaller, finite demiplanes, dimensions are a category unto themselves, defying the neat categorization of planar scholars and adventurers. Seemingly infinite in scale, not necessarily spatial in the same way as a plane, and overlaying every other plane at once\u2014including one another\u2014dimensions and planes are most significantly differentiated in how each of them breaks the commonly held rules of the other. Although some scholars include other extraplanar realms within the ranks of dimensions, only two such realms are uniformly agreed upon and classified as such. The Dreamlands, also known as the Dimension of Dreams, is readily accessed by mortal dreamers, while the Dimension of Time is notorious for the near impossibility of accessing it as well as the bizarre, often deadly restrictions upon travel to and within its bounds." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 145, + "name": "Demiplanes", + "entries": [ + "Demiplanes are much smaller and more limited than planes or dimensions, and they come into being more easily. They may arise naturally where the raw chaos of the Maelstrom churns at the border of the Astral, crystallize around shed memories of dead mortals on their way to judgment, or coalesce within the mists of the Ethereal set into motion by the forces of the Positive and Negative Energy Planes. They can also be crafted by will and powerful magic to suit their designers' whims. Almost innumerable, each is distinctly finite, with their own nature and rules set at their creation.", + "Desna's demiplanar realm of Cynosure exists as Golarion's literal north star, silently visible in the night skies, hosting her servitors and petitioners in her divine realm at its heart. Other demiplanes are crafted by mortals, such as the Refuge of Nex, created by the titular archmage seeking respite and solitude, and the Hao-Jin Tapestry, a demiplane stocked with its creator's collection and accessed through a literal tapestry artifact she fashioned as its entrance.", + "Created not by gods or mortals, the Akashic Record is a demiplane thought to exist deep within the Astral as a repository of the collective knowledge and memories of the cosmos, secure and unchanging, but so difficult to access that most doubt its very existence. Other demiplanes serve darker purposes and are perhaps best left forgotten, though their mysteries often tempt the ignorant, the foolish, and the desperate. The Prison of the Laughing Fiend serves to bottle its enigmatic and godlike occupant, Tegresin the Laughing Fiend, bound by nameless divinities whose nature and reason changes with each telling of the story, while the Dead Vault was crafted at Golarion's core by the gods themselves to forever bottle Rovagug the Rough Beast, lest he escape and devour all existence." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 147, + "name": "Chapter 3: Subsystems", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 147, + "entries": [ + "When your game goes into uncharted territory or you want to emphasize an element of gameplay that usually gets overlooked or condensed into a single check, you can use a subsystem. As the name implies, subsystems are extensions of the main rules system that allow you to explore a particular topic or style of play at your table." + ] + }, + { + "type": "pf2-sidebar", + "name": "COMBINING SUBSYSTEMS", + "entries": [ + "Some of the subsystems in this chapter could interact in interesting ways when combined. For instance, the influence subsystem could be part of how you build up reputation, or a piece of the plan in an infiltration. Or you could have a hexploration chase with a rival adventuring group, encountering obstacles in each hex as you race for the prize\u2014while using vehicles to travel faster! Ultimately, it's up to you to decide how two combined subsystems should interact to tell your group's particular story, though a good rule of thumb is to have a backdrop subsystem that you're tracking on a longer term to which the shorter-term subsystem contributes." + ] + }, + "Subsystems are a great way to add depth to aspects of your game that don't occur in combat but still have high stakes. This chapter begins with Victory Points, a structure that underlies much of the chapter, to help you build your own subsystems. Next are some of the most common subsystems you might need in your game, with advice on how to use and modify them. This chapter is organized into the following sections.", + { + "type": "list", + "items": [ + "{@b Victory Points} (page 148) provides you a framework with which to build your own subsystems, detailing the fundamental structure that Pathfinder uses for its subsystems.", + "{@b Influence} (page 151) gives rules for more in-depth social encounters involving influencing NPCs.", + "{@b Research} (page 154) shows you how to build an interesting structure for scenes where PCs research information.", + "{@b Chases} (page 156) are designed to represent the fast-paced feel of movie chase scenes.", + "{@b Infiltration} (page 160) allows you to build infiltrations and heists where careful planning helps the PCs maintain an edge against their adversaries and pull off incredible capers.", + "{@b Reputation} (page 164) breathes life into the world around the PCs, as various groups of NPCs react favorably or unfavorably to the PCs actions, and PCs' status with those groups changes.", + "{@b Duels} (page 166) provides a simple architecture for one-on-one showdowns between adversaries.", + "{@b Leadership} (page 168) allows PCs to attract people to a cause, giving them cohorts and organizations to look after.", + "{@b Hexploration} (page 170) teaches you how to build exploration maps on a hexagonal grid to give your PCs the thrill of discovering secrets within uncharted or unfamiliar territory.", + "{@b Vehicles} (page 174) allows you to run encounters involving vehicles and capitalize on their potential to help PCs explore on a larger scale and at a faster pace." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 147, + "name": "Deciding to Use a Subsystem", + "entries": [ + "When you have an exciting subsystem available, it can be tempting to use it anytime it can possibly come up (for instance, replacing every social scene with the influence subsystem). However, subsystems are most effective when used with intention.", + "Subsystems are best when used for a component of the game that's meant to be at least a significant portion of a single session. Think about whether you want a different style of play than normal before you decide to use a subsystem, since that's what subsystems are best suited for. You should avoid using a particular subsystem if many members of your group don't like it, or if use of a subsystem during play devolves into the PCs making a series of rolls that don't contribute to telling an interesting story.", + "It's important to leave enough time and mental energy to make the subsystem feel special and to bring all the components and elements of the subsystem to life in the game world. A subsystem stripped of all its life and story depth can become nothing more than a large number of die rolls, and the last thing you want is to lose the magic, especially with a subsystem the PCs enjoy. Sometimes, a simple check is the right way to handle the scene, and that's okay! The subsystems will be there when you need them to spice up an adventure or really dive deep into a particular element or scene." + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 148, + "name": "Victory Points", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 148, + "entries": [ + "You'll often find that your games could use a way to track progress toward a goal so that you don't have to just keep everything in your head. This section explains how to build your own subsystems for tracking success via Victory Points. Many other subsystems throughout the chapter use these as well, though often by a different name." + ] + }, + "Victory Points (or VP) are a powerful tool in your GM arsenal, as they allow you to track the PCs' progress using a subsystem to go beyond the results of a single check. Victory Points are versatile; you could track and resolve them within a single encounter, or you could collect them over the course of an entire campaign to determine the ending of the story.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 148, + "name": "Naming Your Victory Points", + "entries": [ + "It can be fun to rename your Victory Points, to better reflect the subsystem they track.", + "The term \"Victory Points\" is unspecific, so you can create a name for your Victory Points that fits the theme of your adventure and helps the players feel more like they are taking part in the type of activity your subsystem represents. Examples of renamed VPs include Influence Points (page 151), Infiltration Points (page 160), Research Points (page 154), and Reputation Points (page 164). The name should be representative, and the PCs should understand what it refers to. You can leave off the word \"Points\" if you prefer, though this section often retains it while describing how Victory Points can be used." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 148, + "name": "Victory Point Subsystem Structures", + "entries": [ + "There are a few common structures for tracking Victory Points that you might use for your new subsystem.", + "You could come up with a structure based off one of the subsystems below, or you could create your own completely different structure if none of them match the way you're running your game. The most important thing is to consider how the PCs or their opposition gain or lose various forms of Victory Points.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 148, + "name": "Accumulating Victory Points", + "entries": [ + "The most common structure is to accumulate Victory Points toward a total, either stopping after reaching a success threshold or collecting as many Victory Points as possible in a given time frame and then measuring the results against various thresholds. The influence subsystem on page 151 is a great example of this structure in action: each PC has a certain number of chances to influence various NPCs, and after reaching a particular threshold of Victory Points with an NPC, the PCs have convinced that NPC.", + "In a variation of this structure, the PCs' adversaries can also accumulate Victory Points, giving the PCs a moving target\u2014either to reach the goal before the adversary or to have more Victory Points than the adversary at the end of a given time frame. This is a great structure for you to use in a situation where the PCs face opposition rather than having the PCs accumulate Victory Points while adversaries decrease the total, since it's dynamic and less at risk of resulting in a stalemate.", + "You can track a subsystem at a larger scale, like over the course of an adventure or campaign, by granting the PCs Victory Points for achieving difficult goals or making particular decisions. Such subsystems usually ask the PCs to compare their accumulated Victory Points against several ranked tiers that each having varying results on the story. Typically these results become more positive for the PCs as they acquire more Victory Points, but sometimes succeeding too fully could have unintended consequences, like convincing the workers to support a rebellion so thoroughly that it riles up a mob. If you're making your own subsystem, you might not define these ranks in full, but just use your best guess at the end.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 148, + "name": "Accumulating Rolls", + "entries": [ + "In cases where the PCs need to make checks to gain Victory Points, the amount they get for the degrees of success is up to you. The default scale detailed below works in most cases.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The PCs gain 2 Victory Points.", + "Success": "The PCs gain 1 Victory Point.", + "Critical Failure": "The PCs lose 1 Victory Point." + } + }, + "This means that the result of a PC's check usually results in the party gaining either 1 or no Victory Points. However, specialized PCs have a solid chance of earning the party 2 Victory Points, and hare-brained schemes have a fair chance of losing the PCs 1 Victory Point." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 149, + "name": "Diminishing Victory Points", + "entries": [ + "Using this method, the PCs start with a certain number of Victory Points, and rather than accumulating them, they attempt to avoid losing them. Perhaps the PCs are trying to keep dragon eggs from cracking, or are otherwise attempting to minimize damage, loss, or danger. This variant is less common, but it's great at conveying the urgency of a situation as the PCs lose points. Sometimes it's necessary to add that sense of tension with this subsystem! Typically, when the PCs lose all their Victory Points, a negative event occurs.", + "If they're on a timer, the final results might be better the more points they manage to keep before the time runs out.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 149, + "name": "Diminishing Rolls", + "entries": [ + "Using this structure, the PCs typically lose Victory Points as a result of failed checks, though they can still lose them for making particularly poor decisions or behaving recklessly. Once again, you can use any scaling consequences that make sense, but the default degrees of success are as follows.", + { + "type": "successDegree", + "entries": { + "Critical Success": "If regaining ground is possible, the PCs gain 1 Victory Point. Otherwise, as success.", + "Success": "The PCs avoid losing any Victory Points.", + "Failure": "The PCs lose 1 Victory Point.", + "Critical Failure": "The PCs lose 2 Victory Points." + } + } + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 149, + "name": "Multiple Point Subsystems", + "entries": [ + "In a multiple point subsystem, you have more than one point system, each measuring something different. For example, in a long-distance race, the PCs and their opponents both try to gain their own Marathon Points, and whoever gets to 10 points first wins!", + "Infiltration on page 160 offers a different example of a Victory Point subsystem with multiple types of points. PCs try to get a certain number of Infiltration Points to successfully infiltrate a location while avoiding giving Awareness Points to their enemies through failure.", + "Consider combining the multiple points with a time factor, like in infiltrations, where the PCs automatically accrue Awareness Points over time at a slow rate." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 149, + "name": "Obstacles and Dcs", + "entries": [ + "When preparing your subsystem, think of the obstacles PCs might face or avenues they can exploit when engaging in your subsystem. Set some DCs for them in advance, using the normal system for setting DCs. Everything else, you can improvise on the spot. If you think your DCs will be higher overall, when you set the number of points needed, choose a value on the lower end (see Setting your Scale below)", + "Think of some possibilities that are much easier and some that are harder. Who are your PCs opposing, and what weak points might that opposition have that the PCs could exploit? Set those DCs lower or make overcoming them grant more VP. PCs who do their research or come up with clever strategies should find it easier to overcome the challenge.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 149, + "name": "ENEMY VICTORY POINTS", + "entries": [ + "In addition to giving both the PCs and enemies Victory Points, as mentioned on page 149, sometimes it makes more sense to have only the enemies gain or lose Victory Points instead of the PCs. Even though the NPCs are also taking actions, it's usually best to increase or reduce the enemy's Victory Points based on just the PCs' actions, since it maximizes the feeling of player agency. In some rare cases where the foes act directly against the PCs, you might have both PC and foe actions increase the foe's Victory Points.", + "Implementing such a subsystem might mean flipping the normal rolls. For instance, if the PCs were trying to lower their enemies' Influence over a faction, a critical success by a PC would lower the Influence by 2, a success would lower the Influence by 1, and a critical failure might give the enemies something to exploit, raising their Influence by 1. This uses the same effects as an accumulating roll, but \"damages\" the enemies' VP instead of gaining VP for the PCs' side. While this is very similar mechanically to the PCs gaining VP, the thematic connection is much stronger for an intrigue-based story." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 149, + "name": "Setting Your Scale", + "entries": [ + "The number of points it takes to reach a goal will greatly affect how your subsystem feels during play. If you want the subsystem to be used for a single scene, such as one negotiation with a powerful NPC, set the number lower than if it's meant to take up most or all of a game session. The Table 3\u20131 (page 150) suggests possible values for your Victory Point scale. The \"adventure-wide\" scale is for subsystems that are part of a larger narrative, granting Victory Points when the PCs overcome entire encounters or dungeons, rather than as an encounter unfolds.", + "This larger scale is intended for subsystems that take a lot of the party's focus. A subsystem that runs in the background during an adventure should use a smaller scale. This is usually the \"adventure-wide, sideline\" value. It could be even lower, such as if you have a dungeon-based adventure including several opportunities to interact with a kobold tribe to get some small benefits. Though they appear throughout the adventure, you would use a lower value because attaining the VP is a minor part of the story. In fact, you might choose not to use a VP subsystem at all.", + "The table also lists numbers for one or more thresholds. These are the point values at which the PCs get a partial benefit (or, for a diminishing subsystem, take a drawback). You should grant partial benefits when the PCs reach a certain threshold or introduce twists to the subsystem to ensure they continue to feel engaged and rewarded over time.", + { + "type": "table", + "source": "GMG", + "page": 150, + "name": "VICTORY POINT SCALES", + "id": "3-1", + "colStyles": [ + "", + "text-center", + "text-center" + ], + "rows": [ + [ + "Duration of Challenge", + "VP End Point", + "VP Threshold" + ], + [ + "Quick Encounter", + "3-5", + "\u2014" + ], + [ + "Long Encounter", + "7-10", + "4" + ], + [ + "Most of a session", + "15-25", + "5, 10, 15" + ], + [ + "Adventure-wide, sideline", + "15-20", + "5, 10, 15" + ], + [ + "Adventure-wide, forefront", + "25-50", + "10, 20, 30, 40" + ] + ] + }, + "The values also depend on various factors. These might include the DCs, the number of chances the PCs get to gain Victory Points, and the flexibility of how the PCs can deploy themselves (for example, if PCs are all forced to try something they might not be trained in, it could cause critical failures). They might also include the amount of effort the PCs need to spend on tasks that don't directly earn Victory Points\u2014such as checks to Discover information about NPCs using the Influence subsystem. Keep all these in mind when deciding what end point you want to use." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 150, + "name": "Running Your Subsystem", + "entries": [ + "When running your new subsystem, be sure to keep the challenges fresh by using a variety of different skills and options to encourage creativity and cooperation, rather than just using the same check over and over again, where PCs can expect diminishing returns. You can also use timers to encourage each PC to participate or even create mechanics that directly encourage each PC to participate, like setting penalties for the same PC attempting checks repeatedly, or for two PCs attempting the same check.", + "You can even have challenges that require all the PCs to participate. For instance, if the party's host is welcoming every guest individually, each PC might have to make an impression in their own way, or during infiltration, each PC might have to test their ability to {@action Impersonate} or {@action Sneak}. You'll likely find that some approaches should be automatic successes if they're well-suited to the task, or automatic failures for ideas that are likely impossible." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 150, + "name": "Rewards", + "entries": [ + "How you structure rewards for your subsystem depends greatly on its scope. A subsystem resolved in a single sitting usually gives accomplishment XP unless it is particularly demanding, in which case it could be considered a full-scale encounter. Meanwhile, subsystems that span over the course of multiple sessions or the entire campaign might generate accomplishment XP at meaningful milestones along the way. If you have a long-spanning subsystem that's fairly low profile and behind the scenes or is not success-oriented, such as a subsystem to track what type of ruler the PCs' patron will become based on the PCs' decisions, you might not give XP directly from the subsystem, since in that case \"success\" is undefined." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 151, + "name": "Influence", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 151, + "entries": [ + "When the PCs need to gain favor with or sway over an NPC to achieve their goals, sometimes a {@skill Deception}, {@skill Diplomacy}, or {@skill Intimidation} check isn't enough to get the job done. In these cases, you can implement the influence subsystem in a social encounter." + ] + }, + "Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence.", + "These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC. It's perfect for a single social gathering\u2014whether it's a party, a treaty negotiation, or even an attempt to persuade various members of a panel of judges. Because of the variety of Influence skill options and the ability to use {@skill Perception} to uncover more information, every character has something important to contribute in the influence subsystem, as opposed to situations where only one character has {@skill Diplomacy}.", + "The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event. Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical. During each round, each PC can act once to either Influence or Discover.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Influence", + "traits": [ + "concentrate", + "linguistic" + ], + "sections": [ + [ + [ + "You attempt to make a favorable impression on an NPC to convince the NPC to support your cause. Choose an NPC, and attempt a skill check to impress that NPC. The DC, and whether success is possible, depend on the NPC's preferences (typically found in the NPC's influence stat block).", + { + "type": "successDegree", + "entries": { + "Critical Success": "You gain 2 Influence Points with the chosen NPC.", + "Success": "You gain 1 Influence Point with the chosen NPC.", + "Failure": "You gain no Influence Points with the chosen NPC.", + "Critical Failure": "You lose 1 Influence Point with the chosen NPC." + } + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Discover", + "traits": [ + "concentrate", + "secret" + ], + "sections": [ + [ + [ + "You watch or study an NPC to learn more about that NPC's preferences. Choose an NPC and attempt a Perception check or an appropriate skill check determined by the GM. The DC is typically found in the NPC's influence stat block.", + { + "type": "successDegree", + "entries": { + "Critical Success": "Choose two of the options detailed in Success below; you can choose the same option twice to learn two pieces of information from the same category.", + "Success": "Choose one of the following: You learn which skill that can Influence the NPC has the lowest DC (skipping any skills that you already know), one of the NPC's personal biases, one of the NPC's resistances, or one of the NPC's weaknesses.", + "Failure": "You learn no information.", + "Critical Failure": "Choose a piece of information to learn about, as success, but the information is incorrect. For instance, you might think the NPC is susceptible to flattery when actually the NPC is resistant to flattery." + } + } + ] + ] + ] + } + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 152, + "name": "Influence Stat Blocks", + "entries": [ + "NPCs in the influence subsystem have little need for many of the statistics you'll find in an ordinary creature stat block. However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight.", + "Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC's {@skill Perception} and Will modifiers.", + "After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, {@condition hidden} agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter)", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "NPC Name", + "traits": [ + "traits" + ], + "sections": [ + [ + [ + "A succinct description of the NPC, such as \"Famous musician\" or \"Popular baron.\"" + ], + [ + { + "name": "Perception", + "entry": "The NPC's Perception modifier, plus potentially relevant spells such as {@spell true sight}." + } + ], + [ + { + "name": "Will", + "entry": "The NPC's Will modifier, plus any special adjustments." + } + ], + [ + { + "name": "Discovery", + "entry": "The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs." + } + ], + [ + { + "name": "Influence Skills", + "entry": "The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player gives a strong narrative explanation for using it, you can add it as an appropriate DC (usually the highest listed DC). {@skill Diplomacy} should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC's interests." + } + ], + [ + { + "name": "Influence Thresholds", + "entry": "The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds." + } + ] + ], + [ + [ + { + "name": "Resistances", + "entry": "Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC's resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible." + } + ], + [ + { + "name": "Weaknesses", + "entry": "Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it's a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC's weakness, it typically decreases the associated Influence check's DC by 2 (or 5 for stronger weaknesses), but it could have farther-ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far." + } + ] + ] + ] + } + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 153, + "name": "Setting Dcs", + "entries": [ + "When setting DCs, it's often good to start with a \"social level\" for the NPC and set their DCs accordingly.", + "Use the DC adjustments from page 504 of the {@i Core Rulebook} just like you normally would. A good starting place is setting the NPC's Will modifier, then taking that DC and adjusting it for skills that are more or less likely to work.", + "For instance, for a 3rd-level challenge, you might give an NPC a +12 Will modifier and use 22 as the base DC. You might say that's the DC for {@skill Diplomacy} but then determine that the NPC is difficult to intimidate, and so you apply the hard DC adjustment to make the {@skill Intimidation} DC 24. Maybe you also determine that she loves different varieties of wine, resulting in an incredibly easy DC adjustment to get DC 12 for {@skill Lore||Alcohol Lore}." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 152, + "name": "SAMPLE STAT BLOCK", + "entries": [ + "In this example, the PCs try to convince a grizzled landlord to not evict a theatrical troupe from a dilapidated building he owns. It's a 3rd-level challenge. He is a busy, practical man and gives the PCs only 45 minutes (3 rounds) to make their case.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Danphy Mollwether", + "traits": [ + "le", + "medium", + "human", + "humanoid" + ], + "sections": [ + [ + [ + "Penny-pinching landlord" + ], + [ + { + "name": "Perception", + "entry": "{@d20 +9||Perception}" + } + ], + [ + { + "name": "Will", + "entry": "{@d20 +11||Will}" + } + ], + [ + { + "name": "Discovery", + "entry": "DC 13 {@skill Lore||Mercantile Lore}, DC 18 {@skill Perception}, DC 16 {@skill Society}" + } + ], + [ + { + "name": "Influence Skills", + "entry": "DC 16 {@skill Lore||Accounting Lore} (noting how the theater could be made profitable), DC 16 {@skill Crafting} (volunteering to repair the building), DC 20 {@skill Intimidation}, DC 20 {@skill Performance}, DC 22 {@skill Diplomacy}, DC 24 {@skill Deception}" + } + ], + [ + { + "name": "Influence 4:", + "entry": "Mr. Mollwether gives the troupe 1 week to get him his back rent, with interest, before evicting them." + } + ], + [ + { + "name": "Influence 6:", + "entry": "Mr. Mollwether gives the troupe 1 month to get him his back rent before evicting them." + } + ], + [ + { + "name": "Influence 8:", + "entry": "Mr. Mollwether allows the troupe to stay, reduces their rent, and forgives half their debt." + } + ] + ], + [ + [ + { + "name": "Resistances", + "entry": "The landlord thinks in practical terms, with little patience for the \"good-for-nothings\" of the troupe. Appeals directed at sympathy alone increase the check's DC by 2." + } + ], + [ + { + "name": "Weaknesses", + "entry": "Mr. Mollwether used to visit the theater often as a small child, and performing one of his favorite old songs or plays brings tears to his eyes and reduces the {@skill Performance} DC by 2." + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + { + "type": "item", + "name": "Background", + "entry": "Mollwether was raised by wealthy parents who loved the arts and took him to the theater often. A scandal left the family broke, and Danphy clawed his way back up to a decent living. Becoming something of a slumlord, he owns several properties now and still feels he must exploit others to survive." + }, + { + "type": "item", + "name": "Appearance", + "entry": "An elderly man in cheap dress clothes, Mr. Mollwether looks like he's never felt a moment of love for anyone in his whole life." + }, + { + "type": "item", + "name": "Personality", + "entry": "Impatient, crotchety, skeptical" + }, + { + "type": "item", + "name": "Penalty", + "entry": "Antagonizing Mr. Mollwether by \"sermonizing\" or \"wasting his time\" causes him to cut the meeting short, reducing it to 2 rounds instead of 3." + } + ] + } + ] + ] + ] + } + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 153, + "name": "Running an Influence Encounter", + "entries": [ + "When running an influence encounter, let the PCs be creative and use a diverse set of skills whenever possible. Be open to improvisation, and change the structure of the encounter if something interesting presents itself. The PCs set the pace and choose with whom they interact. It's up to you to make sure every NPC is distinct, react to the PCs' interactions with the NPCs, and lend overall structure to the encounter by making sure it feels like a living, breathing event rather than just a series of skill checks.", + "Think about how the number of rounds of a social encounter relate to the overall event. For instance, if you have a four-course banquet and 6 rounds, you could have 1 round for introductions before the food arrives, 1 round for each of the courses, and 1 last round of conversations after the final course. NPCs might filter in and out or become unavailable for conversations as they are occupied by various tasks, or become particularly eager to engage a PC. That sort of change help makes the NPC feel a bit more real and helps break up any repetition in your encounter." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 154, + "name": "Research", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 154, + "entries": [ + "When the PCs are trying to discover important information while challenged by a time limit or other interesting twist, the research subsystem is just the right thing to lend their efforts more urgency and weight." + ] + }, + "In the research subsystem, PCs accumulate Research Points and learn new information or gain other benefits upon reaching specific thresholds. Use this subsystem if the PCs face a time constraint, rival research group, or other form of external pressure or condition that could end the PCs' efforts early. Otherwise, you can simply use the rules in the {@i Core Rulebook}, since the PCs are free to keep rolling until they uncover everything there is to find.", + "In this subsystem, time passes in rounds spanning several hours to a day of research. Each round, the characters use the Research exploration activity to gain Research Points (RP). As time passes and the party earns more RP, they gain knowledge and rewards, but also might face consequences or events. Some of these events might interrupt the round with a different kind of encounter (disrupting the Research activity), such as a social encounter with an intelligent book or a combat encounter with a guardian.", + { + "type": "ability", + "style": "full", + "name": "Research", + "traits": [ + "concentrate", + "exploration", + "linguistic" + ], + "entries": [ + "You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You gain 2 RP.", + "Success": "You gain 1 RP.", + "Critical Failure": "You make a false discovery and lose 1 RP." + } + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 154, + "name": "Building a Library", + "entries": [ + "\"Library\" is the general term the research subsystem uses to designate the setting of the PCs' research. Despite the name, the library doesn't necessarily consist of a quiet hall full of books. It could be an Astral memory palace, a collection of iconographic artwork, or even a group the party is questioning. In most cases, to engage the whole party and add a little decision-making to the research, you'll want to give your research topic or library at least one variable or subdivision that the PCs need to decide how to handle. For instance, you might give the PCs three different research topics to study, each using different skills and providing different rewards. The library might have several rooms or sections with different challenges to research, allowing you to reward PCs with skills that aren't typically associated with research; perhaps the books on aeromancy are all flying above the top shelves of towering bookcases, requiring a round of {@skill Athletics} checks to represent climbing up and down ladders to retrieve them and reach the first threshold. A variety of skills and decisions, along with vivid descriptions, are the key to an engaging and memorable research session, rather than just a string of die rolls by the wizard.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 154, + "name": "Choosing Thresholds", + "entries": [ + "Once you've decided what your library looks like and how the library and research options are structured, it's time to set the research thresholds for each topic. Thresholds are your opportunity to reveal intriguing new information and introduce different types of challenges. Each threshold should provide interesting information; if it doesn't, you should probably have fewer thresholds.", + "Thresholds can change the state of the library (perhaps the first threshold is simply cleaning and organizing the library so the PCs can find the tomes they need), reveal information, give the PCs a reward (like access to an ancient uncommon or rare feat or spell they discover in library's depths), trigger an encounter, alter the skills or DCs for further research, or anything else you can imagine, but they should always do something.", + "If your library covers multiple topics, each has its own set of thresholds. You'll typically want to require fewer Research Points to reach each one and use fewer thresholds per topic.", + "Think about the constraints preventing the PCs from researching as long as they want, and use those constraints to determine how many Research Points they must earn to reach each threshold. You don't need to evenly space thresholds\u2014you could require very few Research Points to learn crucial clues you want to ensure the PCs receive and a much larger number to reach the final threshold that grants a special reward." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 155, + "name": "Library Stat Block", + "entries": [ + "When you build a library, you can use a stat block to organize the information. In a published adventure, you'll find libraries presented in the format below. There's no need to include entries that aren't applicable for your library.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Library's Name", + "category": "Library", + "level": "(Level)", + "traits": [ + "traits" + ], + "sections": [ + [ + [ + { + "name": "Division Name and Description", + "entry": "Whether it's a section of a physical library, one of several research topics the PCs are studying, or something more creative, this is the name of one of the library's divisions. If the divisions are separate topics, they'll each have their own thresholds, but if the divisions are separate areas all related to the same topic or topics, they might have RP maximums instead, after which the PCs have exhausted the information in that area. Repeat these sections for the library's other divisions; if using RP maximums, make sure the divisions provide enough Research Points to reach the final threshold." + } + ], + [ + { + "name": "Research Checks", + "entry": "The skills or other checks the PCs can attempt to Research the division are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC. If a skill isn't listed but a player provides a strong narrative explanation for using it, you can add it at an appropriate DC (usually the highest listed DC). Academia Lore and Library Lore will often be listed in these entries." + } + ] + ], + [ + [ + { + "name": "Research Thresholds", + "entry": "Each threshold lists the number of RP required to reach it, followed by the effects for meeting that threshold. Thresholds are listed in order from first (requiring the fewest RP) to last (the highest threshold)." + } + ] + ] + ] + } + }, + "Beneath the stat block, you can list any events that occur based on timing rather than the PCs' RP total (such as a threatening message arriving on the third day), as well as any other important details." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 155, + "name": "Running Research", + "entries": [ + "When running the research subsystem, think about the two factors that set the pace of the research and allow you to break it up: the length of each round of research, and the thresholds in the research. Use both of these in tandem to breathe life into the session and draw the players into the game. Ideally the PCs are aware of whatever pressure requires them to finish the research, so as rounds pass, the tension increases. As long as the PCs are able to get the information they came for, it's fine if they don't learn everything the library has to offer; in fact, you might intentionally create a situation allowing the PCs time to glean only some of a list of special rewards, forcing them to prioritize their favorites.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 155, + "name": "SAMPLE STAT BLOCK", + "entries": [ + "In this example, the PCs are trying to research {@condition hidden} occult secrets about hags known only to the fey of a strange sylvan library. It's a 7th-level challenge. If you'd like to use this sample library for a different research topic, just change the results of each threshold and replace any {@skill Occultism} Research checks with checks appropriate to the new topic!", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Gade of Forgotten Time", + "category": "Library", + "level": 7, + "traits": [ + "fey", + "primal" + ], + "sections": [ + [ + [ + { + "name": "Field of Tomeflowers", + "entry": "Five-foot stems open up into colorful petaled tomes" + }, + { + "name": "Maximum RP", + "entry": "10" + } + ], + [ + { + "name": "Research Checks", + "entry": "DC 18 {@skill Lore||Academia Lore} or {@skill Lore||Library Lore}, DC 23 {@skill Occultism}" + } + ] + ], + [ + [ + { + "name": "Loremother Tree", + "entry": "A powerful intelligence slumbers deep within this ancient oak, awakened by communion or music" + }, + { + "name": "Maximum RP", + "entry": "15" + } + ], + [ + { + "name": "Research Checks", + "entry": "DC 21 {@skill Performance}, DC 23 {@skill Nature}, DC 25 {@skill Occultism}" + } + ] + ], + [ + [ + { + "name": "Sprite Swarm", + "entry": "Thousands of iridescent sprites flit about, eager to offer tidbits of information, though it is not always reliable" + }, + { + "name": "Maximum RP", + "entry": "5" + } + ], + [ + { + "name": "Research Checks", + "entry": "DC 23 {@skill Diplomacy}, DC 23 {@skill Occultism}, DC 25 {@skill Society}, DC 28 {@skill Perception}" + } + ] + ], + [ + [ + { + "name": "5 Research Points", + "entry": "The PCs learn apocryphal fey legends that the first hags were once cruel fey queens twisted by inner corruption. They learn details about hag reproduction, changelings, and the hag mother's Call." + } + ], + [ + { + "name": "10 Research Points", + "entry": "The PCs learn the location of an ancient, twisted grove in the First World rumored to hold a secret treasure connected to hags. Attaining this knowledge comes at a cost: hag malice solidifies into two will-o'-wisps and animates some of the glade's plant matter into a shambler. The three creatures attack the PCs together." + } + ], + [ + { + "name": "15 Research Points", + "entry": "The PCs learn a variety of occult folk divinations said to detect the presence of nearby hags. Among them is a functioning uncommon spell: {@spell read omens}." + } + ], + [ + { + "name": "20 Research Points", + "entry": "The loremother tree stirs and partially awakens, issuing the PCs a dire warning about danger in the knowledge they seek. Replace the loremother tree's {@skill Performance} Research check with a DC 28 {@skill Diplomacy} check to convince the tree to share further knowledge." + } + ], + [ + { + "name": "25 Research Points", + "entry": "The whole glade goes quiet, and the PCs feel a pall fall over their hearts. The PCs are close, but all Research check DCs increase by 2." + } + ], + [ + { + "name": "30 Research Points", + "entry": "The PCs learn even more esoteric wisdom about hags. However, they have drawn the attention of a coven of annis hags, who materialize to destroy the party and their newfound knowledge. If the PCs run out of time before reaching this point, the coven erases any further information before attacking the PCs out of spite." + } + ] + ] + ] + } + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 156, + "name": "Chases", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 156, + "entries": [ + "When the PCs pursue a fleeing adversary or quarry\u2014or someone chases them instead\u2014 adding twists and turns to the pursuit builds suspense and makes the outcome more uncertain than if it were based on Speed alone. The chases subsystem helps you create cinematic scenes where the PCs must quickly overcome obstacles, from following someone through a crowded market to carrying a desperately urgent message over a dangerous mountain pass." + ] + }, + "The {@i Core Rulebook's} Speed rules work well for short sprints through fairly clear terrain. Over longer distances through more complex environments, though, the path is rarely so straightforward. The chase subsystem shifts the emphasis from raw Speed to facing down the kinds of unpredictable obstacles that characters might encounter in a longer pursuit so you can create a thrilling chase scene.", + "Chases are a special type of encounter. Each round, the pursued character or characters act first, then the pursuing characters act. Typically, to reduce variance, the PCs roll checks to progress while their opponents proceed at a steady pace, but if you want to emphasize the back-and-forth nature of a particular chase, you could have both sides roll instead. Characters in the same group can act in whatever order they prefer, each taking a turn. A character must act on their turn. If they pass their turn or are unable to act, they're unable to help the group and automatically cause the group to lose 1 Chase Point.", + "Depending on the scale of your chase, establish at the beginning how long each round lasts so the PCs understand how much they can accomplish in that time. Is it essentially a 3-action turn, or does it take minutes, hours, or days?", + { + "type": "pf2-h2", + "source": "GMG", + "page": 156, + "name": "Obstacles", + "entries": [ + "During a chase, all the characters must overcome a series of obstacles that represent challenges\u2014from locked doors to deceptive bogs\u2014during the different legs of the pursuit.", + "These obstacles aren't separated by specific distances; the distance is narrative and can vary between obstacles as needed for the story you're telling. Travel times between obstacles can vary, too. The time scale you choose determines how PCs can act when dealing with an obstacle.", + "Each obstacle requires a certain number of Chase Points to overcome\u2014typically 1 per party member for a standard obstacle, though particularly challenging obstacles might require more (listed in an obstacle's Chase Points entry)", + "Typically, there are multiple ways to overcome an obstacle; for example, characters could evade a guard or bribe them to look away. Each approach typically requires a skill check or {@skill Perception} check, but sometimes a saving throw, an attack roll, or something even more unusual, like a casting a certain spell (listed in an obstacle's Overcome entry)", + "On a character's turn, they describe what they do to help the group get past the obstacle. They then attempt any required roll, or perform the required action for a choice without a check. If they attempt a roll, the result determines how many Chase Points the character gains.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The PCs gain 2 Chase Points.", + "Success": "The PCs gain 1 Chase Point.", + "Critical Failure": "The PCs lose 1 Chase Point." + } + }, + "If the means of bypassing the obstacle helps automatically without requiring a check\u2014such as using a certain spell to assist\u2014the PCs typically get 1 Chase Point. You can increase that to 2 if you feel the action is extremely helpful.", + "Chase Points represent the ability of the whole group to bypass the obstacle. A character who critically succeeds is able to help the other characters continue onward, while one who critically fails needs extra assistance. Players often have ideas for ways to overcome the obstacle beyond the choices you created for the obstacle. If their idea is applicable, you'll need to determine the DC and skill or other statistic being used for that approach. This is great as long as it's creative, but be wary of a situation where a character who is legendary at a skill tries to justify how they can bypass every obstacle with that skill, such as using {@skill Acrobatics} to tumble around them all, or the like. You can determine that some tactics just won't work against certain obstacles, or would help only one character without benefiting the rest and therefore aren't all that useful.", + "Once the PCs accumulate enough Chase Points to overcome the obstacle, they immediately move to the next. Extra Chase Points don't carry over to the next obstacle\u2014 each requires its own number of Chase Points to overcome. However, anyone who hasn't already taken their turn that round can still take it against the new obstacle. Consequently, the characters best suited to overcoming the current obstacle might act first, since the remaining characters might be better suited against the next one. The number of Chase Points the PCs have can never fall below 0.", + "It might help to put your obstacles in a stat block for easy reference. Inside published adventures, chase obstacles are likely to be presented in stat block form, as follows.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Crowd", + "category": "Obstacle", + "level": 1, + "sections": [ + [ + [ + { + "name": "Chase Points", + "entry": "4" + }, + { + "name": "Overcome", + "entry": "DC 15 {@skill Acrobatics} or {@skill Athletics} to weave or push through, DC 13 {@skill Society} to follow the flow" + } + ] + ], + [ + [ + "Throngs of people crowd the streets, making it difficult to continue the chase." + ] + ] + ] + } + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 156, + "name": "Building a Chase", + "entries": [ + "When building a chase, first build your obstacles and then decide how far ahead the pursued character or characters begin and at what pace the NPCs will move. Having the NPCs clear one obstacle per round is a good rule of thumb, but it could vary depending on the situation, and should especially be slower against obstacles that require more than 1 Chase Point per character to overcome.", + "Select or build obstacles highlighting a variety of different skills and other options so everyone in the party has a moment to shine. When choosing what skills can bypass a given obstacle, ensure a variety of approaches can work. If you've already decided that an obstacle uses {@skill Stealth}, selecting {@skill Thievery} as the other option doesn't really offer opportunities for different types of characters, since those who are good at {@skill Thievery} are very likely the same ones who are good at {@skill Stealth}. On the other hand, offering {@skill Athletics} as an alternative gives a champion who's terrible at {@skill Stealth} a way to help. The group can help cover for a character who is less capable at a particular obstacle, but it's more fun for players to present substantially different options for each obstacle.", + "Use the following guidelines to determine how many obstacles you need for your chase. These numbers assume that the pursued party can reach a certain location to end the chase (as described in Ending Chases). If there's no such escape, you might need more obstacles.", + "{@b Short:} 6 obstacles, about 10\u201320 minutes of game time", + "{@b Medium:} 8 obstacles, about 15\u201325 minutes of game time", + "{@b Long:} 10 obstacles, about 20\u201330 minutes of game time.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 157, + "name": "Setting Obstacle Dcs", + "entries": [ + "When you set the DCs for an obstacle, you'll typically be using simple DCs. Use a proficiency rank that's generally appropriate for the PCs' level if you want the obstacle to be a significant one. As noted earlier, you'll typically want to select a couple different ways the group can get past an obstacle. At least one check should be have an easy or very easy adjustment, while the other check should have a standard or hard DC. In some cases you might use something other than a simple DC; for example, if a specific NPC has put up a magical barrier, you would use their spell DC. This might result in some pretty tough DCs or even impassable obstacles, so use this carefully! If a PC improvises a different way to get around an obstacle from what you planned, set the DC just like you would normally when picking a DC on the fly. Don't worry about adjusting the DC of the check to be easy or very easy, because the PC is likely to be good at the skill they've chosen to use." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 157, + "name": "Shortcuts and Split Paths", + "entries": [ + "You might want to build a chase with multiple paths that split and rejoin so you can have a shortcut (with easier DCs or fewer obstacles) or paths that appeal to different types of characters. For instance, one obstacle might allow a PC who critically succeeds at a {@skill Perception} check to find a faster path along a canal, without the obstacles of a busy street. This can be fun, but can also split up the group. Familiarize yourself with the Solo Chases sidebar above to make similar adjustments for a divided group." + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 157, + "name": "SOLO CHASES", + "entries": [ + "Sometimes circumstances might require you to run a chase where the PCs are each progressing individually, rather than as a group, such as if they get split up. The danger therein is that a player can easily become frustrated if their character is stuck at an obstacle where it's extremely difficult to succeed at either choice, and no allies can help them. In these chases, it's best to allow even a single success be enough for a character to progress to the next obstacle, and have a critical success give the character a +2 circumstance bonus on their first check against the next obstacle." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 157, + "name": "Ending Chases", + "entries": [ + "Once you have the obstacles, decide the end conditions.", + "Chases often end when the pursuer reaches the same obstacle as the pursued, leading to a combat encounter or other scene. However, it's less clear when to end a chase otherwise. It's typically best to have an obstacle that ends the chase with the pursued character getting away, as long as they overcome the obstacle before being captured. This is usually better than ending the chase after a certain number of rounds, because reaching a hideaway makes more narrative sense and because you might not be able to predict how far the pursued characters move in those rounds, making you run out of obstacles. You can also end the chase in favor of the pursued characters if they ever get a certain number of obstacles ahead of the pursuers (typically three), as the pursuers simply lose the trail. You should still have an end point to the chase, though, in case that never happens." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 157, + "name": "Types of Chases", + "entries": [ + { + "type": "list", + "items": [ + "{@b Chase Down:} The PCs pursue adversaries. The PCs go second in initiative since they're the pursuers. Start the enemies one obstacle ahead of the PCs (or at the same location for a short chase), and end the chase if the PCs catch up to the enemies, or if the enemies reach a certain location that represents their safety or escape.", + "{@b Run Away:} The PCs attempt to escape. They'll go first in initiative since they're being pursued. It's usually best to start them one obstacle ahead of their foes and end the chase if they reach a certain location or are three obstacles ahead of their foes at the end of a round.", + "{@b Beat the Clock:} The PCs try to get through all the obstacles before a certain number of rounds passes, such as if the PCs are trying to outrun a natural disaster or race in a timed challenge. The number of obstacles should usually be equal to the number of rounds.", + "{@b Competitive Chase:} The PCs and their adversaries are both chasing the same thing or trying to reach the same location, and whoever gets there first wins. This works like chase down, except that either party could win. Because there is more than one set of pursuers, you might have the PCs and their competitors roll initiative to see who goes first each round (while still moving all NPCs at a steady rate.)" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 158, + "name": "Running a Chase", + "entries": [ + "When running a chase, narrate the scene and give vivid descriptions of the obstacles the PCs face, rather than just reading off a list of skills and immediately having the players start rolling dice and making checks. A chase is a framework for roleplaying, not just a dice game. Encourage the PCs to describe what they're doing, and how they're helping their comrades overcome each obstacle.", + "Typically, it's best to tell the players the DCs of the default options, so they can make informed decisions. At the least, you should indicate the relative difficulty of the clear paths. The PCs are adventurers, so they're experienced at assessing which path is going to be easier or harder.", + "Try to make it feel like the PCs are really part of a chase scene, like in a movie. As each side makes progress, describe how they pull ahead or close the gap. PCs far from their foes might hear shouts in the distance. As they get closer, they catch glimpses, and then finally see their quarry in full view once they're on the enemies' heels. Think about how the events of the chase affect the environment, as well. For instance, if a kaiju is chasing after the PCs, after the PCs overcome an obstacle consisting of a thick copse of trees, you could describe how the kaiju flattens the trees beneath its feet as it stomps after them.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 158, + "name": "Visual Aids", + "entries": [ + "It can help your players visualize the chase to use a series of cards or a rough map (such as a large-scale city map rather than a 5-foot grid) to show locations. Use one miniature or token to represent each side of the chase. You might place cards with obstacle names on them face down, revealing them as PCs reach them, and letting a PC peek at an upcoming card if they scout it from a distance." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 158, + "name": "If the Pcs Get Stuck", + "entries": [ + "Sometimes despite their best efforts, an obstacle will stymie the PCs over and over again. In most cases, after 3 rounds of the PCs struggling with an obstacle that requires the standard number of Chase Points, it's a good idea to just say they found another way around it. If the obstacle requires more or fewer Chase Points, you can change the number of rounds before letting them get past it. If presenting another way around the obstacle just doesn't make sense, such as if a spherical barrier completely blocks the PCs, you might introduce an NPC or other outside force that can help them bypass it, but at a high cost." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 158, + "name": "Sample Obstacles", + "entries": [ + "You can use the following obstacles in your chases, which are organized by environment. The name is followed by the level of group they're best suited for, and many include both a basic version for lower levels and a higher-level version.", + { + "type": "table", + "source": "GMG", + "page": 159, + "name": "UNDERGROUND OBSTACLES", + "labelRowIdx": [], + "colStyles": [ + "bold", + "" + ], + "colSizes": [ + 1, + 4 + ], + "rows": [ + [ + "Crumbling Corridor (1st)", + "DC 13 {@skill Acrobatics} to avoid disturbing the walls, DC 15 {@skill Crafting} to shore up the walls; {@b Quaking Corridor (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}" + ], + [ + "Fungus Grotto (1st)", + "DC 15 Fortitude to endure poisonous spore, DC 13 {@skill Survival} to avoid the mushrooms; {@b Virulent Fungi (5th)} DC 20 Fortitude, DC 18 {@skill Survival}" + ], + [ + "Pit Trap (1st)", + "DC 13 {@skill Athletics} to quickly climb out, DC 15 Perception to spot the trap before it's triggered; {@b Exceptional Pit Trap (5th)} DC 20 {@skill Athletics}, DC 18 Perception" + ], + [ + "Wandering Gelatinous Cube (1st)", + "DC 18 {@skill Occultism} to identify its deficiencies, DC 15 {@skill Stealth} to sneak past; {@b Wandering Black Pudding (7th)} DC 24 {@skill Occultism}, DC 19 {@skill Stealth}" + ], + [ + "Collapsed Tunnel (5th)", + "DC 20 {@skill Athletics} to dig through, DC 18 Perception to find a secret door around; Ancient Collapse (12th) DC 30 {@skill Athletics}, DC 28 Perception" + ], + [ + "Pendulum Trap (5th)", + "DC 20 Reflex to dodge the blades, DC 15 {@skill Thievery} to disable the tap; {@b Panoply of Pendulums (12th)} DC 30 Reflex, DC 28 {@skill Thievery}" + ], + [ + "Wooden Portcullis (8th)", + "DC 25 {@skill Acrobatics} to squeeze through, DC 20 {@skill Athletics} to lift the gate; {@b Iron Portcullis (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Athletics}" + ] + ] + }, + { + "type": "table", + "source": "GMG", + "page": 159, + "name": "URBAN OBSTACLES", + "labelRowIdx": [], + "colStyles": [ + "bold", + "" + ], + "colSizes": [ + 1, + 4 + ], + "rows": [ + [ + "Crowd (1st)", + "DC 15 {@skill Acrobatics} or {@skill Athletics} to weave or push through, DC 13 {@skill Society} to follow the flow; {@b Festival Crowd (4th)} DC 20 {@skill Athletics}, DC 18 {@skill Society}" + ], + [ + "Fruit Cart (1st)", + "DC 13 {@skill Athletics} to vault over or smash through, DC 15 {@skill Intimidation} to make the merchant move it; {@b Merchant Pavilion (5th)} DC 20 {@skill Athletics}, DC 22 {@skill Intimidation}" + ], + [ + "Guard Dog (1st)", + "DC 14 {@skill Nature} to calm, DC 16 {@skill Stealth} to sneak past; {@b Guard Roc (9th)} DC 26 {@skill Nature}, DC 28 {@skill Stealth}" + ], + [ + "Rickety Rooftops (1st)", + "DC 15 {@skill Acrobatics} to cross clotheslines, DC 13 {@skill Athletics} to jump from roof to roof; {@b Crumbling, Steep Rooftops (5th)} DC 18 {@skill Acrobatics}, DC 20 {@skill Athletics}" + ], + [ + "Wooden Fence (1st)", + "DC 13 {@skill Athletics} to climb over, DC 15 {@skill Thievery} to unlock a gate; {@b High Iron Fence (8th)} DC 20 {@skill Athletics}, DC 25 {@skill Thievery}" + ], + [ + "Gang of Hooligans (2nd)", + "DC 13 {@skill Deception} to trick, DC 15 {@skill Stealth} to sneak past; {@b Elite Criminals (12th)} DC 28 {@skill Deception}, DC 30 {@skill Stealth}" + ], + [ + "Twisting Alleyways (2nd)", + "DC 17 Perception to find a path, DC 13 {@skill Society} to recall a map; {@b Multi-Story Maze (7th)} DC 22 Perception, DC 20 {@skill Society}" + ] + ] + }, + { + "type": "table", + "source": "GMG", + "page": 159, + "name": "WILDERNESS OBSTACLES", + "labelRowIdx": [], + "colStyles": [ + "bold", + "" + ], + "colSizes": [ + 1, + 4 + ], + "rows": [ + [ + "Deep Mud (1st)", + "DC 15 {@skill Athletics} to slog through, DC 13 Perception to find a path; {@b Horrid Bog (5th)} DC 20 {@skill Athletics}, DC 18 Perception" + ], + [ + "Downpour (1st)", + "DC 13 Fortitude to push through, DC 15 {@skill Nature} to predict the weather; {@b Magical Thunderstorm (5th)} DC 30 Fortitude, DC 25 {@skill Nature}" + ], + [ + "Rope Bridge (1st)", + "DC 15 {@skill Acrobatics} to cross carefully, DC 13 {@skill Crafting} to make repairs; {@b Solitary Frayed Rope (11th)} DC 25 {@skill Acrobatics}, DC 30 {@skill Crafting}" + ], + [ + "Rushing River (1st)", + "DC 15 {@skill Athletics} to swim or hop across stones, DC 13 {@skill Survival} to find a ford nearby;{@b Flash Flood (5th)} DC 20 {@skill Athletics}, DC 18 {@skill Survival}" + ], + [ + "Steep Hills (1st)", + "DC 13 {@skill Athletics} to climb across, DC 15 Perception to find easier path; {@b Rugged Mountain (5th)} DC 20 {@skill Athletics}, DC 18 Perception" + ], + [ + "Swarm of Wasps (1st)", + "DC 15 Fortitude to endure stings, DC 13 {@skill Survival} to smoke them out; {@b Those Aren't Wasps! (5th)} DC 20 Fortitude, DC 18 {@skill Survival}" + ], + [ + "Tangled Forest (2nd)", + "DC 17 Perception to find the way, DC 13 {@skill Survival} to plot a path; {@b Enchanted Forest (5th)} DC 20 Perception, DC 18 {@skill Survival}" + ] + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 160, + "name": "Infiltration", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 160, + "entries": [ + "Not all elements of an adventure can be resolved with force of arms and the sizzle of deadly magic. Sometimes subtlety is required to circumvent foes or accomplish a goal. When the characters need to rely on improvisation and fast thinking to infiltrate a stronghold or organization to save the day, the infiltration subsystem provides a framework for those adventures." + ] + }, + "An infiltration requires the heroes to employ guile and subtlety to achieve one or more objectives without directly confronting their enemies. The PCs' goal might be sneaking into a den of thieves to relieve them of ill-gotten gains, navigating the winding passages of the city watch headquarters to break a friend out of prison, or putting themselves in just the right spot to snatch up the right person or the correct item at just the right time. Whatever the case, the heroes are working to avoid drawing the attention of an opposing party, such as the members of a thieves' guild, the prison guards, or the invited guests at an upscale gala. Should the heroes draw too much attention, they might be attacked, arrested, or thrown out\u2014in any case, blocked from accomplishing their goal.", + "An infiltration is fundamentally a roleplaying activity. The players narrate their characters' actions in response to the situations around them, and the infiltration subsystem provides a framework to measure incremental success within the overall endeavor. An infiltration takes place over the course of multiple rounds, though it's up to you to determine how long a round is. One round might encompass 10 minutes or 1 hour of in-world time, or something completely different depending on the story and your group's preferences.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 160, + "name": "Building an Infiltration", + "entries": [ + "When creating an infiltration, you'll want to start with the party's broad goals and an idea of how much time you and your players want to spend. The more complex an infiltration, the longer it will take to play out at the table.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 160, + "name": "Objective", + "entries": [ + "The first thing you'll need to determine is the party's objective, or broad goal. Maybe the PCs need to find their way into some {@condition hidden} sanctum, find a particular person within an organization, locate and get away with a bit of treasure, or plant a piece of evidence. An infiltration can consist of a single objective, but a more complex one might include two or more objectives in sequence\u2014the PCs might first need to find a way to enter the cult's sanctum, then open the vault, and then escape with the relic.", + "To achieve an objective, the PCs must overcome a certain number of obstacles\u2014specific challenges the PCs face, such as getting across a moat or past a nosy butler. For a simple objective, they might need to overcome only one or two obstacles, while a more complex one might require several.", + "It's a good idea to offer more obstacles as options than the characters need to overcome, and the PCs don't all have to choose the same ones. This represents the fact that there's more than one way into a castle, and allows PCs to choose obstacles that play to their strengths. It also means you have more options you can adapt if the PCs decide on a truly novel way to tackle their objective.", + "Once a character has overcome the required number of obstacles to reach the objective, they move on to the next objective. This might mean that some characters move on to a second objective and start making progress toward it while other characters are still completing obstacles from the first objective. When all characters have completed the final objective, the infiltration is a success!", + "While the characters are pursuing their objectives, however, they need to avoid notice. Awareness Points (AP) measure the extent to which an opposing party is aware of the PCs' actions, and apply to the party as a whole. As the PCs' Awareness Points increase, the infiltration becomes more difficult as the opposition shores up its defenses. If the PCs generate too many Awareness Points, they are found out and their infiltration fails altogether!" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 160, + "name": "Obstacles", + "entries": [ + "Each obstacle has certain statistics that define how it works in play. Infiltration Points (IP) represent a character's progress toward overcoming an obstacle. Each obstacle requires gaining a certain number of Infiltration Points to overcome\u2014typically 1 or 2, but some challenging obstacles might require more. PCs can gain Infiltration Points in multiple ways\u2014usually through a skill or {@skill Perception} check, but sometimes another roll or even the use of a spell or item. These methods are listed in the obstacle's Overcome entry. Unlike obstacles for chases, these use a difficulty band for the PCs' level, rather than using set DCs.", + "The Overcome entry also lists whether the PCs need to overcome an object individually or as a group. For individual obstacles, each PC needs to earn the required number of Infiltration Points themself, while for group obstacles, all PCs working toward that obstacle pool their Infiltration Points toward it together. For example, each PC trying to scale a wall needs to earn points on their own, but the PCs could work together to search a guildhall for clues, and once one PC has picked a lock, everyone can enter.", + "A particular PC can overcome an individual obstacle only once during an objective; likewise, the party can overcome a group obstacle only once.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 161, + "name": "Obstacles in Play", + "entries": [ + "On a character's turn, the character describes what they do to get past the obstacle. They then attempt any required check (or perform the required action, if their choice doesn't require a check). The result of the check determines how many Infiltration Points the character gains toward overcoming that obstacle\u2014or whether they instead raise suspicions and accrue Awareness Points!", + { + "type": "successDegree", + "entries": { + "Critical Success": "The PC gains 2 Infiltration Points.", + "Success": "The PC gains 1 Infiltration Point.", + "Failure": "The PCs accrue 1 Awareness Point.", + "Critical Failure": "The PCs accrue 2 Awareness Points." + } + }, + "If the character's actions automatically help without requiring a check, like using a spell, they usually gain 1 IP, but you can award 2 for particularly {@condition helpful} actions.", + "Sometimes a PC might become stuck on an individual obstacle. Some opportunities (page 162) allow PCs to spend their turn helping others overcome a tricky obstacle." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 161, + "name": "Pacing", + "entries": [ + "The number of obstacles to require the PCs to overcome for an objective depends partly on the complexity of the infiltration. For shorter infiltrations, use fewer and lower-IP obstacles; for a longer, more complex heist, you can add more obstacles with greater complexity. Also, bear in mind how many checks the PCs will need to attempt to complete their obstacles. An objective with mostly low-IP group obstacles will move quickly because only a few rolls are required, compared to one with mostly individual obstacles that each PC needs to roll separately for." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 161, + "name": "Sample Obstacles", + "entries": [ + "While you'll want to create custom obstacles to suit the details of your infiltration, the following examples can be used directly in many infiltrations, or as inspiration for your own creations. You can also use the sample chase obstacles on page 159 as starting points.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Guard Post", + "category": "Obstacle", + "sections": [ + [ + [ + { + "name": "Infiltration Points", + "entry": "2 (individual);" + }, + { + "name": "Overcome", + "entry": "standard, hard, or very hard {@skill Deception}, {@skill Diplomacy}, or Stealth" + } + ] + ], + [ + [ + "Guards cluster at a checkpoint, alert for unusual activity." + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Locked Door", + "category": "Obstacle", + "sections": [ + [ + [ + { + "name": "Infiltration Points", + "entry": "1 (group);" + }, + { + "name": "Overcome", + "entry": "hard or very hard {@skill Athletics} or Thievery" + } + ] + ], + [ + [ + "A locked door separates the heroes from their target." + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Trap", + "category": "Obstacle", + "sections": [ + [ + [ + { + "name": "Infiltration Points", + "entry": "3 (group);" + }, + { + "name": "Overcome", + "entry": "hard or very hard Thievery" + } + ] + ], + [ + [ + "A trap bars the characters' passage. This obstacle follows the normal degrees of success for an obstacle, with the following modification for critical failure.", + { + "type": "successDegree", + "entries": { + "Critical Failure": "The PCs accrue 2 AP as normal, and the PC who critically fails the {@skill Thievery} check also triggers the trap." + } + } + ] + ] + ] + } + } + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 161, + "name": "SETTING INFILTRATION SKILLS AND DCS", + "entries": [ + "Many of the sample infiltration activities and events give a DC range instead of a fixed DC. Set the DCs based on the standard DC of the party level using the table on page 503 of the Core Rulebook, and adjust them using Table 10\u20136: DC Adjustments on page 504. When given a range of skills for an activity or event, you should vary the difficulty based on the needs of the story. For instance, if a PC is Scouting a Location, you might want to use a low DC for {@skill Stealth} (because it's easier to scout when {@condition unnoticed}), a hard one for {@skill Perception} (because while the PC might see the enemy, the enemy might also see them), and a very hard DC for {@skill Society} (because walking in like you belong is difficult if you don't have an invitation or the right uniform). This not only adds a certain degree of plausibility, but by planning for and allowing a broad range of skills as means to complete the activity, you also become better prepared for when your players improvise." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 161, + "name": "Awareness Points", + "entries": [ + "The trick of any infiltration is to get it done before anyone notices. Awareness Points measure the opposition's awareness of the PCs' efforts, helping you keep the pressure on and ramp up the urgency. While Infiltration Points are specific to a given obstacle, Awareness Points are a single pool spanning the entire infiltration and all participants.", + "Awareness Points increase in three different ways. When a PC fails a check to overcome an obstacle, they incur 1 Awareness Point (or 2 on a critical failure) Other failed checks during the infiltration typically don't increase the Awareness Point total unless the failure would reasonably cause a disruption. Awareness Points also increase by 1 at the end of each round of the infiltration, as the passage of time makes it more likely that the PCs will be discovered. Finally, the PCs earn Awareness Points whenever their activities are disruptive enough to draw attention to the infiltration, subject to GM discretion.", + "The effects of Awareness Points occur when the PCs reach certain thresholds. The specific effects and thresholds are up to you and your story, but typically for every 5 AP the PCs accrue, the challenges become harder, and if the PCs accrue enough Awareness Points (usually equal to twice the number of Infiltration Points necessary for the party as a whole to overcome all necessary obstacles), the infiltration fails.", + "Each threshold should have an effect. It might increase the DCs for obstacles, introduce a complication, spark a combat encounter, or have other effects. Reaching the highest tier of Awareness Points means that the PCs fail, but that doesn't have to be the end of the story! Failed infiltrations are an opportunity to introduce new challenges and move the story forward in a different way.", + "This basic Awareness Point scheme for an infiltration requiring the PCs to earn 10 IP can be used as is or tailored to your game.", + "{@b 5 Awareness Points:} Suspicions are raised. Increase the DCs for obstacles by 1. The first time the PCs reach this tier, a complication occurs.", + "{@b 10 Awareness Points:} The first time the PCs reach this tier, a complication occurs.", + "{@b 15 Awareness Points:} Increase the DCs for obstacles by a total of 2, and the first time the PCs reach this tier, a complication occurs.", + "{@b 20 Awareness Points:} The infiltration fails." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 162, + "name": "Complications", + "entries": [ + "Sometimes when a plan goes sour and seems like it can't get worse, it does. Complications are unexpected problems that compound the difficulty of a challenge. The party might trigger a complication by critically failing a check to overcome a challenge, by reaching a certain threshold of Awareness Points, if you need to spice up the infiltration, or through their own decisions\u2014maybe the wizard's castle has various wards, each triggered when a PC attempts to use a different kind of magic.", + "Many complications increase Awareness Points or otherwise make infiltration more difficult. A common form of complication is attracting the attention of guards who try to stop, capture, or even kill the PCs. When this happens, the infiltration may briefly shift into encounter mode as the PCs attempt to defeat their assailants\u2014hopefully taking care not to arouse more suspicions. The sounds of battle are loud, so unless combat occurs in an isolated area or the PCs take precautions, each round of unmitigated combat noise causes them to gain Awareness Points, at the very least.", + "When you create a complication, decide on the details of how it will play out. Each complication has a trigger that determines when it occurs. It might affect only a single character, or it might affect everyone in a certain area, and you'll need to determine whether multiple PCs can work together to overcome it or whether only one can. Complications must be overcome before the characters involved can overcome other obstacles, and attempting to overcome a complication takes a character's turn just like trying to overcome an obstacle. Many complications are one-off events and are overcome automatically, even on a failure, though not without a cost. If a complication requires PCs to gain Infiltration Points to clear it, it has an Infiltration Points entry, just like an obstacle.", + "Don't overwhelm the characters with complications. Typically, you'll want to aim for two complications per AP threshold. Otherwise, the PCs may end up spending more time on the complications than on the heist itself, and the chance of failure may be too high.", + "The following example is a common complication that could occur in almost any infiltration.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Do I Know You?", + "category": "Complication", + "sections": [ + [ + [ + { + "name": "Trigger", + "entry": "The PCs reach 5 Awareness Points for the first time." + } + ], + [ + { + "name": "Overcome", + "entry": "standard, hard, or very hard {@skill Deception}, {@skill Diplomacy}, {@skill Performance}, or Stealth" + } + ] + ], + [ + [ + "Someone thinks they recognize you, and you must either convince them otherwise before slipping away or find a way to dodge the person entirely.", + { + "type": "successDegree", + "entries": { + "Success": "You convince or otherwise dodge the person.", + "Failure": "You are recognized, and the party accrues 1 AP.", + "Critical Failure": "As failure, but the party accrues 2 AP." + } + } + ] + ] + ] + } + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 162, + "name": "Opportunities", + "entries": [ + "Not everything that happens during an infiltration is a challenge that must be solved\u2014sometimes PCs can use their turns to aid the group in some way. Opportunities are very similar to obstacles, but they don't provide Infiltration Points or count toward the objective. They instead provide some kind of benefit, such as a magical password to disable security features further along, reducing the party's Awareness Points, or lowering the DC for a later challenge. But opportunities sometimes come with risks\u2014failing can increase the PCs' Awareness Points or trigger complications. You'll need to decide what opportunities are available and when, and whether they can be completed multiple times or only once. For example, the PCs can steal the guard's keys only once, but can cause a distraction several times.", + "Some opportunities might be available at almost any time in any infiltration, like this example.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Smooth The Path", + "category": "Opportunity", + "sections": [ + [ + [ + { + "name": "Requirements", + "entry": "The PC has successfully completed an individual objective and some other PCs have not." + } + ] + ], + [ + [ + "Having completed your objective, you help an ally who is still trying to reach that goal. Describe how you are helping. This gives the ally the benefits of {@action Follow the Expert||Following the Expert}. In unusual cases, the GM might allow you to attempt a relevant skill check to overcome the obstacle on behalf of the other PC instead." + ] + ] + ] + } + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 162, + "name": "PC Preparations", + "entries": [ + "Sometimes the party has a chance to prepare before conducting their infiltration, by scouting a location, bribing officials, and so on. This takes the form of special downtime activities that can give the PCs Edge Points (EP): resources and advantages they can bring to bear during their infiltration, such as stolen uniforms, forged documents, and the like. As with infiltration opportunities, careless work runs the risk of increasing Awareness Points\u2014but in this case, before the infiltration even begins!", + "Typically, you'll limit the preparation phase in some way, such as by setting a number of days the PCs have to prepare and by constraining how many preparation activities are available to make sure the PCs aren't entering the infiltration with so many Edge Points that the infiltration is no longer suspenseful. The more opportunities for Edge Points you give, the lower you should set the Awareness Point thresholds for complications and failure. Also decide how many times the characters can benefit from each preparation activity\u2014most activities should grant their benefits only once.", + "You can use the activities below for your infiltration by adjusting the details, but you should also create custom activities that link directly to your story.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 163, + "name": "Edge Points", + "entries": [ + "Edge Points (EP) represent advantages the party gains by proper planning, quick thinking, the intervention of an ally, or some other benefit. They are typically gained by pursuing opportunities in previous infiltrations or through preparation before the infiltration. When a PC fails or critically fails a check to overcome an obstacle or a complication, they can spend an Edge Point to succeed instead. Some Edge Points can be spent only during particular circumstances\u2014for instance, no matter how well you forge documents, it won't help you unlock a door\u2014so consider using unique tokens to represent such Edge Points." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 163, + "name": "Preparation Activities", + "entries": [ + { + "type": "ability", + "style": "full", + "name": "Bribe Contact", + "traits": [ + "downtime", + "secret" + ], + "cost": "A bribe worth at least one-tenth of the Currency per Additional PC listed on {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level}. Doubling this amount grants a +2 circumstance bonus to the check.", + "requirements": "You've successfully {@action Gain Contact|GMG|Gained a Contact}.", + "entries": [ + "You offer a bribe to your contact to help the heist in some way. Attempt a hard or very hard {@skill Deception} or {@skill Diplomacy} check.", + { + "type": "successDegree", + "entries": { + "Success": "The contact accepts the bribe and you gain 1 EP.", + "Failure": "You believe you successfully Bribed your Contact and gained 1 EP, but in fact the contact informs the opposition of the attempted bribery, adding 1 AP to the infiltration. The GM can reveal that this Edge Point grants no benefit at any point during the infiltration, as befits the story.", + "Critical Failure": "As failure, but adding 2 AP to the infiltration." + } + } + ] + }, + { + "type": "ability", + "style": "full", + "name": "Forge Documents", + "traits": [ + "downtime", + "secret" + ], + "entries": [ + "You prepare forgeries that might serve as convincing props. Attempt a hard or very hard Society check.", + { + "type": "successDegree", + "entries": { + "Success": "You create convincing forgeries and gain 1 EP you can use only when presenting some form of paperwork.", + "Failure": "You create unconvincing documents. You gain 1 EP that (unknown to you) grants no benefit when used.", + "Critical Failure": "As a failure, but a PC who tries to use the Edge Point gets a critical failure, even if they use the Edge Point after rolling a failure." + } + } + ] + }, + { + "type": "ability", + "style": "full", + "name": "Gain Contact", + "traits": [ + "downtime" + ], + "entries": [ + "You try to make contact with an individual who can aid you in the infiltration. Attempt a normal, hard, or very hard DC {@skill Diplomacy} or Society check, or a check using a Lore skill appropriate to your prospective contact.", + { + "type": "successDegree", + "entries": { + "Success": "You make contact and gain 1 EP.", + "Failure": "You fail to make contact.", + "Critical Failure": "You insult or spook the contact in some way. Future attempts take a \u20132 circumstance penalty." + } + } + ], + "special": [ + "Multiple critical failures might cause the contact to work against the PCs in some way, likely increasing the party's Awareness Points." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Gossip", + "traits": [ + "downtime", + "secret" + ], + "entries": [ + "You seek out rumors about the infiltration's target. Attempt a normal, hard, or very hard {@skill Diplomacy} check.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You gain inside information about the location or group you're trying to infiltrate. This grants you a +2 circumstance bonus to future checks you attempt for preparation activities for this infiltration. If you share this information, those you share it with also gain this bonus.", + "Success": "You gain inside information about the place or group you're attempting to infiltrate that aids your planning.", + "Failure": "You learn nothing.", + "Critical Failure": "You hear a few mistaken rumors and take a \u20132 circumstance penalty to your next check for a preparation activity. Word spreads around that you're asking after that group or individual, increasing your Awareness Points by 1." + } + } + ] + }, + { + "type": "ability", + "style": "full", + "name": "Scout Location", + "traits": [ + "downtime", + "secret" + ], + "entries": [ + "You spend time observing the place or group you wish to infiltrate. Attempt a normal, hard, or very hard DC Perception, Society or {@skill Stealth} check.", + { + "type": "successDegree", + "entries": { + "Success": "You make observations that provide 1 EP.", + "Failure": "You learn nothing particularly noteworthy.", + "Critical Failure": "You misjudge some aspect of what you observed, gaining 1 EP that results in a critical failure instead of a success when used, even if a PC uses the Edge Point after rolling a failure." + } + } + ] + }, + { + "type": "ability", + "style": "full", + "name": "Secure Disguises", + "traits": [ + "downtime" + ], + "entries": [ + "You seek to procure or create disguises. Attempt a normal, hard, or very hard {@skill Crafting}, {@skill Deception}, {@skill Performance}, or Society check.", + { + "type": "successDegree", + "entries": { + "Success": "You procure or creates disguises, gaining 1 EP that can be used only to maintain a cover identity.", + "Failure": "Your efforts result in an unusable disguise." + } + } + ] + } + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 163, + "name": "BUILDING AN INFILTRATION", + "entries": [ + "For most infiltrations, you'll want to detail the site or group the PCs are trying to infiltrate. This might involve mapping a building or fleshing out NPCs within the organization\u2014or, most likely, both. You likely need to know the party's objectives before you can decide on these details, but knowing this information can help you brainstorm the obstacles, opportunities, and complications of the infiltration itself. Also, with details on the site and its adversaries, you can more confidently improvise when the PCs do something unexpected!" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 164, + "name": "Reputation", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 164, + "entries": [ + "Sometimes it's crucial to know how groups of people feel about the PCs. That's where reputation comes into play. The reputation subsystem is a simple way to use Victory Points to determine how the PCs stand with such groups." + ] + }, + "Reputation is a mid- to long-term subsystem wherein the PCs accumulate or lose Reputation Points with a particular group of people, whether it be a guild, a government, a church, a village, or anything else you can think of. The PCs gain Reputation Points by performing favors for the organization, to a maximum of 50 Reputation Points, and lose Reputation Points by doing disservices, to a minimum of \u201350 Reputation Points.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 164, + "name": "Favors", + "entries": [ + "Each favor the PCs perform for a group normally grants the PCs Reputation Points with that group.", + { + "type": "list", + "items": [ + "Minor favors are simple, basic tasks that don't take too much effort for a PC to perform or much time at the table. Minor favors grant 1 Reputation Point.", + "Moderate favors require a significant amount of effort and often take up a session or a noticeable chunk of a single session to complete. Moderate favors grant 2 Reputation Points.", + "Major favors are a sizable endeavor, typically an entire quest involving several sessions. Major favors grant 5 Reputation Points." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 164, + "name": "Disservices", + "entries": [ + "On the flip side, disservices are a catchall for ways the PCs might make a group angry, whether it's through actual malice and planning on the PCs' part or simply by accident. Unlike favors, disservices don't have as easy a correspondence with in-game time; a quick but particularly egregious action could easily still be a major disservice. Disservices normally lose the PCs Reputation Points.", + { + "type": "list", + "items": [ + "Minor disservices could be small but significant missteps, or accumulated slights and inconveniences. Minor disservices take away 1 Reputation Point.", + "Moderate disservices are more than just a nuisance or annoyance, generally significantly hindering the group's efforts or violating a fundamental tenet of the group's beliefs in a significant but not egregious way. Moderate disservices take away 2 Reputation Points.", + "Major disservices are incredibly antagonistic to a group, usually a single brazen act, such as thwarting a cabal's apocalyptic doomsday plan. Major disservices take away at least 5 Reputation Points, or more if they are particularly egregious. They might be so terrible that the PCs immediately lose all their Reputation Points and {@i then} lose 5 more Reputation Points." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 164, + "name": "Reputations", + "entries": [ + "PCs generally start with a reputation of \"ignored\" with most groups, as most groups have never heard of them.", + "If they are particularly famous or infamous among related groups, the PCs might start at a different reputation of your choice. The reputation is generalized to the whole group\u2014an individual NPC can hold a different opinion.", + { + "type": "table", + "source": "GMG", + "page": 164, + "name": "REPUTATIONS", + "id": "3-2", + "colStyles": [ + "", + "text-center", + "", + "" + ], + "rows": [ + [ + "Reputation", + "Reputation Points", + "Raised By", + "Lowered By" + ], + [ + "Revered", + "30 to 50", + "Major favor", + "Moderate or major disservice" + ], + [ + "Admired", + "15 to 29", + "Major favor", + "Any disservice" + ], + [ + "Liked", + "5 to 14", + "Moderate or major favor", + "Any disservice" + ], + [ + "Ignored", + "\u20134 to 4", + "Any favor", + "Any disservice" + ], + [ + "Disliked", + "\u20135 to \u201314", + "Any favor", + "Moderate or major disservice" + ], + [ + "Hated", + "\u201315 to \u201329", + "Any favor", + "Major disservice" + ], + [ + "Hunted", + "\u201330 to \u201350", + "Moderate or major favor", + "Major disservice." + ] + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 164, + "name": "Ignored", + "entries": [ + "The PCs either aren't on this group's radar or the group knows about the PCs but is generally ambivalent to them.", + "This is the default for most PCs with most groups, and it carries no special benefits or detriments." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 164, + "name": "Liked", + "entries": [ + "The PCs have gained this group's favor. Many members of the group know about the PCs, and those who do are usually {@condition friendly} to them. At this reputation, only moderate and major favors accrue Reputation Points; it takes more to impress the group further." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 164, + "name": "Admired", + "entries": [ + "The PCs have earned this group's admiration. The majority of the group knows about the PCs and have an extremely favorable opinion toward them. Many members of the group are {@condition helpful} toward the PCs, and those who aren't are {@condition friendly}. Only major favors accrue Reputation Points." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 164, + "name": "Revered", + "entries": [ + "The group reveres the PCs as heroes and celebrities. Every member has heard of the PCs, is {@condition helpful} toward them, and would take major risks to assist them. Only major favors accrue Reputation Points, and only moderate or major disservices can reduce them." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 165, + "name": "Disliked", + "entries": [ + "The PCs have a poor reputation among members of this group. Many members of the group know about the PCs, and are usually {@condition unfriendly} to them. At this reputation, only moderate and major disservices reduce Reputation Points." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 165, + "name": "Hated", + "entries": [ + "The PCs have earned this group's ire. The vast majority of the group knows about the PCs and have an extremely unfavorable opinion toward them. Many members of the group are {@condition hostile} toward the PCs, and those who aren't are {@condition unfriendly}. When presented an easy opportunity to hurt the PCs, the group will jump at the chance. Only major disservices can still reduce Reputation Points." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 165, + "name": "Hunted", + "entries": [ + "The group actively hunts the PCs as scapegoats or nemeses, even at significant cost to itself. Every member has heard of the PCs, is {@condition hostile} toward them, and would take major risks to thwart or destroy them. Only major disservices can still reduce Reputation Points, and only moderate or major favors can increase them." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 165, + "name": "Running Reputation", + "entries": [ + "Using Reputation Points in the background allows you to track the PCs' status with a variety of groups or factions in your campaign based on the PCs' actions and choices. This is especially useful for a sandbox campaign or other structure with numerous possibilities, helping you build a reactive structure and track how PCs are doing with groups they interact with only occasionally. When the point totals don't fit the story, use common sense. For instance, if the PCs are hunted by the town guard due to a corrupt mayor, but then perform a major quest revealing the mayor's wrongdoing and saving the town, that might jump them from the worst negative reputation to a much more positive reputation. Similarly, the PCs' foes could frame them, harming the PCs' reputation though they've done no disservice.", + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 165, + "name": "REPUTATION IN PATHFINDER SOCIETY ORGANIZED PLAY", + "entries": [ + "Pathfinder Society Organized Play uses a version of the reputation subsystem with various factions to offer unique benefits for different characters, with different Reputation Point thresholds that adapted to the Organized Play structure. Check it out for inspiration for reputation in your own game!" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 166, + "name": "Duels", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 166, + "entries": [ + "Sometimes conflicts become personal. It's not the entire group against a challenge, but one character struggling against the skills of a single adversary. In many societies, duels are considered a reasonable way to resolve individual differences, though others consider such practices\u2014especially the more deadly varieties\u2014to be a savage affront to law and order.", + "Duels can come in several forms, and this section gives you rules to run them." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 166, + "name": "Setting Up a Duel", + "entries": [ + "Participants must willingly agree to the duel and to abide by its rules. If one of the duelists breaks the duel's rules (and, more importantly, is caught doing so), that duelist loses, taking any penalties agreed upon when the challenge was accepted. Here are some sample dueling rules.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 166, + "name": "Compete Alone", + "entries": [ + "It's customary that each participant must compete alone and may receive no help from outside sources.", + "However, some duels pit pairs of combatants against one another (either all together or as tag teams)" + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 166, + "name": "Limited Tools", + "entries": [ + "The participants agree to the tools, including weapons and magic items, before the duel starts. Most combat duels that don't involve magic limit participants to melee weapons and prohibit the use of poison. Some duels forbid the use of polearms and other reach weapons. A spellcasting duel might agree upon a roughly equal number of magic items, and a cap on the power (in game terms, the level) of the items. Some spellcasting duels might prohibit certain types of spells, such as summoning or necromancy." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 166, + "name": "Duration", + "entries": [ + "Combat duels typically last either until first blood (hitting and dealing damage) or until one of the duelists is knocked out. Most duels allow a participant to yield, which means they concede victory to their opponent, though sometimes this could diminish their social standing. Duels of talent usually involve several equal turns in which the duelists display their ability." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 166, + "name": "Adjudication", + "entries": [ + "Most duels are overseen by a third party who ensures the duelists don't break the duel's rules\u2014inadvertently or by cheating. Where duels are legal, this is typically a constable or magistrate. In other places, a cleric or other respected figure serves as judge. Typically the GM plays the judge." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 166, + "name": "Combat Duels", + "entries": [ + "Unlike the other subsystems in this chapter, a combat duel works almost the same as a normal combat encounter, with a few exceptions. These rules require exceptional focus between two duelists and a third-party arbiter, and thus are not available in a normal combat.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 167, + "name": "Initiative and Dueling Actions", + "entries": [ + "Unlike in typical combat, the duelists roll initiative checks at the beginning of each round of combat. Each round the combatant can choose to use {@skill Deception}, {@skill Intimidation}, or {@skill Perception} when they roll initiative. Because a duelist might act twice in a row, durations that last until the beginning of a duelist's next turn might function oddly. A duelist acting second can choose to avoid such abilities that turn, or can choose to act second if they win initiative on the next round.", + "If the duelist is at least trained in whichever initiative choice they pick, they gain the corresponding dueling reaction that round: Bullying Press for {@skill Intimidation}, Deceptive Sidestep for {@skill Deception}, or Sense Weakness for {@skill Perception}. Neither duelist is aware of what type of roll the other used for initiative\u2014surprise and the use of dueling actions are a part of dueling strategies. Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.", + { + "type": "ability", + "style": "full", + "name": "Bullying Press", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "flourish" + ], + "trigger": "You attempt a melee Strike against your opponent, but haven't rolled yet.", + "requirements": "You're in a duel, you're trained in {@skill Intimidation}, and you rolled an {@skill Intimidation} check for initiative this round.", + "entries": [ + "If you hit, your opponent becomes frightened 1. If your opponent is using Perception for initiative when this ability is used, they become frightened 2 instead." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Deceptive Sidestep", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "misfortune" + ], + "trigger": "An opponent hits, but does not critically hit you, with a melee Strike.", + "requirements": "You're in a duel, you're trained in {@skill Deception}, and you rolled a {@skill Deception} check for initiative this round.", + "entries": [ + "You draw your enemy in and pull away at the last moment. The triggering opponent must roll again and take the second result. If your opponent is using {@skill Intimidation} for initiative when this ability is used, they also take a \u20132 circumstance penalty to the second attack roll." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Sense Weakness", + "activity": { + "unit": "reaction", + "number": 1 + }, + "trigger": "You attempt a melee Strike against your opponent, but haven't rolled yet.", + "requirements": "You're in a duel, you're trained in Perception, and you rolled a Perception check for initiative this round.", + "entries": [ + "You pick a precise moment to attack, giving you an edge. Your opponent is {@condition flat-footed} against the attack. If your opponent is using {@skill Deception} for initiative when this ability is used, they are instead {@condition flat-footed} until the start of their next turn." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 167, + "name": "Ending the Duel", + "entries": [ + "The duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. Note that if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 167, + "name": "Spellcasting Duels", + "entries": [ + "Like combat duels, spellcasting duels take place in encounter mode, but their rules are not available during normal combat. They are typically more organized affairs than combat duels. Many spellcasting duels prohibit any sort of combat but spellcasting. They typically have the duelists take turns casting a turn's worth of spells, giving their rivals a chance to counter the spells if they can.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 167, + "name": "Initiative and Dueling Actions", + "entries": [ + "In most cases, each duelist rolls initiative normally and proceeds in that initiative order throughout the duel, unlike in a combat duel. Each duelist can roll an {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} check instead of {@skill Perception}. If they are trained at that skill, they gain the tradition focus of that skill, which allows them to hone in on a certain magical school corresponding to the check they made for their initiative roll. They also gain the Dueling Counter reaction, which enables a duelist to counter their opponent's spell if their tradition focus matches the tradition of that spell.", + "They also gain the Change Tradition Focus action, which changes the duelist's tradition focus to a different tradition.", + "Familiars and companions, even when allowed in the duel, can't use these actions, nor can bystanders.", + "When mixing a spellcasting duel and a combat duel, use the initiative rules for combat dueling, but allow the duelist to roll {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} for their initiative checks. They still gain the Dueling Counter reaction and Change Tradition Focus action, though Change Tradition Focus is less useful in combat duels.", + { + "type": "ability", + "style": "full", + "name": "Dueling Counter", + "activity": { + "unit": "reaction", + "number": 1 + }, + "traits": [ + "magical" + ], + "trigger": "Your opponent {@action Cast a Spell||Casts a Spell} from the same tradition as your tradition focus.", + "requirements": "You are in a duel and have a tradition focus.", + "entries": [ + "Expend a prepared spell or spell slot. You then attempt to counteract the triggering spell with the expended spell." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Change Tradition Focus", + "activity": { + "unit": "action", + "number": 1 + }, + "requirements": "You are in a duel and are trained in the skill for the tradition you're changing your focus to ({@skill Arcana} for arcane, {@skill Occultism} for occult, {@skill Nature} for primal, or {@skill Religion} for divine).", + "entries": [ + "You change your tradition focus to another magical tradition." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 167, + "name": "Ending the Duel", + "entries": [ + "Just like a combat duel, a spellcasting duel ends when the duel's judge confirms the victory condition, when the judge determines one of the duelists has cheated, or when one of the duelists yields. As with a combat duel, if either of the combatants attempts to continue the duel after its end, the combatants should roll initiative and proceed with normal combat." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 168, + "name": "Leadership", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 168, + "entries": [ + "While many groups of PCs are isolated heroes who get the job done on their own, other groups enjoy gathering allies and building new organizations of their own. The leadership subsystem allows your PCs to do just that!" + ] + }, + "Leadership is a long-term subsystem wherein one or more PCs establish a fledgling organization and accumulate followers over time. This subsystem provides a flexible way to reflect the party's growing influence in and connection to the world around them through downtime events and periodic benefits similar to those gained from joining an existing in-world organization. The organization can come into play only during downtime, or it can provide adventure seeds or even play a major role in a campaign.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 168, + "name": "Organization Levels", + "entries": [ + "Every organization has a level from 1 to 20. Any organization below level 1 has no followers; it's just an ordinary group of PCs. Unlike many other subsystems in this chapter, leveling up an organization in the leadership subsystem does not involve accumulating points. Instead, the process of growing the organization itself is what causes it to level up! As a reward for quests, roleplaying scenes, or succeeding at other subsystems (particularly influence or reputation), the PCs can add an NPC follower to their organization. At first, only a few level 0 NPCs follow the PCs, but as the party builds up more followers, they can also gain followers of higher and higher level, as well as a small number of higher-level lieutenants to lead groups of followers. Once an organization has recruited enough followers, the organization itself levels up, which increases the maximum level of followers, the number of lieutenants, and the level range of those lieutenants.", + { + "type": "table", + "source": "GMG", + "page": 168, + "name": "ORGANIZATION STATISTICS BY LEVEL", + "id": "3-3", + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Followers", + "Max Follower Level", + "Lieutenants", + "Lieutenants Levels" + ], + [ + "1", + "1\u20132", + "0", + "\u2014", + "\u2014" + ], + [ + "2", + "3\u20134", + "0", + "\u2014", + "\u2014" + ], + [ + "3", + "5\u20136", + "0", + "1", + "1" + ], + [ + "4", + "7\u20139", + "0", + "1", + "1" + ], + [ + "5", + "10\u201313", + "0", + "1", + "1" + ], + [ + "6", + "14\u201318", + "1", + "2", + "2" + ], + [ + "7", + "19\u201327", + "1", + "2", + "2" + ], + [ + "8", + "28\u201336", + "1", + "3", + "2\u20133" + ], + [ + "9", + "37\u201353", + "1", + "4\u20135", + "2\u20133" + ], + [ + "10", + "54\u201375", + "2", + "6\u20137", + "3\u20134" + ], + [ + "11", + "76\u201399", + "2", + "8\u201310", + "3\u20134" + ], + [ + "12", + "100\u2013150", + "2", + "11\u201315", + "3\u20135" + ], + [ + "13", + "151\u2013215", + "2", + "16\u201322", + "3\u20135" + ], + [ + "14", + "216\u2013300", + "3", + "23\u201330", + "4\u20136" + ], + [ + "15", + "301\u2013425", + "3", + "31\u201342", + "4\u20136" + ], + [ + "16", + "426\u2013600", + "3", + "43\u201360", + "4\u20137" + ], + [ + "17", + "601\u2013850", + "3", + "61\u201385", + "4\u20137" + ], + [ + "18", + "851\u20131,200", + "4", + "86\u2013120", + "5\u20138" + ], + [ + "19", + "1,201\u20131,700", + "4", + "121\u2013170", + "5\u20138" + ], + [ + "20", + "1,701\u20132,400", + "4", + "171\u2013240", + "5\u20139" + ] + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 168, + "name": "Base of Operations", + "entries": [ + "Beyond the very smallest organizations, PCs need some kind of base of operations the organization calls home. This allows the organization to function and grow in its intended role. For instance, if the PCs run a mercenary army, it might have a keep for training and as a base for defending the nearby area. While organizations usually gain a base of operations early in their existence, they must have one by 6th level unless the story of the organization demands otherwise. A base of operations is not necessarily immobile; a caravan, circus, or flagship (or fleet, for a larger organization) could serve well for wandering organizations." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 168, + "name": "Organization Npcs", + "entries": [ + "Followers and lieutenants are noncombatant NPCs of the levels indicated on Table 3\u20133: Organization Statistics by Level. When an organization has followers or lieutenants of several levels, most of them are at the lowest possible level. As a rule of thumb, an organization has twice as many NPCs of a given level than of the next-higher level. This allows you to quickly estimate the level composition of the organization's members, but you can of course change the levels of various followers as much as you like. When the minimum level for lieutenants increases, either the lower-level lieutenants level up to the new minimum, or they become followers of more powerful lieutenants the PCs recruit, whichever fits best with the story.", + "Followers and lieutenants are loyal to the PCs and their organization, working to maintain the organization, its base of operations, and their own way of life. Because of this work, PCs don't need to pay for basic upkeep of their base of operations or for expansions to house the burgeoning activity as their organization grows in level\u2014 the followers and lieutenants take care of all of that. But similarly, these followers and lieutenants never get involved in the PCs' adventuring, nor do they provide a source of free magic or labor.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 168, + "name": "Cohorts and New Pcs", + "entries": [ + "While the followers and lieutenants who define an organization's advancement don't accompany the PCs on adventures, sometimes the organization is the perfect plot hook to introduce an NPC who will be traveling along with the party or a new PC hoping to join the party. For instance, if the PCs are running a mercenary army, a rising officer might become a new PC. Treat such NPC cohorts and PCs just like any other additional characters in the party, with an enriched story that ties them to the PCs." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 169, + "name": "Running Leadership", + "entries": [ + "When running a game with the leadership subsystem, adding new NPCs who join the PCs' cause becomes a type of reward you should grant the PCs consistently throughout the campaign. For a typical rate of growth, give the PCs enough followers for the organization to level up at roughly the same rate as the PCs. In some cases, you might want to vary that rate\u2014sometimes drastically. Perhaps the 10th-level PCs have a 20th-level organization with top lieutenants nearly as powerful as the PCs, or maybe the PCs start gathering followers only at 15th level and start their organization from scratch as a 1st-level organization.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 169, + "name": "Leadership Events", + "entries": [ + "During downtime, or over the course of long stretches of time when the PCs aren't in downtime but their organization is operating in the background, you should periodically provide special leadership events. These are in addition to the events you would normally provide the PCs during downtime. These should generally be a good mix between the following three categories.", + "{@b Opportunity:} An opportunity offers the PCs a chance to steer the ship for their organization by making a decision that shapes the organization moving forward, with consequences generally ranging from neutral to a mix of good and bad. For instance, the Aspis Consortium offers the PCs a deal to store their goods in the PCs' mercenary fort. Accepting gives the PCs money, but they'll have to deal with the consortium's unsavory goods. Rejecting the proposal might upset the consortium, but it allows the PCs to show their priorities between conscience and coin.", + "{@b Trouble:} Something's gone wrong with the organization, requiring the PCs' attention or assistance to solve. Perhaps the thieves' guild is dealing with a clever new guard captain and needs help from the PCs to stay safe. Typically the resources the PCs need to invest to solve the troubles should be less than the benefits the PCs gain from windfalls to ensure that the organization is providing a substantial benefit to the PCs, rather than simply evening out.", + "{@b Windfall:} The organization has received an unexpected benefit that helps the PCs. This is typically access to an uncommon option: perhaps the organization researched a new spell or discovered the techniques for an uncommon feat. However, it could be extra money or resources, clues for the PCs' adventures, political prestige, or anything else you can think of. The players might even be able to suggest a few options for their followers and lieutenants to work toward to give you some ideas." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 170, + "name": "Hexploration", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 170, + "entries": [ + "Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities." + ] + }, + "While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.", + "The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.", + "Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 170, + "name": "Designing a Hexploration Map", + "entries": [ + "The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain.", + "When designing your hex map, it's best to have each hex represent one primary terrain type. This doesn't mean that's the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference.", + "But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 170, + "name": "Populating Hexes", + "entries": [ + "When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first\u2014or if they'll explore those areas at all. Because hexploration leads to nonlinear, player-guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below).", + { + "type": "pf2-h4", + "source": "GMG", + "page": 170, + "name": "Set Encounters", + "entries": [ + "Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs' exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 170, + "name": "Random Encounters", + "entries": [ + "You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It's often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap.", + "A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm.", + "Hazard encounters can include those located in the Hazards section on pages 520\u2013529 of the {@i Core Rulebook} and pages 77\u201381 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74.", + "Creature encounters can use the creatures found in the {@i Bestiary}, or you can create your own using the rules found in Building Creatures on page 56.", + "Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs' current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don't adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156)" + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 171, + "name": "Terrain", + "entries": [ + "While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512\u2013519 of the {@i Core Rulebook}. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172)" + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 171, + "name": "Generating Random Hex Maps", + "entries": [ + "If you'd like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table 3\u20134: Random Terrain Type. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling {@dice 1d20} on Table 3\u20134 and Table 3\u20135: Random Terrain Feature to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert\u2014though figuring out a way for that to occur could lead to an interesting encounter or subplot later on.", + { + "type": "table", + "rollable": true, + "source": "GMG", + "page": 171, + "name": "RANDOM TERRAIN TYPE", + "id": "3-4", + "colSizes": [ + 1, + 4 + ], + "rows": [ + [ + "{@dice 1d20}", + "Result" + ], + [ + "1\u20133", + "Plains" + ], + [ + "4\u20135", + "Desert" + ], + [ + "6\u20137", + "Aquatic (lake, sea, or ocean)" + ], + [ + "8\u20139", + "Mountain" + ], + [ + "10\u201311", + "Forest" + ], + [ + "12", + "Swamp" + ], + [ + "13", + "Arctic" + ], + [ + "14\u201320", + "Match the previous hex" + ] + ] + }, + { + "type": "table", + "rollable": true, + "source": "GMG", + "page": 171, + "name": "RANDOM TERRAIN FEATURE", + "id": "3-5", + "colSizes": [ + 1, + 4 + ], + "rows": [ + [ + "{@dice 1d20}", + "Result" + ], + [ + "1\u20133", + "{@b Landmark} A feature of some significance that distinguishes the hex as noteworthy." + ], + [ + "4\u20136", + "{@b Secret} The hex contains a secret the party uncovers upon exploring the hex." + ], + [ + "7\u20139", + "{@b Resource} The hex contains some valuable resource appropriate to the terrain." + ], + [ + "10\u201320", + "{@b Standard} A standard representation of the terrain type." + ] + ] + }, + { + "type": "pf2-brown-box", + "source": "GMG", + "page": 172, + "name": "TYPES OF TERRAIN", + "entries": [ + "The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or {@quickref greater difficult terrain||3|terrain}) and the potential resources and secrets found there.", + { + "type": "pf2-title", + "style": "text-left", + "name": "AQUATIC" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} typically requires a boat or a swim speed; depends on the strengths of currents and the weather", + "{@b Resources} seafood, coral, pearls, shipwrecks", + "{@b Secrets} remote islands filled with monsters, isolated communities, pirates, flooded or underwater cities of aquatic creatures" + ] + }, + { + "type": "pf2-title", + "style": "text-left", + "name": "ARCTIC" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} typically difficult or greater difficult terrain", + "{@b Resources} scarce food (broken ice floes that allow for fishing, breeding grounds for seals or whales)", + "{@b Secret} thawed passes that allow ship travel, hidden caverns, isolated communities of arctic dwellers" + ] + }, + { + "type": "pf2-title", + "style": "text-left", + "name": "DESERT" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} typically difficult or greater difficult terrain", + "{@b Resources} water sources (underground springs, oases, and streams), mineral wealth", + "{@b Secrets} forgotten civilizations beneath the dunes" + ] + }, + { + "type": "pf2-title", + "style": "text-left", + "name": "FOREST" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} typically {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} for a dense jungle", + "{@b Resources} diverse flora and fauna, natural remedies, plentiful game", + "{@b Secrets} bandit encampment, druid's henge, fey-touched glade or mushroom circle" + ] + }, + { + "type": "pf2-title", + "style": "text-left", + "name": "MOUNTAIN" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} typically {@quickref greater difficult terrain||3|terrain}, or {@quickref difficult terrain||3|terrain} for hills", + "{@b Resources} minerals (including gold, silver, and gemstones)", + "{@b Secrets} hidden pass, watchtower or waypoint constructed by a nearby empire, dragon's lair, bandit hideout" + ] + }, + { + "type": "pf2-title", + "style": "text-left", + "name": "PLAIN" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} open terrain", + "{@b Resources} useful plants (flax or cotton)", + "{@b Secrets} artifacts abandoned after a historic battle, valuables buried by outlaws for later retrieval" + ] + }, + { + "type": "pf2-title", + "style": "text-left", + "name": "SWAMP" + }, + { + "type": "list", + "style": "list-no-bullets", + "items": [ + "{@b Terrain} typically greater difficult terrain", + "{@b Resources} materials useful for medicine or poison", + "{@b Secrets} river raider camps, remains and gear of unlucky travelers, sites of mystic significance." + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 172, + "name": "Running Hexploration", + "entries": [ + "Once you have your hexploration map ready, it's time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day.", + "These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can't even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity.", + { + "type": "table", + "source": "GMG", + "page": 172, + "name": "HEXPLORATION ACTIVITIES PER DAY", + "id": "3-6", + "colStyles": [ + "", + "text-center" + ], + "rows": [ + [ + "Speed", + "Activities per Day" + ], + [ + "10 feet or less", + "1/2" + ], + [ + "15\u201325 feet", + "1" + ], + [ + "30\u201340 feet", + "2" + ], + [ + "45\u201355 feet", + "3" + ], + [ + "60 feet or more", + "4" + ] + ] + }, + "This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is {@condition fatigued}. Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character's Constitution modifier (minimum 1 day). Any additional days of forced march make the character {@condition fatigued} until they spend an entire day of downtime resting.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 172, + "name": "Group Activities", + "entries": [ + "Group activities require the entire party to work together in order to be effective; these activities each count as one of the day's hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Travel", + "traits": [ + "move" + ], + "sections": [ + [ + [ + "You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with {@quickref difficult terrain||3|terrain} (such as a typical forest or desert) requires 2 Travel activities, and hexes of {@quickref greater difficult terrain||3|terrain} (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is {@quickref difficult terrain||3|terrain} instead of {@quickref greater difficult terrain||3|terrain}.", + "The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or {@quickref greater difficult terrain||3|terrain}. Traveling down a river is open terrain, but traveling upriver is difficult or {@quickref greater difficult terrain||3|terrain}." + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Reconnoiter", + "traits": [ + "concentrate" + ], + "sections": [ + [ + [ + "You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex\u20141 for open terrain, 2 for {@quickref difficult terrain||3|terrain}, and 3 for {@quickref greater difficult terrain||3|terrain}. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex (see below). You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.", + "For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery." + ] + ] + ] + } + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 173, + "name": "Individual Activities", + "entries": [ + "Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Fortify Camp", + "sections": [ + [ + [ + "You can spend time fortifying your camp for defense with a successful {@skill Crafting} check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp." + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Map The Area", + "traits": [ + "concentrate" + ], + "sections": [ + [ + [ + "As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful {@skill Survival} check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2." + ] + ] + ] + } + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 173, + "name": "Existing Activities", + "entries": [ + "Characters can use the {@action Subsist} downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to {@action Subsist} normally still apply here.", + "In general, the various exploration activities found in the sidebar on page 498 of the {@i Core Rulebook} (except {@action Hustle}) can be used as individual hexploration activities, as can skill actions in Chapter 4 of the {@i Core Rulebook}, at the GM's discretion." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 173, + "name": "Random Encounters", + "entries": [ + "When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3\u20137: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3\u20138: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own.", + { + "type": "table", + "source": "GMG", + "page": 173, + "name": "RANDOM ENCOUNTER CHANCE", + "id": "3-7", + "colStyles": [ + "", + "text-center" + ], + "rows": [ + [ + "Terrain Type", + "Flat Check DC*" + ], + [ + "Aquatic", + "17" + ], + [ + "Arctic", + "17" + ], + [ + "Desert", + "17" + ], + [ + "Forest", + "14" + ], + [ + "Mountain", + "16" + ], + [ + "Plains", + "12" + ], + [ + "Swamp", + "14" + ] + ], + "footnotes": [ + "* On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs." + ] + }, + { + "type": "table", + "rollable": true, + "source": "GMG", + "page": 173, + "name": "RANDOM ENCOUNTER TYPE", + "id": "3-8", + "colStyles": [ + "", + "text-center" + ], + "rows": [ + [ + "{@dice 1d10}", + "Encounter" + ], + [ + "1\u20135", + "Harmless" + ], + [ + "6\u20137", + "Hazard" + ], + [ + "8\u201310", + "Creature" + ] + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 173, + "name": "Switching Out of Hexploration", + "entries": [ + "Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you'll want to deduct the time from their available hexploration activities. For the story's sake, it's best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "source": "GMG", + "page": 174, + "name": "Vehicles", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 174, + "entries": [ + "A villain on the run steals a carriage and sends the characters on a chase through the city, or the characters find an ancient airship and decide to take it for a spin. Whatever the case, if vehicles are common throughout your world, they're likely to come up in your game.", + "This section provides the tools you'll need when that happens." + ] + }, + "Vehicles can play many roles in a game. They might simply be the means by which the party travels from one location to another, determining only the Price to be paid for passage. But a caravan wagon that gets attacked becomes part of an encounter. In a pirate campaign, the ship is both the party's home and its primary weapon.", + "The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and even downtime play.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 174, + "name": "Vehicle Basics", + "entries": [ + "Ultimately, vehicles are objects. They have object immunities ({@i Core Rulebook} 273), and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. Vehicles also have specialized movement rules.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 174, + "name": "Size, Space, and Capacity", + "entries": [ + "Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block.", + "Most vehicles are Large or larger, and many vehicles are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. A draft horse or similar creature can usually pull around 100 Bulk of goods consistently throughout the day, so pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as ships, have limits that are more based on volume than weight; a ship can hold upwards of 1,000 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 174, + "name": "Movement and Heading", + "entries": [ + "A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers.", + "Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading.", + "When a vehicle moves, it must move in the direction of its heading\u2014it can't move backwards or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long carriage could turn left in only 10 feet. A 100-foot-long warship, however, would need 100 feet to make the same turn; given the warship's 30-foot Speed, turning typically requires several actions' worth of movement.", + "Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading.", + "When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see Table 9\u20132: Travel Speed on page 479 of the {@i Core Rulebook}). No Drive actions or piloting checks are necessary to pilot a vehicle at these speeds." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 174, + "name": "Propulsion", + "entries": [ + "Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion\u2014the way in which their movement is powered\u2014and this propulsion often has additional considerations.", + "There are five main types of propulsion: alchemical, magical, pulled, rowed, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. For instance, a galley has both the rowed and the wind propulsion traits, meaning it can sail when the winds are favorable, but the crew can also lower the sails and row the ship when necessary. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks (page 175), and some means of propulsion have additional rules.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 174, + "name": "Alchemical", + "entries": [ + "Powered by the reactions of alchemical reagents, {@condition controlled} internal combustion, lighter-than-air gases, or steam, vehicles with alchemical propulsion tend to be powerful but have the potential to be wildly unpredictable. Alchemical vehicles can often be piloted using the {@skill Crafting} skill." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 174, + "name": "Magical", + "entries": [ + "Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like {@i dispel magic}, using the vehicle's level and a standard DC for that level for the counteract check. A creature can use {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} (depending on the type of magic) for a magical vehicle's piloting checks." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 175, + "name": "Pulled", + "entries": [ + "This method of propulsion is perhaps the most common, wherein a wheeled conveyance (such as a carriage or wagon) is pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot.", + "When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control.", + "For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use {@skill Nature} for piloting checks; for sapient pulling creatures, the pilot can instead use {@skill Diplomacy} or {@skill Intimidation} for piloting checks." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 175, + "name": "Rowed", + "entries": [ + "These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover)", + "When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle, but usually doesn't damage the vehicle.", + "A pilot on a vehicle rowed by other people can use {@skill Diplomacy} or {@skill Intimidation} for piloting checks." + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 175, + "name": "Wind", + "entries": [ + "Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Wind vehicles that rely on cloth sails typically have weakness to fire. Pilots of wind-powered vehicles can use {@skill Nature} for piloting checks." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 175, + "name": "Piloting a Vehicle", + "entries": [ + "In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 175, + "name": "Vehicle Momentum", + "entries": [ + "A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles on page 176." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 175, + "name": "Piloting Checks", + "entries": [ + "Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use {@skill Lore||Driving Lore} or {@skill Lore||Piloting Lore} along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.", + "The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through {@quickref difficult terrain||3|terrain} increases the DC to a hard DC for its level, and moving through {@quickref greater difficult terrain||3|terrain} increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures pulling a pulled vehicle, or rough seas for a water-based vehicle could all increase the DC of a vehicle's piloting checks." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 175, + "name": "Piloting Actions", + "entries": [ + "Characters use the actions listed below to move and interact with vehicles. The effects of the {@trait reckless} trait appear on page 176.", + { + "type": "ability", + "style": "full", + "name": "Board", + "source": "GMG", + "page": 175, + "traits": [ + "move" + ], + "activity": { + "number": 1, + "unit": "action" + }, + "requirements": "You are adjacent to a point of entry on the vehicle you are attempting to board.", + "entries": [ + "You board a vehicle through an open top, a door, a portal, or a hatch; if you're already on board, you can instead use this action to disembark into an empty space adjacent to the vehicle's point of entry. Using this action while the vehicle is in motion is challenging, requiring a successful {@skill Acrobatics} or {@skill Athletics} check with a DC equal to the vehicle's AC." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Drive", + "activity": { + "number": 1, + "unit": "varies", + "entry": "(Varies)" + }, + "traits": [ + "move" + ], + "requirements": "You are piloting a vehicle.", + "entries": [ + "You pilot your vehicle to move. Decide how many actions you intend to spend before you begin Driving. The effects depend on the number of actions you spend. You can't Drive through spaces occupied by creatures, even if they are allies.", + "{@as 1} Attempt a piloting check. On a success, the vehicle moves up to its Speed and can turn normally. On a failure, the vehicle moves its Speed in a straight line. On a critical failure, the vehicle moves its Speed in a straight line and becomes uncontrolled.", + "{@as 2} ({@trait reckless}) The vehicle moves up to twice its Speed in a straight line at the vehicle's current heading.", + "{@as 3} ({@trait reckless}) You take a \u20135 penalty on your piloting check to maintain control of the vehicle. The vehicle moves up to three times its Speed in a straight line at the vehicle's current heading." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Run Over", + "activity": { + "number": 3, + "unit": "action" + }, + "traits": [ + "move", + "reckless" + ], + "requirements": "You are piloting a vehicle.", + "entries": [ + "You try to run over creatures with your vehicle, possibly also ramming one larger creature or object. If you maintain control of your vehicle, the vehicle moves up to twice its Speed in a straight line at the vehicle's current heading. You attempt to run over any creatures in your path two sizes smaller than the vehicle or smaller, and you can attempt to ram one target creature or object in your path one size smaller than the vehicle or larger.", + "Each creature in your path, including a rammed target, takes the vehicle's collision damage (basic Reflex save at vehicle's collision DC). If the rammed target is a vehicle, its pilot can attempt a piloting check in place of this Reflex save, with the same results. If the target of your ram takes damage, you and your vehicle each take collision damage (no save) and your movement ends." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Stop", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "manipulate" + ], + "requirements": "You are piloting a vehicle in motion.", + "entries": [ + "You bring the vehicle to a stop." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Take Control", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "manipulate" + ], + "requirements": "You are aboard the vehicle and adjacent to its controls.", + "entries": [ + "You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity." + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 176, + "name": "Reckless Piloting", + "entries": [ + "Actions that have the {@trait reckless} trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.", + "{@b Success} The action occurs as described.", + "{@b Failure} The vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 176, + "name": "Uncontrolled Vehicles", + "entries": [ + "Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers an {@action Attack of Opportunity} that knocks the pilot {@condition unconscious} or paralyzes them, the vehicle becomes uncontrolled.", + "An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, {@quickref difficult terrain||3|terrain}, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds.", + "An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 177, + "name": "Vehicles in Combat", + "entries": [ + "Whether driving a chariot in an arena or fighting off a boarding party, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a \u20132 penalty, or a \u20134 penalty if the vehicle is uncontrolled or any action in the last round had the {@trait reckless} trait.", + "While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a chariot or a keelboat, usually provides lesser cover, or standard cover from an attacker on the ground.", + "An enclosed vehicle, such as a carriage, provides greater cover or may prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.", + "Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a crossbow, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 177, + "name": "Broken Vehicles", + "entries": [ + "When a vehicle is {@condition broken}, it becomes harder to use. It takes a \u20132 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The {@condition broken} vehicle's Speeds are halved.", + "A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it is flying, it falls and everyone aboard takes falling damage. A pulled or rowed vehicle that becomes wrecked, regardless of which method of propulsion it's using at the time, deals its collision damage (no saving throw) to the creatures pulling or rowing it, and the creatures may have to be physically freed from the wreckage." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 177, + "name": "Vehicle Statistics", + "entries": [ + "Vehicles can be as simple as a farmer's cart, or as large and complex as an airship. Whatever the size or complexity of a vehicle, it uses the following stat block format." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 177, + "name": "Sample Vehicles", + "entries": [ + "Presented here is a sample of the many vehicles that can be found throughout Golarion." + ] + } + ] + } + ] + }, + { + "type": "section", + "source": "GMG", + "page": 181, + "name": "Chapter 4: Variant Rules", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 181, + "entries": [ + "baseline experience that's easy to learn and fun to play, sometimes you're looking for more customizable options. That's where variant rules come in: options to alter the game's rules to fit your needs. This chapter adds a collection of variant rules to your toolbox, often with additional options for how to use them." + ] + }, + "Most of the variant rules in this chapter involve characters, how they progress, and how those pieces fit together. The variants included in this chapter are divided into the following sections.", + { + "type": "list", + "items": [ + "{@b Ability Score Variants} (page 182) includes an alternate ability score system that works entirely through Ability Points, plus ways to distribute what each ability score impacts more evenly.", + "{@b Alignment Variants} (page 184) contains options for removing alignment and an incremental alignment system.", + "{@b Deep Backgrounds} (page 186) replace simply selecting a background with a series of steps that flesh out more of the character's backstory.", + "{@b Feats and Features} (page 192) shows how to build characters who gain feats and class features in different ways, from dual-classed characters with all the options of two classes to characters with a free archetype or more ancestry feats.", + "{@b Level 0 Characters} (page 195) can play through the characters' adventures before they take on character classes.", + "{@b Magic Item Variants} (page 196) contains rules deconstructing the magic item bonuses, allowing you to progress them automatically or via craftsmanship to more easily run a lower-magic game.", + "{@b Proficiency without Level} (page 198) changes the fundamental math of the proficiency system to tell stories where being outnumbered by weaker foes remains a challenge and high-level characters are less superhuman.", + "{@b Skill Points} (page 199) offers a more granular system for characters to choose and hone their skills.", + "{@b Stamina} (page 200) grants characters a pool of Stamina Points that they lose before Hit Points and can recover with by resting to catch their breath." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 181, + "name": "Choosing Variant Rules", + "entries": [ + "When you and your group are deciding which variant rules to use, think about the types of stories you want to tell together, including the genre, themes, and characters, and use that information to choose which variant rules might be the best fit. If different players think different variant options would work best for the game, let each of them make their point, but ultimately you as the GM make the final call.", + "You might discover that your game requires variant rules beyond those listed here\u2014and that's okay! In fact, it's to be expected. Use these options as a starting point for some of the most commonly {@condition helpful} tools, but you and your group should work together to build your own variant rules whenever you want a different experience. Don't be afraid to deviate from the baseline\u2014you and your group know what you like and what you're looking for better than a baseline rules set ever could. More about creating your own house rules can be found on page 29.", + "If you're not sure about a variant rule, take a chance! Make sure everyone in your group understands that this is a trial run and that you might need to adjust or remove the variant rules later on if they're causing unexpected side effects or not working as you intended. When you're playing with variant rules, be sure to let any new players who join the group know about the variant rules your group has chosen. This helps them set their expectations and ensures they don't feel ambushed by any variant rules the first time they're encountered in the game, which is important for making sure there is a feeling of fairness among your players." + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 182, + "name": "Ability Score Variants", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 182, + "entries": [ + "your character's story along the way, while the alternative method, rolling scores, is a nod to tradition. But other ways to generate ability scores might better suit the story you want to tell." + ] + }, + { + "type": "pf2-h2", + "name": "Gradual Ability Boosts", + "source": "GMG", + "page": 182, + "entries": [ + "In this variant, a character gains ability boosts more gradually as they level up, rather than receiving four ability boosts at 5th, 10th, 15th, and 20th levels. Each character gains one ability boost when they reach each of 2nd, 3rd, 4th, and 5th levels. These are collectively a single set of ability boosts, so a character can't boost the same ability score more than once per set; players can put a dot next to each boosted ability score or otherwise mark it to keep track. PCs also receive an ability boost at 7th, 8th, 9th, and 10th level (a second set); at 12th, 13th, 14th, and 15th level (a third set); and at 17th, 18th, 19th, and 20th level (the fourth and final set).", + "This spreads out the ability boosts, and using them earlier means a character can increase their most important ability modifiers at a lower level. This makes characters slightly more powerful on average, but it makes levels 5, 10, 15, and 20 less important since characters usually choose the least important ability boost of the set at those levels." + ] + }, + { + "type": "pf2-h2", + "name": "Point Buy", + "source": "GMG", + "page": 182, + "entries": [ + "This alternative ability score generation method replaces ability boosts and flaws with a number of Ability Points. Players determine their ability scores by investing Ability Points into each score, as seen in Table 4\u20131: Cost for an Ability Score. These give players more customization in their ability scores and can allow a player to really prioritize their favorite ones, but the system is significantly more complicated to use.", + { + "type": "pf2-h3", + "name": "Step 1: Decrease Starting Scores", + "source": "GMG", + "page": 182, + "entries": [ + "All of a character's ability scores start at 10. If the PC's ancestry has ability flaws, decrease those ability scores to 8. A player can also voluntarily lower any ability score to below 10 to gain more Ability Points to use in Step 2. They gain 1 Ability Point for lowering an ability score to 9, or 2 Ability Points for lowering a score to 8." + ] + }, + { + "type": "pf2-h3", + "name": "Step 2: Spend Points", + "source": "GMG", + "page": 182, + "entries": [ + "Now that each player has set their minimum scores, they'll spend Ability Points to increase their ability scores. Ability Points come in two categories: dedicated and flexible. Dedicated Ability Points can be spent only on specified ability scores, but flexible Ability Points can be used to increase any scores. These Ability Points replace all the ability boosts a character would normally get.", + "The total number of Ability Points spent determines the character's starting ability score, as shown on Table 4\u20131: Cost for an Ability Score. The maximum score a player can buy at character creation is 18. Raising a score costs 2 points more than the listed value if the score started at an 8 after Step 1, or 1 point more if the score started at a 9. Any Ability Points not spent during character creation are lost.", + { + "type": "list", + "items": [ + "{@b Dedicated Ability Points:} A character gets 2 dedicated Ability Points for each ability score their ancestry gives predetermined ability boosts to. Human characters, or those with another ancestry that grants two free ability boosts, get 2 more flexible Ability Points instead. Each character also gets 2 dedicated Ability Points for one of their background's choices of predetermined ability scores, and 2 dedicated Ability Points for their class's key ability score.", + "{@b Flexible Ability Points:} Each character gets 15 flexible Ability Points, plus any gained for voluntarily lowering ability scores below 10 in Step 1." + ] + } + ] + }, + { + "name": "Cost for an Ability Score", + "id": "4-1", + "source": "GMG", + "page": 182, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Total Ability Points Spent", + "Ability Score" + ], + [ + "-2", + "8" + ], + [ + "-1", + "9" + ], + [ + "0", + "10" + ], + [ + "1", + "11" + ], + [ + "2", + "12" + ], + [ + "3", + "13" + ], + [ + "5", + "14" + ], + [ + "7", + "15" + ], + [ + "10", + "16" + ], + [ + "13", + "17" + ], + [ + "17", + "18" + ] + ], + "type": "table" + }, + { + "type": "pf2-h3", + "name": "Increasing Scores at Higher Levels", + "source": "GMG", + "page": 182, + "entries": [ + "When a character levels up, they gain Ability Points at each level, as shown on {@table Ability Points Gained|GMG|Table 4\u20132: Ability Points Gained}. Unlike the Ability Points from character creation, a player can save these to buy a more expensive increase, and they can increase ability scores to a maximum of 22. When a player is ready to increase one or more ability scores, they spend the number of Ability Points listed on {@table Raising an Ability Score|GMG|Table 4\u20133: Raising an Ability Score} and increase the ability score accordingly. A player can increase a score more than once at a given time, but they must pay for each increase individually, such as going from 14 to 16 by spending 2 points to increase from 14 to 15, and then 3 points to increase from 15 to 16. For most games, it's best to increase scores when leveling up, between game sessions, or during downtime.", + "Apex items work as described in the Core Rulebook. They can increase an ability score to a maximum of 24." + ] + }, + { + "name": "Ability Points Gained", + "id": "4-2", + "source": "GMG", + "page": 183, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Ability Points Gained" + ], + [ + "1", + "Starting points" + ], + [ + "2", + "2" + ], + [ + "3", + "2" + ], + [ + "4", + "2" + ], + [ + "5", + "2" + ], + [ + "6", + "3" + ], + [ + "7", + "3" + ], + [ + "8", + "3" + ], + [ + "9", + "3" + ], + [ + "10", + "3" + ], + [ + "11", + "4" + ], + [ + "12", + "4" + ], + [ + "13", + "4" + ], + [ + "14", + "4" + ], + [ + "15", + "4" + ], + [ + "16", + "5" + ], + [ + "17", + "5" + ], + [ + "18", + "5" + ], + [ + "19", + "5" + ], + [ + "20", + "5" + ] + ], + "type": "table" + }, + { + "name": "Raising an Ability Score", + "id": "4-3", + "source": "GMG", + "page": 183, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Current Ability Score", + "Cost to Raise by 1" + ], + [ + "8", + "1" + ], + [ + "9", + "1" + ], + [ + "10", + "1" + ], + [ + "11", + "1" + ], + [ + "12", + "1" + ], + [ + "13", + "2" + ], + [ + "14", + "2" + ], + [ + "15", + "3" + ], + [ + "16", + "3" + ], + [ + "17", + "4" + ], + [ + "18", + "5" + ], + [ + "19", + "6" + ], + [ + "20", + "7" + ], + [ + "21", + "8" + ] + ], + "type": "table" + }, + { + "type": "pf2-h3", + "name": "Example", + "source": "GMG", + "page": 183, + "entries": [ + "Merisiel is an elven rogue with the criminal background. She starts with 10 in all ability scores and reduces her Constitution to 8 for being an elf. She decides to voluntarily lower her Strength and Intelligence to 8 each, gaining 4 flexible Ability Points. She has now set her minimum scores: Str 8, Dex 10, Con 8, Int 8, Wis 10, and Cha 10.", + "In Step 2, she starts by determining how many points she has to spend. She gains 2 dedicated Ability Points in Intelligence and Dexterity for being an elf, 2 in Dexterity for being a criminal, and 2 more in Dexterity for being a rogue. She also has 19 flexible points to spend: 15 plus 4 for the two ability scores she voluntarily lowered to 8.", + "Merisiel purchases an 18 in Dexterity, which costs her the 6 dedicated Ability Points plus 11 flexible Ability Points. Spending her 2 dedicated Ability Points in Intelligence brings her to a 10, which she's happy with. She now has 8 flexible Ability Points left. She's worried she'll be too frail with a Constitution score of only 8, so she spends 4 flexible Ability Points to increase it to 12, leaving her with 4 Ability Points left over. Finally, she raises Wisdom and Charisma each to 12 because it's inexpensive but still grants her bonuses; this uses all her Ability Points, leaving her with Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 12.", + "When she reaches 2nd level, she gains 2 Ability Points. She decides to save these until 3rd level, when she gains 2 more. She then spends 3 of her 4 Ability Points to raise her Constitution from 12 to 14. She then saves up for more Dexterity, gaining 2 Ability Points each at 4th and 5th levels, then 3 each at 6th and 7th levels. She spends all 11 Ability Points at 7th level to gain a 20 in Dexterity! Unless it helps her to have an odd score (for example, to satisfy a feat prerequisite), it's usually best to wait until she has enough Ability Points that increasing a score will increase her modifier\u2014just in case she changes her mind." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Alternative Scores", + "source": "GMG", + "page": 183, + "entries": [ + "The classic ability scores aren't of equal value in the rules. Dexterity, Constitution, and Wisdom tend to be more important unless a character requires a particular ability score from among the other three for a specific purpose. If you'd prefer ability scores to all be of roughly equivalent value in character building, this variant creates six ability scores that are in much closer balance with each other.", + "Make the following changes.", + { + "type": "list", + "items": [ + "{@b Strength} does everything that both Strength and Constitution do in the {@i Core Rulebook}, and Constitution is gone. A character uses their Strength for melee weapon and unarmed attack rolls, damage rolls, {@skill Athletics}, Hit Points, Fortitude saves, and so on.", + "{@b Dexterity} splits into two ability scores. The first, still called Dexterity, represents manual dexterity and applies to ranged weapon and unarmed attack rolls, attack and damage rolls with {@trait finesse} attacks (if better than Strength), and {@skill Thievery} checks. Agility, which represents footwork, applies to Armor Class, Reflex saves, {@skill Acrobatics} checks, and {@skill Stealth} checks.", + "{@b Charisma} applies to Will saves instead of Wisdom.", + "{@b Wisdom} is otherwise unchanged.", + "{@b Intelligence} is unchanged." + ] + }, + "You'll need a small number of gameplay tweaks. {@item Anklets of alacrity} become an Agility apex item, both the {@item belt of giant strength} and {@item belt of regeneration} become Strength apex items, and so on. The {@class rogue|crb|rogue's thief racket|thief} is obsolete, so you might allow rogues to choose a different racket but still gain {@skill Thievery}. For anything else that references an ability score, such as feats with a Dexterity prerequisite, decide with you group whether Dexterity or Agility makes more sense as the prerequisite. For instance, Agility would make sense for Feather Step since that feat involves footwork. Prewritten NPCs and monsters can just use their Dexterity modifier when their Agility modifier is necessary." + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 184, + "name": "Alignment Variants", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 184, + "entries": [ + "The alignment system has a long history in roleplaying games, and it helps define several aspects of Pathfinder's worlds and characters. Yet it doesn't work well for all games or groups. Altering or removing it offers new opportunities for your game." + ] + }, + "Pathfinder's alignment system summarizes a character's ideals, signals that some of the players' opponents are despicable villains, and establishes that truly evil monsters exist. The alignment system can trouble some players because it doesn't simulate the nuance and complexity of real-world moral issues, which are often not so easily categorized. What is considered \"good\" may be heavily influenced by societal norms or religious beliefs. It's not hard to find two kind, generous people who hold starkly differing interpretations of what good is in specific situations. The variant alignment ideas below provide examples of other options and can serve as inspiration for your own games.", + { + "type": "pf2-h2", + "source": "GMG", + "page": 184, + "name": "Minor Changes", + "entries": [ + "If you want to keep parts of the existing alignment system, you can use either of the following variants to make changes without entirely removing or replacing alignment. Alignment-based effects still exist in both of these variants, but they might not be as useful as in standard Pathfinder.", + { + "type": "pf2-h3", + "name": "Extreme Good and Evil", + "source": "GMG", + "page": 184, + "entries": [ + "In this variant, some creatures exemplify the concepts of extreme good and evil by their very nature. Only fiends, celestials, and other residents of aligned Outer Sphere planes have an alignment. Remove most alignment restrictions\u2014 such as the cleric and champion restrictions\u2014but not ones related to those extraplanar creatures. Replace the removed restrictions with appropriate anathema if necessary." + ] + }, + { + "type": "pf2-h3", + "name": "Incremental Alignment", + "source": "GMG", + "page": 184, + "entries": [ + "Changing character alignment can be extremely dramatic under the Core Rulebook rules. Sometimes, this comes as a surprise to the player, as they find out they and the GM had differing ideas on how their acts impact alignment. The incremental alignment variant breaks each axis of alignment into seven steps that reflect how close a character is to shifting alignments.", + "This lets you and the player better understand where the character falls, and it allows a player who wants to play a character living on the edge between alignments to see that represented in the rules. This is not meant to be a highly granular system or one a player can exploit by repeatedly making trivial gestures toward a given alignment. It's meant to indicate the trends of a character's behavior and foreshadow any alignment change that might occur over time. It's typically harder to reach the ends of the scale through minor acts, especially for the evil versus good axis. A character who commits multiple minor acts toward an alignment might shift one step, but it would take a truly reprehensible act to shift them fully to evil all at once\u2014 and to recover it could take a long-term atonement and commitment to good.", + "If a rule depends on a character's alignment, disregard the \"fully\" and \"somewhat\" distinctions. A protection spell keyed against evil works against both somewhat and fully evil characters. However, some spells, like detect alignment, might give more precise information.", + { + "name": "Changing Alignment", + "id": "4-4", + "source": "GMG", + "page": 184, + "labelRowIdx": [ + 0, + 2, + 4, + 6 + ], + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + 1, + 2, + 3, + 4, + 5, + 6, + 7 + ], + [ + "FULLY LAWFUL", + "SOMEWHAT LAWFUL", + "SOMEWHAT NEUTRAL", + "FULLY NEUTRAL", + "SOMEWHAT NEUTRAL", + "SOMEWHAT CHAOTIC", + "FULLY CHAOTIC" + ], + [ + 1, + 2, + 3, + 4, + 5, + 6, + 7 + ], + [ + "FULLY GOOD", + "SOMEWHAT GOOD", + "SOMEWHAT NEUTRAL", + "FULLY NEUTRAL", + "SOMEWHAT NEUTRAL", + "SOMEWHAT EVIL", + "FULLY EVIL" + ] + ], + "type": "table" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 184, + "name": "Major Changes", + "entries": [ + "These two variants massively change how the alignment system works. In fact, one removes it entirely!", + { + "type": "pf2-h3", + "name": "No Alignment", + "source": "GMG", + "page": 184, + "entries": [ + "The simplest variant is to not use the alignment system at all. To many players, this feels like the variant closest to real-world morality. Creatures, NPCs, and players have complex and many-layered beliefs and motivations, just like humans in the real world. Not using the alignment system simultaneously embraces complexity and variance in what is seen as moral behavior. For example, worshippers of a powerful sun god might feel that spreading their deity's light is virtuous behavior. Some might go so far as to say this means they should conquer their neighbors in order to achieve this. Another example might be a large and powerful government placing safety and security as its foremost concern, drawing the conclusion that it's acceptable to sacrifice some individual liberties in favor of increasing the safety of its citizens." + ] + }, + { + "type": "pf2-h3", + "name": "Moral Intentions", + "source": "GMG", + "page": 185, + "entries": [ + { + "type": "pf2-sidebar", + "name": "Example Moral Intentions", + "entries": [ + { + "type": "list", + "items": [ + "I will never let my companions down.", + "I will avenge my family.", + "I will protect the natural world.", + "I will achieve great wealth.", + "I will spread the word of my deity.", + "I will help others in need.", + "I will spread the rule of the rightful government." + ] + } + ] + }, + "In this variant, every character, NPC, and monster selects one or more closely held beliefs, intentions, or loyalties. Simple statements about a character's intentions, like the examples listed in the sidebar, flesh out characters and enliven roleplaying scenes. This system requires some back-and-forth between the GM and the other players, and more thought on the part of everyone at the table.", + "Typically, specifying three intentions or loyalties works well to define a character. These personal intentions cover broad spectra of behavior and in large part define the subjective definition of good for that individual. Intentions could be as abstract as acting with honor or as concrete as devotion to the character's mother. A person following their core beliefs or intentions feels like they are acting in a good manner, and they are likely to view actions against or restrictions to these beliefs as evil. For example, a character who believes strongly in the law would see allowing a crime to go unpunished as evil.", + "A specific individual will likely have different levels of commitment for each of their intentions. Determine a relative order of commitment by considering what the character would do if these intentions came into conflict." + ] + }, + { + "type": "pf2-h3", + "name": "Rules Adjustments", + "page": 185, + "source": "GMG", + "entries": [ + "Alignment restrictions no longer exist in either major variant. You can replace them with edicts and anathema, if necessary, and make the following other adjustments.", + { + "type": "pf2-h3", + "name": "Aligned Damage", + "page": 185, + "source": "GMG", + "entries": [ + "If you're using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like \"radiant\" and \"shadow\" that don't have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters' maximum Hit Points, and call it good. No matter what you do with creatures, you'll also have to replace abilities like the champion's that deal aligned damage in a similar way, or remove those abilities.", + "If you're using the moral intentions variant, you can replace chaotic, evil, good, and lawful damage with a single type of damage called aligned damage, which harms those with intentions directly opposed to those held by the character, as determined by you as GM." + ] + }, + { + "type": "pf2-h3", + "name": "Detection", + "page": 185, + "source": "GMG", + "entries": [ + "Alignment-detecting effects don't exist. In the moral intentions variant, you might replace such an ability with one that detects whether a creature is following its own intentions, or to detect others with similar intentions to the creature using the ability." + ] + }, + { + "type": "pf2-h3", + "name": "Traits", + "page": 185, + "source": "GMG", + "entries": [ + "Alignment traits don't exist, and anything that has those traits loses them. Effects that require the traits to function, like {@spell protection}, don't exist." + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Deep Backgrounds", + "source": "GMG", + "blue": true, + "page": 186, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The decision of a character background is not necessarily a complicated one; the player simply selects from the available background options to reflect their character's life before adventuring. While this is a good method for determining a character's backstory, some players might want more insight into their character's early life or family." + ] + }, + { + "type": "pf2-h2", + "name": "Using Deep Backgrounds", + "entries": [ + "This variant replaces Step 4 of Character Creation (Core Rulebook page 25). The player rolls on the tables in this section to determine their character's family background, homeland, major childhood event, influential associate, relationships, and drawbacks. Each element of the player's background adds options to the final list of ability boosts, skills, feats, and other options that their background can grant. The player writes these options down as they build their character's background. At the end of the process, they select the following from among the options written down.", + { + "type": "list", + "items": [ + "Two ability boosts, each to a different ability score.", + "Training in a {@skill Lore} skill.", + "One skill feat (or possibly another feat or piece of equipment). If the player chooses a skill feat, they become trained in its prerequisite skill, or one of its possible prerequisite skills if it has multiple (such as {@feat Quick Identification}). If the random results include a feat that isn't a skill feat and the player selects that feat, they don't gain training in a skill. If they choose a piece of equipment instead of a skill feat, the entry indicates what skill training, if any, they receive." + ] + }, + { + "type": "pf2-h3", + "name": "Rerolling and Selecting", + "entries": [ + "At your discretion, the players don't have to be bound by any results from the following tables. Depending on how your group wants to use deep backgrounds, players can reroll any result they don't like, or even select a specific option from a table that fits their emerging vision of their character. However, if you allow players to reroll or directly select options (and potentially even if you don't), you might want to exclude options that grant feats other than skill feats; these options are unusual enough that they might put too much pressure on players to select only these options. Note that the following tables reflect the Core Rulebook and the Age of Lost Omens setting\u2014if your game takes place in a different setting, feel free to adjust the tables or allow players to select the options that best fit your setting." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Generating Deep Backgrounds", + "entries": [ + "As a player, follow the steps below to generate your character's deep background.", + { + "type": "pf2-h3", + "name": "Step 1: Family Background", + "entries": [ + "The word family means something different to everyone. You might have a biological family, adopted family, stepfamily, or any other kind and combination you choose; family bonds come in all types. To determine the number of family members you grew up with as an active part of your life, roll {@dice d100|1d%||onTable} on the following table. Use the medium family for most ancestries, small if you're a {@ancestry human|crb|half-elf|half-elf|crb} or {@ancestry human|crb|half-orc|half-orc|crb}, and large if you're a {@ancestry goblin} or {@ancestry halfling}. For ancestries other than those in the {@i Core Rulebook}, use the column that best suits the ancestry. It's up to you whether these family members are parents, siblings, grandparents, or other close relatives.", + { + "name": "Family Size", + "id": "4-5", + "source": "GMG", + "page": 187, + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "{@dice d100|d%}", + "Small Family", + "Medium Family", + "Large Family" + ], + [ + "1-4", + "0", + "0", + "0" + ], + [ + "5-8", + "0", + "0", + "1" + ], + [ + "9-20", + "0", + "0", + "2" + ], + [ + "21-34", + "0", + "1", + "3" + ], + [ + "35-39", + "1", + "2", + "3" + ], + [ + "40-50", + "1", + "2", + "4" + ], + [ + "51-60", + "2", + "3", + "4" + ], + [ + "61-65", + "2", + "3", + "5" + ], + [ + "66-69", + "2", + "4", + "5" + ], + [ + "70-78", + "3", + "4", + "5" + ], + [ + "79-80", + "4", + "4", + "6" + ], + [ + "81-87", + "4", + "5", + "6" + ], + [ + "88-90", + "5", + "5", + "6" + ], + [ + "91-93", + "5", + "6", + "7" + ], + [ + "94-95", + "6", + "6", + "7" + ], + [ + "96-97", + "6", + "7", + "7" + ], + [ + "98-99", + "7", + "7", + "8+" + ], + [ + "100", + "8+", + "8+", + "8+" + ] + ], + "type": "table", + "rollable": true + }, + { + "type": "list", + "items": [ + "If you grew up with no family, you had to learn to survive on your own. Add a Strength ability boost and a Constitution ability boost to your options.", + "If you grew up with one or two family members, your closeness to them made you highly aware of their feelings, and you. Add an Intelligence ability boost and a Wisdom ability boost to your options.", + "If you grew up with three or more family members, you had to mediate family conflicts and negotiate a crowded home. Add a Charisma ability boost and a Dexterity ability boost to your options." + ] + } + ] + }, + { + "type": "pf2-h3", + "name": "Step 2: Homeland", + "entries": [ + "Where you grew up is highly formative. Roll on the following table to determine the nature of your homeland. If your character is a {@ancestry dwarf}, {@dice 1d20-3|subtract 3||onTable}; if an {@ancestry elf}, {@dice 1d20+2|add 2||onTable}; if a {@ancestry goblin}, {@dice 1d20-4|subtract 4||onTable}. For ancestries other than those in the {@i Core Rulebook}, apply a modifier that best suits the ancestry, if needed. Work with your GM to flesh your homeland out in further detail. With any of these options, you add a {@skill Lore} skill based on your homeland's terrain to your background options, such as {@skill Lore||Forest Lore} for a wooded frontier or {@skill Lore||Absalom Lore} if you grew up in that city.", + { + "name": "Homeland", + "id": "4-6", + "source": "GMG", + "page": 187, + "colSizes": [ + 1, + 5 + ], + "rows": [ + [ + "{@dice 1d20 + #$prompt_number:title=Enter a Number!,default=0$#}", + "Result" + ], + [ + "1 or less", + "{@b Underground} You grew up in a partly or wholly underground region, such as a human mining town, a goblin warren, or a dwarf-held cavern. Add {@skill Lore||Engineering Lore}, {@skill Lore||Labor Lore}, and {@skill Lore||Mining Lore} to your background options." + ], + [ + "2-3", + "{@b Frontier} You grew up at the edge of a settled region. This might have been isolated hills if you are a dwarf, a ranch or farm if you are a human, or another similar frontier. Add {@skill Lore||Farming Lore}, {@skill Lore||Fishing Lore}, {@skill Lore||Hunting Lore}, {@skill Lore||Scouting Lore}, and {@skill Lore} pertaining to a type of creature that threatened your homeland regularly (such as {@skill Lore||Giant Lore}) to your background options." + ], + [ + "4-5", + "{@b Trade Town} People frequently passed through your homeland. You might have been raised near a major thoroughfare or crossroads, or in a small trade town. Add {@skill Lore||Accounting Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Mercantile Lore}, {@skill Lore||Stabling Lore}, and {@skill Lore} of a common ancestry (such as {@skill Lore||Dwarf Lore}) to your background options." + ], + [ + "6-7", + "{@b Simple Village} You were raised in a sleepy village such as a bucolic gnome hamlet, a close-knit human town, or an established goblin fort. Add {@skill Lore||Herbalism Lore}, {@skill Lore||Midwifery Lore}, {@skill Lore||Milling Lore}, {@skill Lore||Tanning Lore}, and {@skill Lore} of a type of food, drink, or product the village was known for producing (such as {@skill Lore||Alcohol Lore} or {@skill Lore||Wagon Lore}) to your background options." + ], + [ + "8-9", + "{@b Cosmopolitan City} You were raised in a community where no single ancestry predominated. This might have created tensions, but the community might also have pulled together from diverse foundations. Add {@skill Lore||Art Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Legal Lore}, and {@skill Lore||Underworld Lore} to your background options." + ], + [ + "10-11", + "{@b Metropolis} You grew up in one of the largest cities in the world, such as Absalom or Westcrown. Add {@skill Lore||Architecture Lore}, {@skill Lore||Gladiatorial Lore}, {@skill Lore||Guild Lore}, {@skill Lore||Legal Lore}, and {@skill Lore||Theater Lore} to your background options." + ], + [ + "12", + "{@b Front Lines} You grew up in a homeland torn by war. Even if you didn't personally participate, it was never far away. Add {@skill Lore||Heraldry Lore}, {@skill Lore||Scouting Lore}, and {@skill Lore||Warfare Lore} to your background options." + ], + [ + "13-14", + "{@b Itinerant} You never had a single place to call home. You might have been part of a nomadic caravan, a traveling group of entertainers, or a smuggling ring. Add {@skill Lore||Circus Lore}, Fortune-{@skill Lore||Telling Lore}, {@skill Lore||Games Lore}, {@skill Lore||Labor Lore}, and {@skill Lore||Underworld Lore} to your background options." + ], + [ + "15", + "{@b Another Ancestry's Settlement} Randomly determine another common ancestry; you grew up surrounded by that ancestry. Reroll on this table (with a modifier for the new ancestry, if applicable) to determine the type of community in which you grew up (for example, if your gnome grew up among dwarves and rolls a 3, they grew up underground). Add the {@feat Adopted Ancestry} feat and the {@skill Lore} skill related to your adopted ancestry (such as {@skill Lore||Dwarf Lore}) to your background options. If you select this feat instead of a skill feat, you aren't trained in a background skill." + ], + [ + "16", + "{@b Coastal Community} You grew up along a wide river, in a wetland, beside an ocean, or on an island. Add {@skill Lore||Fishing Lore}, {@skill Lore||Sailing Lore}, and {@skill Lore} of a specific type of sea creature (such as {@skill Lore||Shark Lore}) to your background options." + ], + [ + "17-18", + "{@b Religious Community} You were raised in a community of religious scholars, such as the town around an abbey, a remote elven forest shrine, or a dwarven temple-city. Add {@skill Lore||Art Lore}, {@skill Lore||Scribing Lore}, Lore about a deity that was the focus or enemy of your community (such as {@skill Lore||Pharasma Lore}), and {@skill Lore} about a plane (other than the Material Plane) where that deity resides to your background options." + ], + [ + "19+", + "{@b Academic Community} You were raised in or near a university, academy, or other center of learning. Add {@skill Lore||Academia Lore}, {@skill Lore||Genealogy Lore}, {@skill Lore||Library Lore}, and {@skill Lore||Scribing Lore} to your background options." + ] + ], + "type": "table", + "rollable": true + } + ] + }, + { + "type": "pf2-h3", + "name": "Step 3: Major Childhood Event", + "entries": [ + "During your childhood, you were influenced by a significant event that helped shape the person you became. Roll on the table below to determine the type of event that shaped you.", + { + "name": "Major Childhood Event", + "id": "4-7", + "source": "GMG", + "page": 188, + "colSizes": [ + 1, + 5 + ], + "rows": [ + [ + "{@dice 1d20}", + "Result" + ], + [ + 1, + "{@b Abandoned in a Distant Land} Due to some mischance (such as wandering off while on a trip or being press-ganged onto a seagoing ship), you had to survive in a distant land for a while. Add the {@feat Multilingual} skill feat to your background options." + ], + [ + 2, + "{@b Academy Trained} You attended an academy where you studied a number of topics and skills. Whether you were a studious pupil or a dropout, the academy was your home for a good portion of your formative years. Add the {@feat Additional Lore} skill feat to your background options. If you select {@feat Additional Lore} as your skill feat, instead of becoming trained in {@skill Lore}, you become trained in your choice of {@skill Arcana}, {@skill Occultism}, or {@skill Society}." + ], + [ + 3, + "{@b Attained a Magical Gift} When you were a child, you found, stole, or were given a magic item that gave you an extraordinary ability. Add the {@feat Arcane Sense} skill feat to your background options." + ], + [ + 4, + "{@b Betrayed} A friend or family member whom you trusted more than anyone else betrayed you. Add the {@feat Lie to Me} skill feat to your background options." + ], + [ + 5, + "{@b Bullied} In your early life, you were often picked on. The callousness of bullies sharpened your resolve to stand up for yourself and others. Add the {@feat Intimidating Glare} skill feat to your background options." + ], + [ + 6, + "{@b Captured by Giants} You were captured by marauding giants and fought your way free. Add the {@feat Titan Wrestler} skill feat to your background options." + ], + [ + 7, + "{@b Claimed an Inheritance} You were bequeathed great wealth or property at an early age. You retained some of it; add a piece of common adventuring gear worth 15 gp or less to your background options. If you select it instead of a skill feat, you are trained in {@skill Society}." + ], + [ + 8, + "{@b Died} You died or came so close that you walked the boundary between life and death. Add the {@feat Diehard} feat to your background options. If you select it instead of a skill feat, you aren't trained in a background skill." + ], + [ + 9, + "{@b Fell In with a Bad Crowd} In your youth, you ran with a criminal element: a gang, thieves' guild, or similar organization. Add the {@feat Experienced Smuggler} skill feat to your background options." + ], + [ + 10, + "{@b Had an Ordinary Childhood} Your childhood was fairly ordinary, with no major catastrophe\u2014a stark contrast to most adventurers. Add the {@feat Assurance} skill feat for a skill of your choice to your background options." + ], + [ + 11, + "{@b Had Your First Kill} You've had blood on your hands since your youth, when you first took the life of another. You still have the weapon you used for the deed; add a common weapon worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in {@skill Athletics}." + ], + [ + 12, + "{@b Kidnapped} You were kidnapped at some point in your childhood and had to escape, perhaps by pirates, slavers, a cult, or someone else. Add the {@feat Quick Squeeze} skill feat to your background options." + ], + [ + 13, + "{@b Lost in the Wilderness} Whether lured to the wilderness by a malevolent force or simply lost, you had to survive on your own for a while. Add the {@feat Survey Wildlife} skill feat to your background options." + ], + [ + 14, + "{@b Met a Fantastic Creature} When you were a child, you made contact with a magical creature, such as a dragon, unicorn, genie, pixie, or similar creature. Add the {@feat Recognize Spell} skill feat to your background options." + ], + [ + 15, + "{@b Raided} A horde of raiders attacked your settlement and killed and wounded several of your people. This could have been a band of highway robbers or a conquering army. You have a relic from those times; add an armor or shield worth 15 gp or less to your background options. If you select this option instead of a skill feat, you are trained in {@skill Medicine}." + ], + [ + 16, + "{@b Robbed} Your family's possessions were stolen, and you vowed to catch the next burglar in the act. Add the {@feat Snare Crafting} skill feat to your background options." + ], + [ + 17, + "{@b Survived a Disaster} You witnessed and survived a major disaster in your childhood years\u2014such as a great fire, flood, earthquake, volcano, or storm\u2014by relying on what was at hand. Add the {@feat Quick Repair} skill feat to your background options." + ], + [ + 18, + "{@b Trained by a Mentor} A mentor or patron took an interest in your development and volunteered to train or sponsor you. Add the {@feat Experienced Professional} skill feat to your background options." + ], + [ + 19, + "{@b Witnessed War} You grew up against the backdrop of a major military conflict that affected much of your childhood world. Add the {@feat Battle Medicine} skill feat to your background options." + ], + [ + 20, + "{@b Won a Competition} You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high-stakes gambling, or something more mundane, like an eating contest. Add the {@feat Fascinating Performance} skill feat to your background options." + ] + ], + "type": "table", + "rollable": true + } + ] + }, + { + "type": "pf2-h3", + "name": "Step 4: Influencial Associate", + "entries": [ + "You may have had several people who played key roles in developing their skills and personality, but one likely stands out as the most influential. Use one of the results below as a template to develop an NPC in deeper detail. Work with your GM to determine the current fate of this NPC and whether you can still call upon the NPC for aid.", + { + "name": "Influencial Associate", + "id": "4-8", + "source": "GMG", + "page": 189, + "colSizes": [ + 1, + 5 + ], + "rows": [ + [ + "{@dice 1d20}", + "Result" + ], + [ + 1, + "{@b The Academic }One of your associates had a thirst for knowledge that could never be satisfied with simple answers. Through this association, you developed a keen appreciation for numbers, geometry, logic, hard study, and problem-solving. Add an Intelligence ability boost to your background options." + ], + [ + 2, + "{@b The Boss} You once gained employment under a powerful individual with far-reaching influence. When the boss spoke up, everyone listened. This could have been a military commander, village leader, guild head, or gang boss. From the boss, you learned how to make people listen and keep them in line. Add a Charisma ability boost to your background options." + ], + [ + 3, + "{@b The Champion} You were close to someone who excelled at athletic endeavors and tests of strength or skill. Through your friendship or rivalry, you developed a competitive spirit that continues to drive you in everything you do. Add a Strength ability boost to your background options." + ], + [ + 4, + "{@b The Confidante} You could tell this person anything. They know your deepest secrets and vulnerabilities just as you know theirs, and thinking critically about another's perspective became second nature to you. Add an Intelligence ability boost to your background options." + ], + [ + 5, + "{@b The Crafter} One of your major influences cherished perfection through art. From this person, you developed a disciplined mind, a solitary focus, and the ability to create something useful and beautiful. Add an Intelligence ability boost to your background options." + ], + [ + 6, + "{@b The Criminal} One of your associates committed crimes regularly. They regaled you with many stories of daring robberies and break-ins\u2014perhaps even murders. You learned what you know of the criminal element from this friend. Add a Dexterity ability boost to your background options." + ], + [ + 7, + "{@b The Dead One} One of your greatest influences was a sapient undead creature, such as a ghost, lich, graveknight, or vampire. Through this strange relationship, you learned of its mortal life, giving you perspective on your own life. Add a Constitution ability boost to your background options." + ], + [ + 8, + "{@b The Fiend} You dealt with, or were possessed by, a fiend who lent you power at a time of great need. Some part of it remains inside you, influencing you toward destructive ends. Add a Strength ability boost to your background options." + ], + [ + 9, + "{@b The Fool} One of your close associates mocked propriety and custom, engaging in wild and somewhat random actions from time to time. After a while, you learned there was simple wisdom to this foolery\u2014a careless worldview that taught you to cast off concern. Add a Wisdom ability boost to your background options." + ], + [ + 10, + "{@b The Hunter} This person was a lone wolf who cautiously allowed you to become a member of their solitary pack. They taught you how to remain quick and thrive on your own in spite of natural dangers. Add a Dexterity ability boost to your background options." + ], + [ + 11, + "{@b The Liege Lord} You became close with someone you were bound to serve, be it an employer, minor lord or lady, or even a king or queen. Though this person held power over you, they held you closer than a subject or servant. As a result, you're used to dealing with and being close to power. Add a Charisma ability boost to your background options." + ], + [ + 12, + "{@b The Lover} You had a romantic connection in your past, and this person deeply influenced your personality. Perhaps this was a first love, a casual partner you grew close to, or the one who got away. The experience bolstered your confidence in romantic interactions, even though your thoughts still stray toward that special someone from long ago. Add a Charisma ability boost to your background options." + ], + [ + 13, + "{@b The Mentor} You had a mentor who taught you everything worth knowing about life. This could have been the person who taught you your heroic abilities, or simply a kindred spirit who helped form your worldview. Add a Constitution ability boost to your background options." + ], + [ + 14, + "{@b The Mercenary} With this person, there was always a cost. No deed came without a trade for something of equal or greater value. You respected their cynical but fair dealings, and they influenced your philosophy. Add a Strength ability boost to your background options." + ], + [ + 15, + "{@b The Mystic} You were especially close to a holy person in your community who fundamentally changed your life, opening your eyes to the incredible powers that exist beyond the natural world. Regardless of whether you now follow a faith, certain religious artifacts, rituals, and texts played a large part in making you the person you are. Add a Wisdom ability boost to your background options." + ], + [ + 16, + "{@b The Pariah} You met a disgraced exile and found in their words something that spoke to you. What once seemed true in your religion, society, or family began to appear false, and you quickly learned not to trust everyone you meet. Add a Wisdom ability boost to your background options." + ], + [ + 17, + "{@b The Relative} You were especially close to a specific relative growing up. To you, this person was the meaning of family. They helped shepherd you into adulthood, teaching you everything you know about the world. You resolutely strive to keep a promise, vow, or oath that you made to them. Add a Constitution ability boost to your background options." + ], + [ + 18, + "{@b The Seer} You were close to a person who claimed to see the future\u2014perhaps an oracle, seer, prophet, or merely some festival charlatan. The seer's influence either made you into an optimist with a drive to fulfill that future or a fatalist resigned to accept it. Add a Wisdom ability boost to your background options." + ], + [ + 19, + "{@b The Wanderer} You knew someone who traveled from place to place with the changing of the wind, such as a minstrel, merchant, outcast, mercenary, or sailor. This person brought you wondrous mementos and inspired a wanderlust within you. Add a Dexterity ability boost to your background options." + ], + [ + 20, + "{@b The Well-Connected Friend} In your circle of associates, there was someone everyone knew. This person had contacts in every social circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. Add a Charisma ability boost to your background options." + ] + ], + "type": "table", + "rollable": true + } + ] + }, + { + "type": "pf2-h3", + "name": "Step 5: Relationships", + "entries": [ + "This aspect of background generation determines the relationships you have with the other PCs and why your character might choose to adventure with them. This step is best performed when the entire group is sitting together and can generate and discuss these connections with each other. You should select another character and roll on the first table to generate an inspiring connection, then determine a different character and roll on the second table to generate a challenging connection. You might choose these characters randomly, or the group might decide that each character has an inspiring connection with the character of the player sitting to the left and a challenging connection with the character of the player sitting to the right.", + "Other players can reject a relationship connection they don't feel fits with their vision of their own character; in this case, pick another character or a different relationship. Even though you and the other characters share a connection, only you add the skill feats from the relationships you roll to your background options.", + { + "name": "Inspiring Relationship", + "id": "4-9", + "source": "GMG", + "page": 190, + "colSizes": [ + 1, + 5 + ], + "rows": [ + [ + "{@dice 1d12}", + "Result" + ], + [ + 1, + "{@b Animal Helpers} When you and this character were younger, you worked together to nurse sick animals back to health. Add the Train Animal skill feat to your background options." + ], + [ + 2, + "{@b Comrade-in-Arms} You and this character were once comrades in military service, and you trained yourself and this character to improve your physical fitness. Add the {@feat Assurance} skill feat for {@skill Athletics} to your background options." + ], + [ + 3, + "{@b Desperate Intimidation} You had to frighten off pirates or slavers looking to capture you and this character. Add the {@feat Group Coercion} skill feat to your background options." + ], + [ + 4, + "{@b Homelessness} At a time when you were both living on the streets, you taught this character valuable pointers to survive. Add the {@feat Streetwise} skill feat to your background options." + ], + [ + 5, + "{@b Kindly Witch} This character connected you to a kindly but reclusive person who was living at the edge of civilization but had expansive knowledge to share. Add the {@feat Natural Medicine} skill feat to your background options." + ], + [ + 6, + "{@b Liberators} You and this character worked together to free some captives\u2014including one of your friends or relatives\u2014from a gang of slavers. Add the {@feat Lengthy Diversion} skill feat to your background options." + ], + [ + 7, + "{@b Magician} This character supported your brief dalliance with stage magic, which you took up as a precursor to learning actual magic or simply to keep your fingers nimble. Add the {@feat Subtle Theft} skill feat to your background options." + ], + [ + 8, + "{@b Missing Child} When a young relative disappeared in a busy market, this character helped you question merchants and shoppers and find the child before they came to any harm. Add the {@feat Hobnobber} skill feat to your background options." + ], + [ + 9, + "{@b Patron of the Arts} This character encouraged you to excel at a type of performance you loved, even going so far as to support you in lean times. Add the {@feat Virtuosic Performer} skill feat to your background options." + ], + [ + 10, + "{@b Religious Students} You and this character shared some religious training in the past, even if you didn't stick with it, and you admired their piety. Add the {@feat Student of the Canon} skill feat to your background options." + ], + [ + 11, + "{@b Timely Cure} When a family member of yours was dying and there didn't seem to be much hope, this character brought a simple but effective alchemical cure. You are determined to pay this favor forward. Add the {@feat Alchemical Crafting} skill feat to your background options." + ], + [ + 12, + "{@b Wasteland Survivors} You and this character were lost in a dangerous wasteland together and depended upon each other for survival; you're still not certain that either of you would have survived the ordeal without the other's aid. Add the {@feat Forager} skill feat to your background options." + ] + ], + "type": "table", + "rollable": true + }, + { + "name": "Challenging Relationship", + "id": "4-10", + "source": "GMG", + "page": 190, + "colSizes": [ + 1, + 5 + ], + "rows": [ + [ + "{@dice 1d12}", + "Result" + ], + [ + 1, + "{@b Accidental Fall} This character once inadvertently shoved you off a ledge or balcony. You're mostly certain it was a mistake, but the fall was terrifying, and you've resolved to never be caught unaware like that again. Add the {@feat Cat Fall} skill feat to your background options." + ], + [ + 2, + "{@b Accusation of Theft} You were once secretly certain that this character stole a cherished valuable from you. You were determined to steal it back, until you learned that this character wasn't in fact to blame and you'd only misplaced the item. Add the {@feat Pickpocket} skill feat to your background options." + ], + [ + 3, + "{@b Called Before Judges} Information provided by this character\u2014either intentionally or inadvertently given\u2014required you to justify yourself in front of a group of bureaucrats or magistrates. Add the {@feat Group Impression} skill feat to your background options." + ], + [ + 4, + "{@b Matter of Might} You have long considered this character your rival in a question of strength. You are determined to prove yourself to be mightier, perhaps by intelligent application of force if you aren't physically imposing. Add the {@feat Hefty Hauler} skill feat to your background options." + ], + [ + 5, + "{@b Mercantile Expertise} To encourage an employer to hire you instead of this character, you worked hard to demonstrate your keen mercantile sense. It didn't work; the employer hired this character anyway. Add the {@feat Bargain Hunter} skill feat to your background options." + ], + [ + 6, + "{@b Privileged Position} You once sought the favor of a powerful spellcaster as a mentor, but this character was plainly the mentor's favorite, no matter how hard you tried. Add the {@feat Quick Identification} skill feat to your background options." + ], + [ + 7, + "{@b Relationship Ender} You once warned off an admirer seeking this character's affections. You still maintain that the match would have been a poor one and that you did this character a favor. Add the {@feat Quick Coercion} skill feat to your background options." + ], + [ + 8, + "{@b Rival Trackers} You and this character worked for a time as rival hunters, whether tracking animals or escaped criminals. Add the {@feat Experienced Tracker} skill feat to your background options." + ], + [ + 9, + "{@b Seeking Accolades} You never seemed to capture the attention of the crowds at the tavern as easily as this character did, so you worked hard to practice your showmanship. Add the {@feat Impressive Performance} skill feat to your background options." + ], + [ + 10, + "{@b Slander} You and this character were rivals for the same person's affections, and you stooped to spreading vicious lies before the whole situation fell apart. Add the {@feat Charming Liar} skill feat to your background options." + ], + [ + 11, + "{@b Social Maneuvering} You have always wanted to prove yourself better than this character in a fancy social situation but have yet to decisively do so. Add the {@feat Courtly Graces} skill feat to your background options" + ], + [ + 12, + "{@b Spy} You spied upon this character in the past, either at the behest of someone else or because of your own suspicions. Add the {@feat Read Lips} skill feat to your background options." + ] + ], + "type": "table", + "rollable": true + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 192, + "name": "Feats and Features", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 192, + "entries": [ + "options and depth without overwhelming players with too many choices at once. However, you can use the Pathfinder rules to create an infinite number of variant progressions. If your group wants more powerful characters, specific themes for all characters, or the like, you can implement these variants." + ] + }, + { + "type": "pf2-h2", + "name": "Dual-Class PCs", + "source": "GMG", + "page": 192, + "entries": [ + "Sometimes, especially when you have a particularly small play group or want to play incredibly versatile characters, you might want to allow dual-class characters that have the full benefits of two different classes.", + { + "type": "pf2-h3", + "name": "Building a Dual-Class Character", + "entries": [ + "When building a dual-class character, the primary changes to the character creation process are fairly straightforward. Choose and implement your character's ancestry and background as normal. Then, when you get to the step of choosing a class, select two classes and add everything from each class except Hit Points and starting skills: initial proficiencies, class features, class feats, extra skill feats and skill increases for rogues, and so on. As always, use the highest proficiency granted for a given statistic. For instance, if one class gave you expert proficiency in Will saves and the other gave you master proficiency in Will saves, you would be a master in Will saves.", + "Use only the higher Hit Points per level from the two classes. For starting skills, apply the skills automatically granted by each class, and then apply the larger number of additional skills. For instance, a {@class cleric} of {@deity Shelyn}/{@class ranger} would gain Hit Points equal to 10 + their Constitution modifier per level, start with the trained proficiency rank in {@skill Nature} and {@skill Survival} from {@class ranger} and {@skill Religion} and either {@skill Crafting} or {@skill Performance} from {@skill cleric}, and then gain a number of additional skills of their choice equal to 4 + their Intelligence modifier, since the ranger provides the trained proficiency rank in more additional skills than the cleric does (this example doesn't include any skills they gained from their background or other sources). This character would also have the {@classFeature deity|Cleric||1}, {@classFeature divine spellcasting|Cleric||1}, {@classFeature divine font|Cleric||1}, and {@classFeature doctrine|Cleric||1} class features from {@class cleric} plus the {@classFeature Hunt Prey|Ranger||1}, {@classFeature hunter's edge|Ranger||1}, and {@classFeature ranger feats|Ranger||1||ranger feat} class features from {@class ranger}.", + { + "type": "pf2-h4", + "name": "Spells", + "entries": [ + "Dual-class spellcasters get full access to all the spells of any spellcasting classes they have. For instance, a {@class sorcerer}/{@class wizard} gets five cantrips in their spell repertoire from {@class sorcerer}, five prepared cantrips from {@class wizard}, three spontaneous 1st-level spell slots from the sorcerer (with three 1st-level spells in their repertoire), and three 1st-level prepared spell slots from wizard (or four, for a specialist). They keep these spells entirely separate and get the full benefits of both spellcasting class features, even if both classes use the same tradition.", + "Classes with focus pools get all the Focus Points granted by all of them. These share one focus pool as normal, with the standard cap of 3 maximum Focus Points." + ] + }, + { + "type": "pf2-h4", + "name": "Character Advancement", + "entries": [ + "A dual-class character gains the class feats and class features for both classes at each level as they advance, with the exception of ability boosts, general feats, skill feats, and skill increases\u2014the character gets each of these benefits only once per level, since both classes would provide the same benefit. (A dual-class rogue/ranger still gets the extra skill feat and skill increase at levels where the other class doesn't provide them.)", + "If a character gains the same proficiency rank in a statistic more than once, they still use only the highest rank. In the example above, when the {@class cleric} gets {@classFeature Alertness|Cleric||5} at 5th level, they wouldn't change their {@skill Perception} rank, since it was already expert due to the {@class ranger|crb|ranger's} {@classFeature initial proficiencies|Ranger||1}." + ] + } + ] + }, + { + "type": "pf2-h3", + "name": "Playing with Dual-Class Characters", + "entries": [ + "Playing a dual-class character certainly gives a character more options, and adding additional spellcasting classes can result in a significantly wider variety of powerful spell effects available to each character. Nonetheless, this sort of dual-classing is more likely to increase the party's longevity than it is to drastically adjust the level of opponents a dual-class character should be fighting. The increases to saving throw proficiencies and Hit Points make characters somewhat sturdier and able to take on slightly higher challenges, but not every fight should be harder, nor should encounters exceed extreme-threat difficulty.", + "Dual-classing in two similar martial classes to double up on their advantages can result in characters who, instead of increasing their flexibility, become drastically more powerful in one focus. For instance, a fighter/ranger with the flurry hunter's edge gains access to incredibly accurate press actions, and a barbarian/fighter has the barbarian's high damage plus the fighter's high accuracy. One way around this is to simply disallow combinations that double down on a narrow ability, and instead encourage dual-class characters that open up narrative options and increase the character's flexibility. The other solution is to raise the challenge from the opposition, treating the party as if the characters were a level higher. However, this is a choice that affects the whole group, even if only one character is built to mow down foes.", + "Due to the increased number of class feats a dual-class character has, you should limit how much of a benefit a character gets from feats that scale based on the number of feats you have, such as Resiliency feats from multiclass archetypes. Typically, the limit should be half the number of total class feats the character has." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Free Archetype", + "source": "GMG", + "page": 194, + "entries": [ + "Sometimes the story of your game calls for a group where everyone is a pirate or an apprentice at a magic school. The free archetype variant introduces a shared aspect to every character without taking away any of that character's existing choices. It can also provide a lighter version of dual-class characters by giving everyone a free multiclass archetype.", + { + "type": "pf2-h3", + "name": "Building a Character", + "entries": [ + "The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats. Depending on the needs of the group and the theme of the game, you might restrict the free feats to those of a single archetype each character in the group has (for a shared backstory), those of archetypes fitting a certain theme (such as only ones from magical archetypes in a game set in a magic school), or entirely unrestricted if you just want a higher-powered game.", + "If the group all has the same archetype or draws from a limited list, you might want to ignore the free archetype's normal restriction of selecting a certain number of feats before taking a new archetype. That way a character can still pursue another archetype that also fits their character." + ] + }, + { + "type": "pf2-h3", + "name": "Playing with Free Archetypes", + "entries": [ + "Free-archetype characters are a bit more versatile and powerful than normal, but usually not so much that they unbalance your game. However, due to the characters' increased access to archetype feats, you should place a limit on the number of feats that scale based on a character's number of archetype feats (mainly multiclass Resiliency feats). Allowing a character to benefit from a number of these feats equal to half their level is appropriate, as this is the maximum number of feats you could use to take archetype feats without this variant." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Ancestry Paragon", + "source": "GMG", + "page": 194, + "entries": [ + "Most characters have some elements that connect them to their ancestry but identify more strongly with their class or unique personality. Sometimes, though, a character is the embodiment of their ancestry to the point that it's of equal importance to their class. For a game where an ancestral background is a major theme and such characters are the norm, your group might consider using the ancestry paragon variant.", + { + "type": "pf2-h3", + "name": "Building an Ancestry Paragon Character", + "entries": [ + "When creating an ancestry paragon character, instead of starting with one ancestry feat and gaining another at 5th, 9th, 13th, and 17th levels, the character starts with two ancestry feats and gains another at every odd level thereafter (3rd, 5th, 7th, 9th, and so on) for a total of 11 ancestry feats." + ] + }, + { + "type": "pf2-h3", + "name": "Playing with Ancestry Paragon Characters", + "entries": [ + "Ancestry paragon characters have a bit more versatility and power than other characters, though their extra abilities are usually limited to themes the ancestry already was suited for. It's unlikely to affect the game balance of combat encounters, but it might make exploration and social challenges easier for the heroes." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Simplified Ancestries", + "source": "GMG", + "page": 194, + "entries": [ + "The variants presented so far have mostly been aimed at groups looking to increase their nuance in exchange for greater character complexity. However, sometimes players are looking for something a little simpler instead, or want to increase the complexity in one area and decrease it elsewhere, keeping a rough balance. In games where a character's ancestry is only incidental and each PC is more defined by their class and individual characteristics, simplified ancestries allows your group to pick an ancestry and go.", + { + "type": "pf2-h3", + "name": "Building a Simplified Ancestry Character", + "entries": [ + "When choosing an ancestry for a simplified ancestry character, you gain the ancestry's normal abilities at 1st level, choose a heritage, and gain the appropriate lore feat ({@skill Lore||Dwarven Lore} for dwarves, for example) as your ancestry feat. Simplified ancestry characters never gain ancestry feats beyond that first lore feat. If you want to keep the power level of your game consistent, you can replace the ancestry feats gained at higher levels with general feats." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Simplified Ancestries", + "source": "GMG", + "page": 194, + "entries": [ + "The standard system gives feats specifically to spend on skills to let PCs gain fun, skill-based options without feeling like they had to sacrifice a feat that could have improved their class's core specialties. In some games, especially those focused on combat with little exploration, downtime, or social interaction, the PCs might have more skill feats than they need. The simplified skill feats variant allows you to reduce this aspect of decision-making.", + { + "type": "pf2-h3", + "name": "Building a Simplified Skill Feat Character", + "entries": [ + "Simplified skill feat characters don't receive any skill feats, even from their backgrounds. They still gain general feats and can use those to select skill feats if they want a crucial ability. You may want to allow rogues to gain skill feats, but at the normal advancement most characters have, instead of their usual double advancement." + ] + }, + { + "type": "pf2-h3", + "name": "Playing with Simplified Skill Feat Characters", + "entries": [ + "While you probably won't need to adjust combat challenges at all for simplified skill feat characters, skillbased challenges\u2014especially social challenges\u2014will be tougher, especially at higher levels where it's expected characters will have more efficient skill-based abilities due to skill feats. If you prefer more baseline difficulty, you could adjust the expectations down slightly." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "name": "Level 0 Characters", + "source": "GMG", + "page": 195, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Before they were heroes, every PC came from somewhere, whether they worked on a farm like Valeros or picked pockets on the streets like Seelah. Sometimes, it can be a lot of fun to play a prequel game years before the PCs' first adventure as heroes, or you may have an idea for a low-powered adventure that calls for commoners and apprentices. The rules below provide ways to easily build and use level 0 PCs in your games." + ] + }, + { + "type": "pf2-h2", + "name": "Building Characters", + "entries": [ + "Building a level 0 character is similar to building a 1st-level character, but you stop after choosing your ancestry and background. A level 0 character still gets the four free ability boosts from Step 6 of the normal character creation process, but not the class ability boost.", + { + "type": "pf2-h3", + "name": "Initial Proficiencies", + "entries": [ + "A level 0 character is trained in {@skill Perception}, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice. Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2." + ] + }, + { + "type": "pf2-h3", + "name": "Hit Points", + "entries": [ + "A level 0 character adds their Constitution modifier to their ancestry Hit Points to determine their starting Hit Points." + ] + }, + { + "type": "pf2-h3", + "name": "Starting Money", + "entries": [ + "A level 0 character starts with 5 gp (50 sp) to spend on equipment." + ] + }, + { + "type": "pf2-h3", + "name": "Apprentice Option", + "entries": [ + "If the story you want to tell is about characters who have started training to become a particular class, you can grant them a small number of additional abilities. An apprentice character is trained in the skill or skills specified for their chosen class (such as {@skill Occultism} and {@skill Performance} for a {@class bard}) in addition to the skills they gain through their initial proficiencies. They also gain benefits based on the class.", + { + "type": "pf2-h4", + "name": "Alchemist", + "entries": [ + "An apprentice {@class alchemist} gains the {@classFeature Alchemy|Alchemist|CRB|1||advanced alchemy} ability of the {@classFeature alchemy|Alchemist|CRB|1|} class feature. Their advanced alchemy level is 1, and they have one batch of infused reagents each day. They can make only infused alchemical items." + ] + }, + { + "type": "pf2-h4", + "name": "Monk", + "entries": [ + "An apprentice {@class monk} gains the {@classFeature powerful fist|Monk|CRB|1} class feature." + ] + }, + { + "type": "pf2-h4", + "name": "Other Martial Class", + "entries": [ + "An apprentice of another martial class ({@class barbarian}, {@class champion}, {@class fighter}, {@class ranger}, or {@class rogue}) is trained in light armor, all simple weapons, and one martial weapon listed in the class's initial proficiencies. If a martial class not listed here lacks light armor or martial weapon training (as the {@class monk} does), give it a different ability as well." + ] + }, + { + "type": "pf2-h4", + "name": "Spellcaster", + "entries": [ + "An apprentice spellcaster is trained in the appropriate magic tradition and gains two cantrips from their class. A prepared caster can't change these cantrips each day." + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Gameplay", + "entries": [ + "Combat can be especially dangerous for level 0 characters. For safety's sake, you might treat the characters as level \u20131 when determining what combat encounters are appropriate. For skill checks, they can still accomplish tasks with a simple trained DC using their trained skills, but success is less certain. Since they have fewer skills, the party might not have anyone trained for a given task.", + "If you're playing these characters for more than a few sessions, consider advancing them to 1st level using the fast advancement speed (800 XP). If your group wants a longer experience at level 0, start the group without the apprentice benefits, then level up to apprentice (gaining those benefits and the apprentice adjustments for their class), and then level up to 1st level.", + { + "type": "pf2-h3", + "name": "Treasure", + "entries": [ + "As the characters start with 5 gp, their adventures up to 1st level should account for the rest of a 1st-level character's starting money. That means you'll distribute treasure worth 10 gp × the number of PCs, a large percentage of which should be in currency." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "GMG", + "page": 196, + "name": "Magic Item Variants", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 196, + "entries": [ + "Pathfinder's magic item system is calibrated for a high-fantasy world like Golarion, with plenty of access to magic. However, not all settings, games, or subgenres match those assumptions. Varying from the default magic item system can help your group build games in low-magic settings, where the availability of magic items is unreliable, or where most or all of the power comes from the character and not their gear." + ] + }, + { + "type": "pf2-h2", + "name": "Automatic Bonus Progression", + "source": "GMG", + "page": 196, + "entries": [ + "This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor's item bonus) and replaces it with a new kind of bonus\u2014potency\u2014to reflect a character's innate ability instead. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.", + { + "type": "pf2-h3", + "name": "Special Class Features", + "entries": [ + "Every character automatically gains the class features on {@table Automatic Bonus Progression|GMG|Table 4\u201311: Automatic Bonus Progression}.", + { + "name": "Automatic Bonus Progression", + "id": "4-11", + "source": "GMG", + "page": 196, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-left" + ], + "rows": [ + [ + "Level", + "Benefits" + ], + [ + 1, + "\u2013" + ], + [ + 2, + "Attack potency +1" + ], + [ + 3, + "Skill potency (one at +1)" + ], + [ + 4, + "Devastating attacks (two dice)" + ], + [ + 5, + "Defense potency +1" + ], + [ + 6, + "Skill potency (two at +1 each)" + ], + [ + 7, + "Perception potency +1" + ], + [ + 8, + "Saving throw potency +1" + ], + [ + 9, + "Skill potency (one at +2, one at +1)" + ], + [ + 10, + "Attack potency +2" + ], + [ + 11, + "Defense potency +2" + ], + [ + 12, + "Devastating attacks (three dice)" + ], + [ + 13, + "Perception potency +2; skill potency (two at +2, one at +1)" + ], + [ + 14, + "Saving throw potency +2" + ], + [ + 15, + "Skill potency (three at +2 each, one at +1)" + ], + [ + 16, + "Attack potency +3" + ], + [ + 17, + "Ability apex; skill potency (one at +3, two at +2 each, two at +1 each)" + ], + [ + 18, + "Defense potency +3" + ], + [ + 19, + "Devastating attacks (four dice), Perception potency +3" + ], + [ + 20, + "Saving throw potency +3; skill potency (two at +3 each, two at +2 each, two at +1 each)" + ] + ], + "type": "table" + }, + { + "type": "pf2-h4", + "name": "Attack Potency", + "level": 2, + "entries": [ + "Starting at 2nd level, you gain a +1 potency bonus to attack rolls with all weapons and unarmed attacks. This increases to +2 at 10th level, and +3 at 16th level." + ] + }, + { + "type": "pf2-h4", + "name": "Skill Potency", + "level": 3, + "entries": [ + "At 3rd level, choose a single skill. You gain a +1 potency bonus with that skill. At 6th level, choose a second skill to gain a +1 potency bonus. At 9th level, choose one of those skills and increase its potency bonus to +2. At 13th level, increase the potency bonus of your second skill to +2 and choose a third skill to gain a +1 potency bonus. At 15th level, increase the third skill's potency bonus to +2 and choose a fourth skill to gain a +1 potency bonus. At 17th level, choose one of your three skills with a +2 potency bonus to increase to +3, and choose a fifth skill to gain a +1 potency bonus. Finally, at 20th level, choose one of the two skills with a +2 potency bonus to increase to +3, choose one of the three skills at a +1 potency bonus to increase to +2, and choose one new skill to gain a +1 potency bonus. You can spend 1 week to retrain one of these assignments at any time." + ] + }, + { + "type": "pf2-h4", + "name": "Devastating Attacks", + "level": 4, + "entries": [ + "At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level." + ] + }, + { + "type": "pf2-h4", + "name": "Defense Potency", + "level": 5, + "entries": [ + "At 5th level, you gain a +1 potency bonus to AC. At 11th level, this bonus increases to +2, and at 18th level, to +3." + ] + }, + { + "type": "pf2-h4", + "name": "Perception Potency", + "level": 7, + "entries": [ + "At 7th level, you gain a +1 potency bonus to Perception, increasing to +2 at level 13 and +3 at level 19." + ] + }, + { + "type": "pf2-h4", + "name": "Saving Throw Potency", + "level": 8, + "entries": [ + "At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20." + ] + }, + { + "type": "pf2-h4", + "name": "Ability Apex", + "level": 17, + "entries": [ + "At 17th level, choose one ability score to either increase by 2 or increase to 18 (whichever grants the higher score)." + ] + } + ] + }, + { + "type": "pf2-h3", + "name": "Adjusting Items and Treasure", + "entries": [ + "With this variant, you can ignore as much of {@table Party Treasure by Level|CRB|Table 10\u20139: Party Treasure by Level} on page 509 of the Core Rulebook as you want, though you'll usually want to provide consistent currency. The main area your choice will impact is in spellcasting items, such as scrolls and wands.", + "Remove all potency runes, striking runes, and resilient runes. Items that normally grant an item bonus to statistics or damage dice no longer do, other than the base item bonus to AC from armor. Apex items do not increase ability scores. If your world still includes magic items, a safe bet is to continue to give out consumable items at roughly the rate on {@table Party Treasure by Level|CRB|Table 10\u20139} of the Core Rulebook.", + "If you choose to eliminate runes entirely, this can reduce the PCs' damage since they won't have runes like flaming or holy. If you've removed nearly all treasure, challenges might become more difficult, even with automatic bonuses." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "High-Quality", + "source": "GMG", + "page": 197, + "entries": [ + "In this variant, gear can provide bonuses even if it's not magical. This is useful for games and settings that set out to give fine, non-magical items the same prominence as magic items. High-quality gear requires the corresponding proficiency rank in {@skill Crafting} to {@action Craft}.", + { + "name": "High-Quality Weapons", + "id": "4-12", + "source": "GMG", + "page": 197, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Quality", + "Item Bonus", + "Property Rune Slots", + "Item Level", + "Price" + ], + [ + "Expert", + "+1", + "1", + "2", + "35 gp" + ], + [ + "Master", + "+2", + "2", + "10", + "935 gp" + ], + [ + "Legendary", + "+3", + "3", + "16", + "8,935 gp" + ] + ], + "type": "table" + }, + { + "name": "High-Quality Armor", + "id": "4-13", + "source": "GMG", + "page": 197, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Quality", + "Bonus Increase", + "Property Rune Slots", + "Item Level", + "Price" + ], + [ + "Expert", + "+1", + "1", + "5", + "160 gp" + ], + [ + "Master", + "+2", + "2", + "11", + "1,060 gp" + ], + [ + "Legendary", + "+3", + "3", + "18", + "20,560 gp" + ] + ], + "type": "table" + }, + { + "name": "Devastating Weapons", + "id": "4-14", + "source": "GMG", + "page": 197, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Quality", + "Item Bonus", + "Damage Dice", + "Property Rune Slots", + "Item Level", + "Price" + ], + [ + "Expert", + "+1", + "1", + "1", + "2", + "35 gp" + ], + [ + "Expert devastating", + "+1", + "2", + "1", + "4", + "100 gp" + ], + [ + "Master", + "+2", + "2", + "2", + "10", + "1,000 gp" + ], + [ + "Master devastating", + "+2", + "3", + "2", + "12", + "2,000 gp" + ], + [ + "Legendary", + "+3", + "3", + "3", + "16", + "10,000 gp" + ], + [ + "Legendary devastating", + "+3", + "4", + "3", + "19", + "40,000 gp" + ] + ], + "type": "table" + }, + { + "name": "Resilient Armor", + "id": "4-15", + "source": "GMG", + "page": 197, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Quality", + "Bonus Increase", + "Save Bonus", + "Property Rune Slots", + "Item Level", + "Price" + ], + [ + "Expert", + "+1", + "\u2013", + "1", + "5", + "160 gp" + ], + [ + "Expert resilient", + "+1", + "+1", + "1", + "8", + "500 gp" + ], + [ + "Master", + "+2", + "+1", + "2", + "11", + "1,400 gp" + ], + [ + "Master resilient", + "+2", + "+2", + "2", + "14", + "4,500 gp" + ], + [ + "Legendary", + "+3", + "+2", + "3", + "18", + "24,000 gp" + ], + [ + "Legendary resilient", + "+3", + "+3", + "3", + "20", + "70,000 gp" + ] + ], + "type": "table" + }, + { + "type": "pf2-h3", + "name": "High-Quality Weapons and Armor", + "entries": [ + "High-quality weapons and armor give the same benefits as weapon and armor potency runes ({@table High-Quality Weapons|GMG|Tables 4\u201312} and {@table High-Quality Armor|GMG|4\u201313}). To remove magic from weapons and armor, you can use the devastating attacks and saving throw potency entries from the {@variantrule Automatic Bonus Progression|GMG|automatic bonus progression} variant, or you can have quality also provide the effects of striking and resilient runes, using {@table Devastating Weapons|GMG|Table 4\u201314} and {@table Resilient Armor|GMG|Table 4\u201315}. If you choose to still have magic weapons and armor, the effects don't stack with quality." + ] + }, + { + "type": "pf2-h3", + "name": "High-Quality Skill Items", + "entries": [ + "Items with skill or {@skill Perception} bonuses don't have fundamental runes. If an existing skill bonus item costs less than the listed Price for a high-quality skill item or has a lower level, it likely has a feature such as a limitation, so adjust accordingly. A character in a game with this variant can {@action Craft} or buy a non-magical item to boost {@skill Perception} or a skill using the table below." + ] + }, + { + "name": "High-Quality Skill Item", + "id": "4-16", + "source": "GMG", + "page": 197, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Quality", + "Item Bonus", + "Item Level", + "Price" + ], + [ + "Expert", + "+1", + "3", + "40 gp" + ], + [ + "Master", + "+2", + "9", + "550 gp" + ], + [ + "Legendary", + "+3", + "17", + "11,000 gp" + ] + ], + "type": "table" + } + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "name": "Proficiency Without Level", + "source": "GMG", + "page": 198, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "This variant presents a change to the proficiency bonus system, scaling it differently for a style of game that's outside the norm. This is a significant change to the system." + ] + }, + "The proficiency rank progression in the {@i Core Rulebook} is designed for heroic fantasy games where heroes rise from humble origins to world-shattering strength. For some games, this narrative arc doesn't fit. Such games are about hedging bets in an uncertain and gritty world, in which even the world's best fighter can't guarantee a win against a large group of moderately skilled brigands. In games like these, your group might want to consider removing the character's level from the proficiency bonus.", + "The initial implementation is fairly straightforward: the proficiency bonus just becomes +2 for trained, +4 for expert, +6 for master, and +8 for legendary. We recommend giving an untrained character a \u20132 proficiency modifier instead of a +0 proficiency bonus.", + "Additionally, for creatures, hazards, magic items, and so on, reduce each statistic that would include a proficiency bonus by the level of the creature or other rules element. These statistics are typically modifiers and DCs for attacks, ACs, saving throws, Perception, skills, and spells.", + "Finally, decrease the skill DCs of most tasks to account for the level being removed. You can just subtract the level from the DC tables on page 503 of the {@i Core Rulebook}, or you can reference {@table Simple Skill DCs (No Level)|GMG|Table 4\u201317: Simple Skill DCs (No Level)} for a set of DCs that's easier to remember. The new DCs make it a little harder for high-level characters to succeed than it would be when using the default numbers from the Core Rulebook, in keeping with the theme mentioned earlier. Combat outcomes will tend to flatten out, with critical successes and critical failures being less likely across the game. This is particularly notable in spells, where you're less likely to see the extreme effects of critical failures on saves.", + { + "name": "Simple Skill DCs (No Level)", + "id": "4-17", + "source": "GMG", + "page": 198, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Proficiency Rank", + "DC" + ], + [ + "Untrained", + "10" + ], + [ + "Trained", + "15" + ], + [ + "Expert", + "20" + ], + [ + "Master", + "25" + ], + [ + "Legendary", + "30" + ] + ], + "type": "table" + }, + { + "type": "pf2-h2", + "name": "Adjusting Encounters", + "entries": [ + "Telling stories where a large group of low-level monsters can still be a significant threat to a high-level PC (and conversely, a single higher-level monster is not much of a threat to a group of PCs) requires some significant shifts in encounter building, including shifts in the PCs' rewards.", + "Under the math in the {@i Core Rulebook}, two monsters of a certain level are roughly as challenging as a single monster 2 levels higher. However, with level removed from proficiency, this assumption is no longer true. The XP budget for creatures uses a different scale, as shown in {@table Creature XP (No Level)|GMG|Table 4\u201318: Creature XP (No Level)}. You'll still use the same XP budget for a given threat level as shown on {@table Encounter Budget|CRB|Table 10\u20131: Encounter Budget} (80 XP for a moderate-threat encounter, 120 for a severe-threat encounter, and so on).", + { + "name": "Creature XP (No Level)", + "id": "4-18", + "source": "GMG", + "page": 198, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Creature's Level", + "XP" + ], + [ + "Party level \u2013 7", + "9" + ], + [ + "Party level \u2013 6", + "12" + ], + [ + "Party level \u2013 5", + "14" + ], + [ + "Party level \u2013 4", + "18" + ], + [ + "Party level \u2013 3", + "21" + ], + [ + "Party level \u2013 2", + "26" + ], + [ + "Party level \u2013 1", + "32" + ], + [ + "Party level", + "40" + ], + [ + "Party level + 1", + "48" + ], + [ + "Party level + 2", + "60" + ], + [ + "Party level + 3", + "72" + ], + [ + "Party level + 4", + "90" + ], + [ + "Party level + 5", + "108" + ], + [ + "Party level + 6", + "135" + ], + [ + "Party level + 7", + "160" + ] + ], + "type": "table" + }, + "While the XP values in {@table Creature XP (No Level)|GMG|Table 4\u201318} work well in most cases, sometimes they might not account for the effects of creatures' special abilities when facing a party of a drastically different level. For instance, a ghost mage could prove too much for 5th-level PCs with its incorporeality, flight, and high-level spells, even though it's outnumbered." + ] + }, + { + "type": "pf2-h2", + "name": "Adjusting Treasure", + "entries": [ + "Treasure and the cost of items in the Core Rulebook are designed to make it as easy as possible for you to build encounters without worrying about awarding too much or too little treasure based on whether you use creatures who carry items. However, using this variant, the PCs might defeat a creature 5 levels higher than they are, or even more! Too many encounters with higher-level foes can wind up giving the PCs more treasure than you expected, or vice-versa if they're fighting weaker foes that put up more of a fight but still have poor treasure. You can nudge this in the right direction by making periodic adjustments if the PCs' treasure drifts too far from expectations. Making it so they can't easily sell or buy magic items will mean it's harder for them to exploit treasure they gain. To sidestep the treasure economy entirely, you can use the {@variantrule Automatic Bonus Progression|GMG|automatic item bonus progression}." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "name": "Skill Points", + "source": "GMG", + "page": 199, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The default progression of skill proficiency ranks is simple and doesn't require many mathematical calculations as a player assigns skills. However, some players prefer a more granular system with a greater ability to diversify their skills. This variant allows characters to assign their skill increases more flexibly, potentially having fewer skills at the highest possible rank in exchange for more skills at a lower rank." + ] + }, + { + "type": "pf2-h2", + "name": "Assigning Skill Points", + "entries": [ + "At 1st level, a character using the Skill Points variant gains their initial skill proficiencies as described in the Core Rulebook. However, at every level beyond 1st, instead of gaining skill increases, the character gains a number of Skill Points, as indicated on {@table Skill Points by Level|GMG|Table 4\u201319: Skill Points by Level}. The character can spend these Skill Points to increase their proficiency rank in various skills, as shown on {@table Cost to Increase Rank|GMG|Table 4\u201320: Cost to Increase Rank}. A character must meet the minimum level indicated on the table to increase their rank, primarily to avoid having a player becoming unrealistically good at one skill early in their adventuring career while neglecting everything else. Characters can save up Skill Points between levels for a more expensive increase later on.", + { + "name": "Skill Points by Level", + "id": "4-19", + "source": "GMG", + "page": 199, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center" + ], + "rows": [ + [ + "Level", + "Skill Points Gained" + ], + [ + "1", + "Initial proficiencies" + ], + [ + "2-5", + "1" + ], + [ + "6-13", + "2" + ], + [ + "14-20", + "4" + ] + ], + "type": "table" + }, + { + "name": "Cost to Increase Rank", + "id": "4-20", + "source": "GMG", + "page": 199, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-center", + "text-center" + ], + "rows": [ + [ + "Rank", + "Minimum Level", + "Skill Point Cost" + ], + [ + "Untrained to trained", + "1", + "1" + ], + [ + "Trained to expert", + "3", + "2" + ], + [ + "Expert to master", + "7", + "4" + ], + [ + "Master to legendary", + "15", + "8" + ] + ], + "type": "table" + }, + { + "type": "pf2-h3", + "name": "Rogues", + "entries": [ + "Because rogues get skill increases at every level in the standard rules, they also get more Skill Points. Rogues gain double the number of Skill Points listed on {@table Skill Points by Level|GMG|Table 4\u201319}." + ] + }, + { + "type": "pf2-h3", + "name": "Retraining", + "entries": [ + "A character can retrain the proficiency ranks they gained using Skill Points much as they would retrain a skill increase under the normal rules. With a week of downtime, a character can reduce their proficiency rank in one skill by one step to get back the number of Skill Points spent to gain that increase. For example, reducing a master proficiency rank to expert would grant a character 4 Skill Points. The character can then reassign those points as they see fit or save them for later. Reducing proficiency ranks for multiple skills or reducing a single proficiency rank by multiple steps takes additional weeks of downtime." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Skill Points in Play", + "entries": [ + "Players using Skill Points have more flexibility to build characters with a broader range of skills in which they're trained or better than normal, and this variant encourages that flexibility by increasing the cost of specializing. For instance, a 19th-level fighter could use Skill Points to be a master in seven different skills, or to be legendary in three skills. While this makes the variance in skills slightly less predictable, it shouldn't have a big enough effect on a group's capabilities that you need to make any significant adjustments when you run the game." + ] + } + ] + }, + { + "type": "pf2-h1", + "blue": true, + "name": "Stamina", + "source": "GMG", + "page": 200, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "In some fantasy stories, the heroes are able to avoid any serious injury until the situation gets dire, getting by with a graze or a flesh wound and needing nothing more than a quick rest to get back on their feet. If your group wants to tell tales like those, you can use the stamina variant to help make that happen." + ] + }, + { + "type": "pf2-sidebar", + "name": "Stamina's Impact", + "entries": [ + "The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via {@action Take a Breather|GMG|Taking a Breather} and {@action Treat Wounds|CRB|Treating Wounds} as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.", + "Because spells that heal Hit Points don't restore Stamina Points, it's a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle." + ] + }, + { + "type": "pf2-sidebar", + "name": "No-Limit Stamina", + "entries": [ + "If you want a fast-paced, almost superheroic game, you can skip the Resolve Point component of this subsystem and simply make {@action Take a Breather|GMG|Taking a Breather} and {@action Rally|GMG} free. This gives the characters a lot of staying power, meaning that the group will typically keep adventuring until they run out of spells for the day, rather than having the additional pressure of running out of Resolve Points. If you use this approach, omit the Steel Your Resolve feat, as it's too powerful if there's no cost to use it! Alternatively, if you want to keep it, you can require a character to {@action Take a Breather|GMG} before they can {@feat Steel Your Resolve|GMG|Steel their Resolve} again." + ] + }, + { + "type": "pf2-h2", + "name": "Stamina Points", + "entries": [ + "Stamina Points represent a character's energy and readiness. They're reduced by damage just like Hit Points, but a character always loses their Stamina Points first, and loses Hit Points only if they're out of Stamina Points. If a character takes damage exceeding their remaining Stamina Points, the excess damage reduces their Hit Points. However, they lose any temporary Hit Points before losing Stamina Points.", + "Though Stamina Points and Hit Points function similarly when a character takes damage, a character recovers them differently. A {@spell heal} spell restores Hit Points, not Stamina Points, and the actions described below (like {@action Take a Breather|GMG}) restore only Stamina Points, not Hit Points. A character regains all their Stamina Points after a full night's rest. Hit Points still determine whether a character remains conscious\u2014a character at 0 HP is unconscious, no matter how many Stamina Points they have.", + "In addition to their ancestry Hit Points, a PC gains the number of Stamina Points and Hit Points indicated in the second and third columns of {@table Stamina and Hit Points by Class|GMG|Table 4\u201321} at 1st level. Both values increase by the same amount at each level thereafter. This replaces the Hit Points a character gains from their class in a standard game." + ] + }, + { + "name": "Stamina and Hit Points by Class", + "id": "4-20", + "source": "GMG", + "page": 200, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-center", + "text-center", + "text-left" + ], + "rows": [ + [ + "Normal Class HP", + "Class Stamina Points", + "Class Hit Points", + "Classes" + ], + [ + "6 + Con modifier", + "3 + Con modifier", + "3", + "{@class Sorcerer}, {@class wizard}" + ], + [ + "8 + Con modifier", + "4 + Con modifier", + "4", + "{@class Alchemist}, {@class bard}, {@class cleric}, {@class druid}, {@class rogue}" + ], + [ + "10 + Con modifier", + "5 + Con modifier", + "5", + "{@class Champion}, {@class fighter}, {@class monk}, {@class ranger}" + ], + [ + "12 + Con modifier", + "6 + Con modifier", + "6", + "{@class Barbarian}" + ] + ], + "type": "table" + }, + { + "type": "pf2-h2", + "name": "Resolve Points", + "entries": [ + "In this variant, each PC also has a pool of Resolve Points, representing their intrinsic grit and luck. A character's maximum Resolve Points is equal to their key ability modifier, and a character regains all their Resolve Points with a full night's rest. In addition to spending Resolve Points to regain Stamina Points (as described under Stamina Actions), characters can spend Resolve Points in the following way.", + { + "type": "pf2-h3", + "name": "Stabilize", + "entries": [ + "If a character is dying at the start of their turn, their player can spend 1 Resolve Point to stabilize at 0 HP, gaining or increasing the wounded condition as normal for stabilizing. At the start of the character's next turn, they gain 1 HP and wake up (unless they started dying again). The character can act on that turn. Consider this an optional rule best suited for groups that have little access to healing. When using this rule, you might remove the ability for characters to use Hero Points to stabilize." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Stamina Actions", + "entries": [ + { + "type": "data", + "tag": "action", + "data": { + "source": "GMG", + "page": 200, + "name": "Take a Breather", + "traits": [ + "exploration" + ], + "cost": "1 Resolve Point", + "entries": [ + "You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points." + ] + } + }, + { + "type": "data", + "tag": "action", + "data": { + "source": "GMG", + "page": 201, + "name": "Rally", + "traits": [ + "auditory", + "emotion", + "exploration", + "linguistic", + "mental" + ], + "prerequisites": "trained in {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}", + "entries": [ + "You spend 1 minute encouraging your ally. Though this action typically has the auditory and linguistic traits, if you're using the {@skill Performance} skill, the GM might adjust the traits for this action to match the traits for your type of performance.", + "Attempt a DC 15 skill check. The GM might adjust this DC based on the circumstances, such as attempting to Rally an ally who just suffered a humiliating defeat.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The ally can spend 1 Resolve Point to regain all their Stamina Points.", + "Success": "You can continue encouraging your ally for a total of 10 minutes. If you do, they can spend 1 Resolve Point to regain all their Stamina Points.", + "Critical Failure": "The ally takes {@damage 1d8} mental damage, but this can reduce only Stamina Points, never Hit Points." + } + } + ] + } + } + ] + }, + { + "type": "pf2-h3", + "name": "Stamina Feats", + "entries": [ + { + "type": "data", + "tag": "feat", + "data": { + "name": "Encouraging Words", + "source": "GMG", + "page": 201, + "level": 2, + "activity": { + "number": 1, + "unit": "single", + "entry": "{@as 1}" + }, + "featType": { + "class": false, + "general": true, + "ancestry": false, + "archetype": false + }, + "traits": [ + "auditory", + "general", + "linguistic", + "mental", + "skill" + ], + "prerequisites": "trained in {@skill Diplomacy}", + "requirements": "The target ally lost Stamina Points within the last round.", + "entries": [ + "You give an ally within 30 feet a quick pep talk, helping them recover. Attempt a {@skill Diplomacy} check. The DC is usually 15, though the GM might adjust it based on the circumstances. If you have expert proficiency in {@skill Diplomacy}, you can instead attempt a DC 20 check to increase the Stamina Points recovered by 5; if you have master proficiency, you can attempt a DC 30 check to increase the Stamina Points by 15; if you have legendary proficiency, you can attempt a DC 40 check to increase the Stamina Points by 25. No matter the result, the ally is temporarily immune to Encouraging Words until they either Take a Breather or rest for the day.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The ally recovers {@dice 2d8} Stamina Points.", + "Success": "The ally recovers {@dice 1d8} Stamina Points.", + "Critical Failure": "The ally takes {@damage 1d8} mental damage, but this can reduce only Stamina Points, never Hit Points." + } + } + ] + } + }, + { + "type": "data", + "tag": "feat", + "data": { + "name": "Steel Your Resolve", + "source": "GMG", + "page": 201, + "level": 3, + "activity": { + "number": 1, + "unit": "single", + "entry": "{@as 1}" + }, + "featType": { + "class": false, + "general": true, + "ancestry": false, + "skill": false, + "archetype": false + }, + "traits": [ + "general" + ], + "cost": "1 Resolve Point", + "entries": [ + "Regain Stamina Points equal to half your maximum." + ] + } + } + ] + }, + { + "type": "pf2-h2", + "name": "Other Creatures", + "entries": [ + "There's no need to give Stamina Points to monsters that are expected to be encountered once and likely defeated. However, you might use Stamina Points for a recurring character, especially an NPC who fights alongside the PCs. Usually, it's easiest to turn half the creature's Hit Points into Stamina Points. While enemy healers still work as they're intended to, players might be upset about the enemies' ability to heal their allies to full Hit Points, while the PCs are left not being able to heal their allies' Stamina Points. In this case, give more enemies Stamina Points to compensate." + ] + } + ] + } + ] + }, + { + "type": "section", + "source": "GMG", + "page": 203, + "name": "Chapter 5: Npc Gallery", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "GMG", + "page": 203, + "entries": [ + "Monsters and PCs aren't the only inhabitants of your world. Though they might not be heroes, NPCs can play various roles in your game, such as calling PCs to adventure, serving as obstacles in social encounters, or opposing PCs in battle. This chapter presents almost a hundred NPCs for your game, plus rules to modify them to fit any particular niche." + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 203, + "name": "Using the Npc Gallery", + "entries": [ + "In this section, you'll find all kinds of NPCs across a variety of categories and roles for you to use in your game. Their levels span from \u20131 to 8, the range you most often need for stock characters. Since high-level opponents, major villains, ruling monarchs, and the like tend to be unique individuals, you'll likely create those NPCs specifically for the role they serve, using the rules for Building Creatures on page 56. But you can never have too many lower-level NPCs on hand when the PCs unexpectedly take an unusually keen interest in an NPC or pick a fight at a roadside tavern.", + "The level listed on an NPC's stat block is their level assuming they're used in combat; they should be able to hold their own as well as any other creature of that level. But many of these NPCs are primarily noncombatants who are much more skilled in their occupation than they ever would be in combat. To that end, those specialist NPCs' entries also mention a higher level that you would use when the PCs have to compete against them in their area of expertise.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 203, + "name": "Customizing Npcs", + "entries": [ + "The NPCs in this gallery are all humans with no languages besides Common. In some cases, such as human-centric Taldor where Common is the official language, you can most likely use the NPCs in this section as written. But more often, you'll need to make minor adjustments to the details to portray a particular NPC. Since these stat blocks present the most basic possible version for each character, you shouldn't need to remove any statistics or abilities unless your NPC can't speak Common.", + "The next few sections provide guidelines and ancestry adjustments you can use to quickly customize a default NPC." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 203, + "name": "Adjusting Level", + "entries": [ + "Sometimes you'll need an NPC that fills a particular role\u2014say an angry drunk\u2014 but the level in the stat block presented isn't the right fit for your group. You can start by applying the elite or weak adjustments on page 6 of the {@i Bestiary} to adjust the NPC's level by 1 in either direction.", + "If you need to change the NPC's level beyond that, use the values from the tables in Building Creatures in Chapter 2, and add or remove special abilities as necessary to suit the NPC's new level." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 203, + "name": "Changing Alignment", + "entries": [ + "Aside from some obviously aligned NPCs, like the villains, most of the NPCs in this gallery are presented as neutral. If you want to change an NPC's alignment, all you have to do is change their alignment trait. You might consider how the new alignment affects the NPC's personality and adjust their skills accordingly; for instance, a lawful evil teacher might have a higher modifier for {@skill Intimidation} than {@skill Diplomacy}." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 203, + "name": "Changing Languages", + "entries": [ + "If you need a human character who speaks more languages to fit their backstory, nation of origin, or role, simply add those languages." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 204, + "name": "Npc Ancestry Adjustments", + "entries": [ + "To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like {@ability darkvision}, altered Speed, and unique abilities like a halfling's keen eyes. For other ancestries, you can create similar templates following the same format.", + "In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry's strengths and weaknesses.", + "For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.", + { + "type": "pf2-h4", + "source": "GMG", + "page": 204, + "name": "Dwarf", + "entries": [ + "Change the {@trait human} trait to dwarf.", + { + "type": "list", + "items": [ + "Add Dwarven to the NPC's languages.", + "Add {@ability darkvision}.", + "Decrease the NPC's Speed by 5 feet. If the NPC already has a reduced Speed due to their armor, consider applying the {@feat Unburdened Iron} ancestry feat." + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 204, + "name": "Elf", + "entries": [ + "Change the {@trait human} trait to elf.", + { + "type": "list", + "items": [ + "Add Elven to the NPC's languages.", + "Add {@ability low-light vision}.", + "Increase the NPC's Speed by 5 feet." + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 204, + "name": "Gnome", + "entries": [ + "Change the {@trait human} trait to gnome.", + { + "type": "list", + "items": [ + "Add Gnomish and Sylvan to the NPC's languages.", + "Add {@ability low-light vision}." + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 204, + "name": "Goblin", + "entries": [ + "Change the {@trait human} trait to goblin.", + { + "type": "list", + "items": [ + "Add Goblin to the NPC's languages.", + "Add {@ability darkvision}." + ] + } + ] + }, + { + "type": "pf2-h4", + "source": "GMG", + "page": 204, + "name": "Halfling", + "entries": [ + "Change the {@trait human} trait to halfling.", + { + "type": "list", + "items": [ + "Add Halfling to the NPC's languages.", + "Add the keen eyes ability below." + ] + }, + { + "type": "ability", + "style": "full", + "name": "Keen Eyes", + "entries": [ + "Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one." + ] + } + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 204, + "name": "Making a Specialist", + "entries": [ + "These NPCs contain several specialists, such as barristers and navigators, who are a higher-level challenge at their specialty than in combat, and often have a special ability related to it. To make your own specialists, you can easily switch out skills, but you might want to use the following special abilities to make those NPCs more evocative!", + { + "type": "ability", + "style": "inline", + "name": "Butter Up", + "traits": [ + "emotion", + "mental" + ], + "entries": [ + "When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of {@skill Diplomacy}. If more than one creature partakes, the NPC uses the same check result against each creature's Will DC." + ] + }, + { + "type": "ability", + "style": "inline", + "name": "Call Your Bluff", + "entries": [ + "When gambling, the NPC may use Games Lore to Sense Motive instead of Perception." + ] + }, + { + "type": "ability", + "style": "inline", + "name": "Child Care", + "entries": [ + "When treating infants, the NPC can use their Midwifery Lore skill in place of {@skill Medicine}, and can use {@skill Medicine}'s trained actions on infants." + ] + }, + { + "type": "ability", + "style": "inline", + "name": "Find Footing", + "activity": { + "number": 1, + "unit": "action" + }, + "traits": [ + "concentrate" + ], + "entries": [ + "The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on {@skill Acrobatics} checks to Balance across that ground." + ] + }, + { + "type": "ability", + "style": "inline", + "name": "Gone Fishing", + "entries": [ + "The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them." + ] + }, + { + "type": "ability", + "style": "inline", + "name": "Local Lore", + "entries": [ + "When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement." + ] + }, + { + "type": "ability", + "style": "inline", + "name": "Quick Transcription", + "entries": [ + "The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (onequarter on a critical success)." + ] + } + ] + }, + { + "type": "table", + "source": "GMG", + "page": 205, + "name": "NPCS", + "id": "5-1", + "colStyles": [ + "", + "text-center", + "text-center" + ], + "rows": [ + [ + "NPC", + "Level", + "Page" + ], + [ + "{@creature Acolyte of Nethys|GMG}", + "1", + "212" + ], + [ + "{@creature Acrobat|GMG}", + "2", + "236" + ], + [ + "{@creature Adept|GMG}", + "\u20131", + "228" + ], + [ + "{@creature Advisor|GMG}", + "5", + "207" + ], + [ + "{@creature Antipaladin|GMG}", + "5", + "247" + ], + [ + "{@creature Apothecary|GMG}", + "\u20131 (3)*", + "220" + ], + [ + "{@creature Apprentice|GMG}", + "\u20131", + "244" + ], + [ + "{@creature Archer sentry|GMG}", + "2", + "233" + ], + [ + "{@creature Assassin|GMG}", + "8", + "211" + ], + [ + "{@creature Astronomer|GMG}", + "2", + "241" + ], + [ + "{@creature Bandit|GMG}", + "2", + "208" + ], + [ + "{@creature Barkeep|GMG}", + "1", + "238" + ], + [ + "{@creature Barrister|GMG}", + "\u20131 (4)*", + "232" + ], + [ + "{@creature Beast tamer|GMG}", + "4", + "237" + ], + [ + "{@creature Beggar|GMG}", + "\u20131", + "214" + ], + [ + "{@creature Bodyguard|GMG}", + "1", + "226" + ], + [ + "{@creature Bosun|GMG}", + "3", + "243" + ], + [ + "{@creature Bounty hunter|GMG}", + "4", + "226" + ], + [ + "{@creature Burglar|GMG}", + "4", + "210" + ], + [ + "{@creature Captain of the guard|GMG}", + "6", + "234" + ], + [ + "{@creature Charlatan|GMG}", + "3", + "209" + ], + [ + "{@creature Chronicler|GMG}", + "3", + "216" + ], + [ + "{@creature Commoner|GMG}", + "\u20131", + "214" + ], + [ + "{@creature Cult leader|GMG}", + "7", + "230" + ], + [ + "{@creature Cultist|GMG}", + "1", + "228" + ], + [ + "{@creature Dancer|GMG}", + "1", + "236" + ], + [ + "{@creature Demonologist|GMG}", + "7", + "231" + ], + [ + "{@creature Despot|GMG}", + "5", + "248" + ], + [ + "{@creature Dockhand|GMG}", + "0", + "222" + ], + [ + "{@creature Drunkard|GMG}", + "2", + "239" + ], + [ + "{@creature Executioner|GMG}", + "6", + "235" + ], + [ + "{@creature False priest|GMG}", + "4", + "229" + ], + [ + "{@creature Farmer|GMG}", + "0", + "222" + ], + [ + "{@creature Fence|GMG}", + "5", + "210" + ], + [ + "{@creature Gang leader|GMG}", + "7", + "249" + ], + [ + "{@creature Grave robber|GMG}", + "1", + "208" + ], + [ + "{@creature Gravedigger|GMG}", + "1", + "223" + ], + [ + "{@creature Guard|GMG}", + "1", + "232" + ], + [ + "{@creature Guide|GMG}", + "4", + "216" + ], + [ + "{@creature Guildmaster|GMG}", + "8 (12)*", + "245" + ], + [ + "{@creature Harbormaster|GMG}", + "3", + "225" + ], + [ + "{@creature Harrow reader|GMG}", + "\u20131 (3)*", + "228" + ], + [ + "{@creature Hunter|GMG}", + "7", + "219" + ], + [ + "{@creature Innkeeper|GMG}", + "1", + "239" + ], + [ + "{@creature Jailer|GMG}", + "3", + "233" + ], + [ + "{@creature Judge|GMG}", + "\u20131 (6)*", + "224" + ], + [ + "{@creature Librarian|GMG}", + "\u20131 (3)*", + "240" + ], + [ + "{@creature Mage for hire|GMG}", + "3", + "226" + ], + [ + "{@creature Mastermind|GMG}", + "4 (7)*", + "246" + ], + [ + "{@creature Merchant|GMG}", + "\u20131 (4)*", + "244" + ], + [ + "{@creature Miner|GMG}", + "0", + "223" + ], + [ + "{@creature Monster hunter|GMG}", + "6", + "227" + ], + [ + "{@creature Navigator|GMG}", + "2 (4)*", + "242" + ], + [ + "{@creature Necromancer|GMG}", + "5", + "230" + ], + [ + "{@creature Noble|GMG}", + "3", + "206" + ], + [ + "{@creature Palace guard|GMG}", + "4", + "206" + ], + [ + "{@creature Physician|GMG}", + "\u20131 (4)*", + "220" + ], + [ + "{@creature Pirate|GMG}", + "2", + "242" + ], + [ + "{@creature Plague doctor|GMG}", + "5", + "221" + ], + [ + "{@creature Poacher|GMG}", + "2", + "218" + ], + [ + "{@creature Priest of Pharasma|GMG}", + "6", + "213" + ], + [ + "{@creature Prisoner|GMG}", + "1", + "215" + ], + [ + "{@creature Prophet|GMG}", + "2", + "212" + ], + [ + "{@creature Reckless scientist|GMG}", + "6", + "248" + ], + [ + "{@creature Ruffian|GMG}", + "2", + "209" + ], + [ + "{@creature Saboteur|GMG}", + "2", + "246" + ], + [ + "{@creature Sage|GMG}", + "6", + "241" + ], + [ + "{@creature Servant|GMG}", + "\u20131", + "222" + ], + [ + "{@creature Server|GMG}", + "\u20131", + "238" + ], + [ + "{@creature Ship captain|GMG}", + "6", + "243" + ], + [ + "{@creature Smith|GMG}", + "3 (6)*", + "245" + ], + [ + "{@creature Spy|GMG}", + "6", + "207" + ], + [ + "{@creature Surgeon|GMG}", + "2 (6)*", + "220" + ], + [ + "{@creature Tax collector|GMG}", + "\u20131 (3)*", + "224" + ], + [ + "{@creature Teacher|GMG}", + "\u20131 (4)*", + "240" + ], + [ + "{@creature Tomb raider|GMG}", + "5", + "217" + ], + [ + "{@creature Torchbearer|GMG}", + "0", + "216" + ], + [ + "{@creature Tracker|GMG}", + "3", + "218" + ], + [ + "{@creature Troubadour|GMG}", + "3", + "237" + ], + [ + "{@creature Urchin|GMG}", + "\u20131", + "215" + ], + [ + "{@creature Warden|GMG}", + "6", + "225" + ], + [ + "{@creature Watch officer|GMG}", + "3", + "234" + ], + [ + "{@creature Zealot of Asmodeus|GMG}", + "4", + "212" + ] + ], + "footnotes": [ + "* This NPC is a higher-level challenge in their area of expertise. The NPC's level during such a challenge is listed in parentheses." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 207, + "name": "Courtiers", + "entries": [ + "Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 207, + "name": "Noble", + "entries": [ + "Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear\u2014along with a healthy dose of suspicion." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 207, + "name": "Palace Guard", + "entries": [ + "Every palace has its gatekeepers. Often the younger offspring of minor nobility or those from long lines of trusted staff, the palace guards are in charge of defending the royal family and their inner stronghold. Their days consist of guarding doorways, escorting nobles to various locations, and keeping those in their charge as safe as possible. The statistics below are for the lowest rank-and-file member of a small nation's palace guards; they also work well for elite guards of a lesser noble." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 208, + "name": "Advisor", + "entries": [ + "Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom\u2014for good or ill." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 208, + "name": "Spy", + "entries": [ + "No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 209, + "name": "Criminals", + "entries": [ + "Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 209, + "name": "Grave Robber", + "entries": [ + "Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for\u2014or fear of\u2014the dead." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 209, + "name": "Bandit", + "entries": [ + "By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts.", + "Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 210, + "name": "Ruffian", + "entries": [ + "Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 210, + "name": "Charlatan", + "entries": [ + "Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and {@condition confused}. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 211, + "name": "Burglar", + "entries": [ + "Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining {@condition undetected} all the while." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 211, + "name": "Fence", + "entries": [ + "The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 212, + "name": "Assassin", + "entries": [ + "Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins' guilds, organizations that accept contracts to kill in return for money, favors, or both." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 212, + "name": "Devotees", + "entries": [ + "Religions inspire devout individuals to uphold their tenets. Many of these devotees seek to bring respite and hope, but others have darker motives.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 212, + "name": "Acolyte", + "entries": [ + "Underling clerics are still learning the tenets of their faith and answer to a superior priest. Their days are spent in devotion and learning, sequestered in temples." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 212, + "name": "Prophet", + "entries": [ + "The gods occasionally send messages in dreams to individuals who wander the lands, gaining followers with their oratorical abilities. Some prophets have not received true divine missives, but have misinterpreted normal dreams." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 212, + "name": "Zealot", + "entries": [ + "Zealots ferret out plots against their religion and seek justice for their church's followers. This zealot serves Asmodeus, but others might serve {@deity Abadar}, Calistria, Iomedae, Norgorber, Pharasma, Sarenrae, or Zon-Kuthon. They often ride a war horse ({@i Bestiary} 209) wearing light barding. This horse is an additional monster in the fight." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 213, + "name": "Priest", + "entries": [ + "Cloistered priests safeguard their temples and communities. They are the stalwart keepers of their god's tenets, devoted to spreading the word. Their guidance or healing services come at the cost of a donation." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 214, + "name": "Downtrodden", + "entries": [ + "Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes\u2014due to economic downturn, famine, or war\u2014the ranks of the less fortunate exceed the community's capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 214, + "name": "Beggar", + "entries": [ + "Wherever there is poverty, there are beggars. Beggars are truly the downtrodden of society\u2014folks who have been cast out into the streets due to a variety of setbacks or the weight of circumstance. Some beggars work for underworld organizations as lookouts, spies, or even hired muscle on the cheap\u2014sometimes by choice, but often not." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 214, + "name": "Commoner", + "entries": [ + "Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies.", + "Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 215, + "name": "Urchin", + "entries": [ + "Although their escapades might be notorious, few urchins are thrill-seekers. For some urchins, when begging alone is not enough to fill their bellies, theft becomes a viable survival tactic. Many underworld powers also use urchins as spies and messengers, while training them to become future pickpockets, burglars, and foot soldiers." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 215, + "name": "Prisoner", + "entries": [ + "Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don't become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 216, + "name": "Explorers", + "entries": [ + "The world is a wide, open place fraught with peril and adventure. Explorers use their knowledge of nature and survival skills to see every corner of the land.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 216, + "name": "Torchbearer", + "entries": [ + "Torchbearers carry a light sources for seasoned explorers and serve as apprentices." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 216, + "name": "Chronicler", + "entries": [ + "Exploration means very little if no account of the details exist. Members of adventuring bands cherish chroniclers who record tales of their deeds." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 216, + "name": "Guide", + "entries": [ + "Guides bring travelers, tourists, and adventurers into the wondrous natural world, using their expertise to avoid deadly monsters and gruesome hazards." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 217, + "name": "Tomb Raider", + "entries": [ + "Great treasure awaits those willing to explore the hazardous depths of the world's ancient tombs and forgotten dungeons. Some tomb raiders seek riches of bygone eras; others recover pieces of history thought lost to the sands of time." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 219, + "name": "Foresters", + "entries": [ + "From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. Even the ancient woods untouched by mortal hand or blade provide bards with settings where legends happened and could happen again. Many find the forest depths unsettling, but others live their lives among the trees and alongside the creatures that make their homes there.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 219, + "name": "Poacher", + "entries": [ + "Some forests are protected by kings, others only by wild things. Laws against hunting may protect the private reserves of nobles or guard the viability of animal populations of shared forests during specific seasons. Poachers violate those laws\u2014 sometimes out of greed, sometimes out of desperation, and sometimes for sport.", + "Although penalties against poaching often include public shaming (see Penalties for Poaching), in lean times a successful poacher is a local hero." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 219, + "name": "Tracker", + "entries": [ + "The forest offers dangerous creatures\u2014whether they walk on four legs or two\u2014a place to hide. Dim light, low brush, and fallen leaves conspire to hide their trails. Given these poor conditions, an unskilled eye might spot a sign or two of a creature's passing, but only a skilled tracker can identify several such signs and discern their relationship to each other, connecting one to the next until they form a trail of prints, scat, fur, feathers, and blood that leads to the quarry's lair." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 220, + "name": "Hunter", + "entries": [ + "As is reflected in the many depictions of an elk-headed Erastil, god of the hunt, the hunter is very much a creature of the forest, known by the forest and familiar with every aspect of it. After all, the final determination of who is the hunter and who is prey often depends on who is able to make an ally of the terrain." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 221, + "name": "Healers", + "entries": [ + "The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 221, + "name": "Apothecary", + "entries": [ + "Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 221, + "name": "Physician", + "entries": [ + "The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 221, + "name": "Surgeon", + "entries": [ + "The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon.", + "While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 222, + "name": "Plague Doctor", + "entries": [ + "These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land\u2014and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 223, + "name": "Laborers", + "entries": [ + "Every day, laborers perform backbreaking physical work.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 223, + "name": "Servant", + "entries": [ + "Maids, butlers, and majordomos alike, servants are skilled at keeping a home in working order and protecting the interests of their employers." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 223, + "name": "Dockhand", + "entries": [ + "Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 223, + "name": "Farmer", + "entries": [ + "Workers of the fields, vineyards, and orchards of the world, farmers are known for their rugged endurance and their skill with both plants and animals." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 224, + "name": "Miner", + "entries": [ + "Miners explore deep underground in search of minerals and rare materials, taking numerous precautions to keep themselves safe." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 224, + "name": "Gravedigger", + "entries": [ + "An often-overlooked group of laborers, gravediggers have a reputation for being as quiet and grim as their workplace. They are commonly strong and tough from their long hours of backbreaking labor, and they tend to have a unique perspective on life and death." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 224, + "name": "Magistrates", + "entries": [ + "Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 224, + "name": "Judge", + "entries": [ + "These magistrates have the final say on the intent and spirit of the law. Properly exercised, the duty of a judge is the strict adherence to the law regardless of station, with minimal sentimentality toward rationalization and justification of why the law was broken. Yet expectations and practice are not always the same thing. For every unbiased justice, there is one who is zealously confident in their own agenda.", + "In a court case or other legal proceeding, the judge is a 6th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 224, + "name": "Tax Collector", + "entries": [ + "Ledgers and marks, positive and negative flows, and levies and allotments are a tax collector's daily bread. Where coin is gained, from whom it is collected, and to whom is it disbursed are their main concerns; the collector is unconcerned with whether the taxed can afford it or take a loan to make up for any shortfall. However, tax collectors aren't immune to corruption: arrangements can be made, deals discussed, documents altered, or coin misappropriated. When dealing with matters of taxes and finance, the tax collector is a 3rd-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 225, + "name": "Harbormaster", + "entries": [ + "There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 225, + "name": "Warden", + "entries": [ + "Wardens are the chief guardians of borders and frontiers. Whether they stand watch over a single village or an entire region, wardens keep a vigilant eye out for outside threats to their charges. Wardens are stalwart folk, often called to duty by Erastil to protect those around them. Be it times of war or upon the frontier, wardens are often the balanced edge of a blade between a community and the wilds at its fringes." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 226, + "name": "Mercenaries", + "entries": [ + "A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 226, + "name": "Bodyguard", + "entries": [ + "Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's own guards, but with special directives to safeguard their patrons." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 226, + "name": "Mage for Hire", + "entries": [ + "Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 226, + "name": "Bounty Hunter", + "entries": [ + "Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 227, + "name": "Monster Hunter", + "entries": [ + "Some mercenaries eschew the complications of politics, oaths of service, and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 228, + "name": "Mystics", + "entries": [ + "Those initiated into the hidden truths and forbidden secrets of the world are forever transformed\u2014or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 228, + "name": "Adept", + "entries": [ + "Adepts have unlocked only the most minor occult mysteries of the universe. A few are chosen by accomplished practitioners for further training. Others volunteer to join a cabal by passing an initiation ritual." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 228, + "name": "Harrow Reader", + "entries": [ + "A harrow deck is a set of 54 cards with symbolic illustrations that serves as a sacred divining tool. Feared by the superstitious and avoided by those who know better than to tempt fate, harrow readers live and work in traveling communities, often moving from town to town as opportunities arise. For encounters involving social interaction, the harrow reader is a 3rd-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 228, + "name": "Cultist", + "entries": [ + "Excessively zealous, a cultist finds exalted purpose in their sect. Never questioning their leader, they devote themselves to achieving their most perfect spiritual form." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 229, + "name": "False Priest", + "entries": [ + "Belief is perhaps the strongest force in the universe, driving many to great heights. Instilling a sense of belief and then using that belief against someone, however, is the discipline of a false priest. Combining their gifts of deception, a silver tongue, and an impeccable sense of timing, the false priest can gain influence among the powerful, entice a mark to dispose of all their possessions, and make a believer out of a cynic." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 230, + "name": "Necromancer", + "entries": [ + "Defiling the natural order and spitting in the face of convention, the necromancer remains dutifully committed to understanding what forces await beyond the mortal boundaries of life and death." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 230, + "name": "Cult Leader", + "entries": [ + "A career of mystical accomplishments combined with a lifetime of subterfuge and intimidation has elevated this occultist to a powerful position." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 231, + "name": "Demonologist", + "entries": [ + "Demonologists can pull a creature from the Abyss and bend it to their will... for a time." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 233, + "name": "Officers", + "entries": [ + "Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can't pay for mercy.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 233, + "name": "Barrister", + "entries": [ + "Barristers may serve as criminal prosecutors or as legal advocates, defending the rights of those accused of crimes or named as defendants in civil cases. In a court case or other legal proceeding, the barrister is a 4th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 233, + "name": "Guard", + "entries": [ + "Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 234, + "name": "Archer Sentry", + "entries": [ + "Archer sentries slightly outrank the rank-and-file guards, taking positions on walls, garrisons, and other important locations where they can stay out of the fray and pick off criminals or assailants." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 234, + "name": "Jailer", + "entries": [ + "A jailer's primary responsibility is to keep prisoners from escaping. Jailers must often use force, or the threat of force, to keep their charges in line, as even the most carefully crafted cells, manacles, or chains can fail with time and persistence when the prisoners have the will to attempt an escape." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 235, + "name": "Watch Officer", + "entries": [ + "Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 235, + "name": "Captain of the Guard", + "entries": [ + "The captain of the guard leads a troop of soldiers who serve as security forces for a powerful individual, most often a high-ranking noble or very rich merchant, though this stat block could also represent a lower-ranking captain of the guard for the leader of a nation.", + "A formidable opponent in their own right, the captain of the guard skillfully employs their troops to protect the life and health of their ward." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 236, + "name": "Executioner", + "entries": [ + "Executioners carry out sentences from cruel tyrants and legitimate rulers alike. Most remain numb to the necessity of their duty, but some evil executioners grow to love the power of having someone else's life in their hands." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 237, + "name": "Performers", + "entries": [ + "{@skill Performance}s can serve as entertainment, expressions of beauty, or part of a shared culture.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 237, + "name": "Dancer", + "entries": [ + "Dance can be used to tell stories, share emotions, provide entertainment, and display a performer's athletic ability. The dancer is a 5th-level challenge for dance contests." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 237, + "name": "Acrobat", + "entries": [ + "Acrobats perform feats of agility, balance, and strength. The acrobat is a 5th-level challenge for contests of acrobatics and the like." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 238, + "name": "Troubadour", + "entries": [ + "Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 238, + "name": "Beast Tamer", + "entries": [ + "Beast tamers bring the wild to civilization, rearing and training creatures to follow their commands and perform flashy tricks that entertain audiences." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 238, + "name": "Publicans", + "entries": [ + "Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 238, + "name": "Server", + "entries": [ + "Always on the move from patron to patron, servers are the backbone of any tavern or eatery. Their work hones both their agility and their diplomacy." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 238, + "name": "Barkeep", + "entries": [ + "Barkeeps are often friends and mentors within a community, lending an ear while supplying libations. The best barkeeps have some talent for storytelling and passing on valuable advice." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 239, + "name": "Innkeeper", + "entries": [ + "The sight of an inn is a welcome one to any weary traveler. Innkeepers can often be found cleaning the common room, overseeing the evening meal, or settling in new lodgers. Innkeepers keep an eye on their neighbors' doings and are often excellent sources of information." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 239, + "name": "Drunkard", + "entries": [ + "Every tavern has one\u2014that person who drinks a little too much and starts a fight. While many drunkards are relatively harmless, a few have a hair trigger, and when they're set off come, no one\u2014even the drunkard themself\u2014can tell you what started the row." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 240, + "name": "Scholars", + "entries": [ + "True power comes from knowledge: the power to shape the growth of kingdoms by mere whispers, staying three steps ahead of adversaries, or even knowing which flora is best for creating untraceable poisons.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 240, + "name": "Librarian", + "entries": [ + "Keepers of knowledge, librarians document discoveries, events, and laws. The best librarians record events twice; once for public record, and again to record how events truly unfolded. A librarian typically knows four to six additional languages, often including Elven and Draconic. A librarian is a 3rd-level challenge for encounters involving research." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 240, + "name": "Teacher", + "entries": [ + "The passing of knowledge and traditions from generation to generation is a time-honored occupation. Teachers exist to strengthen their populations with literacy, history, and advanced sciences, but most of all with inspiration. Most teachers provide general knowledge so their students are well rounded, but some are experts or even masters of a single discipline. A teacher typically knows three languages in addition to Common. For academic encounters, a teacher is a 4th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 241, + "name": "Astronomer", + "entries": [ + "Different cultures have created stories of the hows and whys of the universe, if things exist beyond the stars, and if the gods manipulate the heavenly bodies. But astronomers aren't interested in folktales\u2014they desire truth." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 241, + "name": "Sage", + "entries": [ + "The greatest knowledge comes from experience. Village elders, ancient seers, and advisors to royalty are examples of individuals who are valued for their experiences. Sages serve their people as much as their sovereigns. They educate and try to prevent their people from straying from their cultures' acceptable norms and traditions. Sages rarely take power for themselves, as they take their responsibility seriously to guide wisely and empower those they serve." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 242, + "name": "Seafarers", + "entries": [ + "Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 242, + "name": "Navigator", + "entries": [ + "A navigator uses celestial bodies and shipping lanes to determine routes. For noncombat tasks involving navigation or sailing, the navigator is a 4th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 242, + "name": "Pirate", + "entries": [ + "These scourges of the seas are a threat to anyone who spends time away from land." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 243, + "name": "Bosun", + "entries": [ + "A ship's boatswain, or bosun, leads the deckhands who maintain the ship." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 243, + "name": "Ship Captain", + "entries": [ + "The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 244, + "name": "Tradespeople", + "entries": [ + "Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 244, + "name": "Apprentice", + "entries": [ + "Ambitious apprentices can be found in all cities. These individuals are generally younger and seek the approval of their masters as they learn their craft. Many yearn to exemplify the artistry behind their craft, one day becoming masters themselves.", + "Depicted below is an apprentice cartographer." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 244, + "name": "Merchant", + "entries": [ + "Small settlements can typically support one or two generalist merchants, and larger cities house multiple specialists\u2014experts in one type of product.", + "Merchants can be found anywhere: vendors hustling in the public square, shopkeepers running small storefronts, traveling salespeople in carriages or caravans, or wealthy tycoons running entire organizations devoted to commerce.", + "For encounters involving negotiation or mercantile skill, a merchant is a 4thlevel challenge. A merchant might have an additional {@skill Lore} skill about a specific category of item (such as jewelry or magic weapons), with a total skill bonus 2 higher than {@skill Lore||Mercantile Lore}." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 245, + "name": "Smith", + "entries": [ + "Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 245, + "name": "Guildmaster", + "entries": [ + "In cities, artisans working in a common trade often form guilds to set standards of quality, establish common prices, engage in collective bargaining with business owners, and lobby local governments for favorable laws. The guildmaster\u2014often a master artisan in their own right\u2014also acts as an administrator and politician, advocating for artisans in their trade. The guildmaster is a 12th-level challenge when competing in crafting or their area of expertise (architecture in the example below)" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "GMG", + "page": 246, + "name": "Villains", + "entries": [ + "Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.", + { + "type": "pf2-h3", + "source": "GMG", + "page": 246, + "name": "Saboteur", + "entries": [ + "Saboteurs excel at infiltration, using it to perform destructive acts, whether they are the physical destruction of a valuable object or obstructing important political proceedings. Unlike those of spies, the motivations of saboteurs is not to steal information, but rather to sow chaos among their enemies." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 246, + "name": "Mastermind", + "entries": [ + "Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, and turning enemies into friends and then pitting them against one another. When competing in a social or intellectual arena, the mastermind is a 7th-level challenge." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 247, + "name": "Antipaladin", + "entries": [ + "There is perhaps nothing more anathematic to peace than an antipaladin.", + "Dedicated holy warriors to the darkest and foulest of deities, antipaladins work to fulfill the vile wishes of their evil masters. The zeal with which they implement the plans of dark gods makes them truly fearsome foes for anyone allied with the forces of good." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 248, + "name": "Despot", + "entries": [ + "Despots live to amass and exploit power over others." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 248, + "name": "Reckless Scientist", + "entries": [ + "It's the reckless scientist's job to break the rules of reality, no matter the cost." + ] + }, + { + "type": "pf2-h3", + "source": "GMG", + "page": 249, + "name": "Gang Leader", + "entries": [ + "Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader." + ] + } + ] + } ] } ] diff --git a/data/book/book-lowg.json b/data/book/book-lowg.json index f3f6135d2a..b479f3fee7 100644 --- a/data/book/book-lowg.json +++ b/data/book/book-lowg.json @@ -3,7 +3,2490 @@ { "type": "section", "entries": [ - "{@note Removed until further notice.}" + { + "type": "image", + "href": { + "type": "internal", + "path": "covers/LOWG-25.webp" + }, + "maxRes": { + "type": "internal", + "path": "covers/LOWG-100.webp" + }, + "style": "cover" + } + ] + }, + { + "type": "section", + "blue": true, + "name": "Chapter 1: Overview", + "source": "LOWG", + "page": 6, + "entries": [ + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 6, + "name": "GOLARION TIMELINE", + "entries": [ + "{@note To read the \"incomplete summary of major events in Golarion's history\", read from page 6 to 9.}", + { + "type": "pf2-title", + "source": "LOWG", + "page": 9, + "name": "TIME" + }, + "Like Earth, Golarion spins on its axis once roughly every 24 hours. A week has 7 days and a year has 52 weeks. To keep the calendar synchronized with the astronomical year, an extra leap day is tacked on to the second month of the year every 4 years.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 9, + "name": "MONTHS AND DAYS" + }, + "The names of the months of the year are as follows in the Inner Sea region:", + "Abadius (January)", + "Calistril (February)", + "Pharast (March)", + "Gozran (April)", + "Desnus (May)", + "Sarenith (June)", + "Erastus (July)", + "Arodus (August)", + "Rova (September)", + "Lamashan (October)", + "Neth (November)", + "Kuthona (December)", + { + "type": "entries", + "entries": [ + "The names of the days are as follows:", + "Moonday (Monday)", + "Toilday (Tuesday)", + "Wealday (Wednesday)", + "Oathday (Thursday)", + "Fireday (Friday)", + "Starday (Saturday)", + "Sunday (Sunday)" + ] + }, + { + "type": "pf2-title", + "source": "LOWG", + "page": 10, + "name": "ACCESS TO RULES ELEMENTS" + }, + "Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry, often hailing from a particular locale or being a member of a particular organization, gains access to the rules element. For instance, a character from Taldor gains access to the Lion Blade archetype, even though it's uncommon.", + { + "type": "pf2-title", + "source": "LOWG", + "page": 10, + "name": "ARCHETYPES" + }, + "Applying the archetypes provided in this book requires you to select archetype feats instead of class feats. Once you have the archetype's dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. Archetype feats you gain in place of a class feat are called archetype class feats.", + { + "type": "entries", + "entries": [ + "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)." + ] + }, + { + "type": "entries", + "entries": [ + "Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype." + ] + }, + "Sometimes an archetype feat lets you gain another feat. You must always meet the prerequisites of the feat you gain in this way." + ] + }, + "Heroes aren't born, they're forged: forced by extraordinary circumstances to rise above and shaped by the world they inhabit.", + "This book is a guide to that world. In its pages, you'll learn about the heart of the Pathfinder setting, known as the Inner Sea region, from the towns and cities your heroes call home to the wild frontiers and monstrous lairs where they'll risk everything in search of fortune and glory. The information presented here provides players with a sense of the setting as a whole and is perfect for both fleshing out existing character concepts and inspiring you when you're not sure what to play. Is your wizard a necromancer from haunted Ustalav, raised to battle the undead armies of the Whispering Tyrant, or a young student at the Arcanamirium in Absalom, the City at the Center of the World? Perhaps you're a daring priest from the burning deserts of Qadira, blasting manticores and genies with the blazing light of the sun goddess Sarenrae, or a troll-hunting warrior from the icy Lands of the Linnorm Kings. Regardless, here you'll find the rich details you need to give your character the perfect backstory, as well as new backgrounds, gods, feats, spells, and other rules to help you customize your ideal hero.", + "Likewise, Game Masters will find a rich and exciting world filled with hundreds of inspiring characters, plots, and adventure locations to get their creativity flowing, as well as new gear and magical items to reward their band of adventurers. Will you take your group to the rugged land of Numeria in search of alien technology from a crashed spaceship? Might they fight devils in diabolical Cheliax, or instead ally with the denizens of Hell themselves to reforge a troubled empire? They could venture into the ancient pyramids of Osirion, where mummies guard magic from a lost age, or battle dragons in the fractious orc hold of Belkzen. Whether you want your party to face pirates or giants, elves or dwarves, vampires or sphinxes, there's no end to the threats and treasures lurking in the ruins of lost empires, in temples to forgotten gods\u2014or just beyond their campfire's light.", + "The Inner Sea awaits. Are you ready?", + { + "type": "pf2-h2", + "source": "LOWG", + "page": 6, + "name": "The World of Golarion", + "entries": [ + "While the multiverse is a big place, most Pathfinder adventures take place on Golarion: a planet of magic and mystery, where mortal heroes can ascend to godhood and terrifying monsters threaten entire civilizations. This book focuses on the Inner Sea region, the traditional heart of the Pathfinder campaign setting, which consists of the entire continent of Avistan and the northern third of the continent of Garund directly to the south. Yet Golarion is much larger than any one nation or continent, and adventurers from the Inner Sea may travel far and wide in pursuit of greatness. Below is a brief overview of Golarion's different major regions.", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 6, + "name": "Arcadia", + "entries": [ + "{@note Read from page 6 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "Avistan", + "entries": [ + "{@note Read from page 7 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "Casmaron", + "entries": [ + "{@note Read from page 7 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "Crown of the World", + "entries": [ + "{@note Read from page 7 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 7, + "name": "The Darklands", + "entries": [ + "{@note Read from page 7 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 8, + "name": "Garund", + "entries": [ + "{@note Read from page 8 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 8, + "name": "Ruins of Azlant", + "entries": [ + "{@note Read from page 8 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 8, + "name": "Sarusan", + "entries": [ + "{@note Read from page 8 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 9, + "name": "Tian Xia", + "entries": [ + "{@note Read from page 9 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 9, + "name": "The Oceans", + "entries": [ + "{@note Read from page 9 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 9, + "name": "The Solar System", + "entries": [ + "{@note Read from page 9 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 9, + "name": "The Great Beyond", + "entries": [ + "Golarion's universe\u2014sometimes called the Material Plane\u2014is only one part of the vast puzzle of reality. Other dimensions and planes of existence, known collectively as the Great Beyond, are equally important to the daily life of Golarion's residents, both for the magic and monsters they birth, and for the Cycle of Souls that every mortal spirit must follow.", + "While it's difficult for mortal minds to grasp the true shape of the multiverse, it can be thought of as an immense fruit: the skin that holds in the rest of reality is the Outer Sphere, the Astral Plane is the flesh of the fruit, and all the other planes are formed around and atop each other in the middle like a seed. At the very center is the Positive Energy Plane, which creates soul energy that takes shape and wakes to consciousness as mortal beings on the Material Plane, only to die and flow outward in the River of Souls to an afterlife in the Outer Planes, where it's eventually reabsorbed to keep reality running.", + "Below are brief descriptions of the various major planes.", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Astral Plane", + "entries": [ + "This silvery void connects the Outer Sphere to all the other planes and is mostly empty save for the River of Souls, which carries mortal spirits to their afterlives in the Outer Sphere." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Elemental Planes", + "entries": [ + "These four realms are each devoted to an element\u2014Air, Earth, Fire, and Water\u2014and wrap around each other like the layers of an onion. They are the birthplaces of elementals, genies, and other such creatures." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Energy Planes", + "entries": [ + "Sometimes called Creation's Forge or the Cosmic Fire, the Positive Energy Plane is the blazing wellspring from which souls appear and begin their journey. Its twin, the Negative Energy Plane, is a devouring maw of entropy where only undead and other abominations can escape destruction." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Ethereal Plane", + "entries": [ + "This misty, ghostly realm binds all the planes of the Inner Sphere, allowing those within it to see or travel between the worlds." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "First World", + "entries": [ + "A \"rough draft\" of the Material Plane later painted over by the gods, this realm of unbridled nature and inconsistent physical laws lies just behind the mortal world and is the ancestral home of gnomes and fey." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Material Plane", + "entries": [ + "The Material Plane contains Golarion's universe alongside countless others, and is where most mortal beings live out their existences." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Outer Sphere", + "entries": [ + "When most mortals speak of the afterlife, they're talking about the Outer Sphere\u2014realms ruled by gods and populated by the transformed souls of the dead. Here the River of Souls ends in the Boneyard, where the goddess Pharasma judges each individual and assigns them to a realm according to their morality and beliefs. These souls eventually become outsiders, or fade into the very fabric of the planes themselves. The Outer Sphere contains everything from the righteous mountain of Heaven and the chittering rifts of the Abyss to the mechanized city of Axis, the mind-bending chaos of the Maelstrom, and more." + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 10, + "name": "Shadow Plane", + "entries": [ + "This dark and twisted reflection of the Material Plane doesn't follow the same laws of space and distance, making for a useful\u2014albeit dangerous\u2014means of magical travel." + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "name": "Chapter 2: Absalom and Starstone Isle", + "source": "LOWG", + "page": 12, + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 12, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Absalom" + }, + { + "type": "item", + "name": "Peoples", + "entry": "All" + }, + { + "type": "item", + "name": "Languages", + "entry": "All" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, {@organization Knights of Lastwall}, {@organization Pathfinder Society}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Cayden Cailean}, {@deity Iomedae}, {@deity Irori}, {@deity Norgorber}, {@deity Shelyn}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Books/Lore, Jewelry/Gems, Lumber, Luxury Goods and Art, Magic Items, Ores, Seafood, Ships, Skymetal, Textiles" + } + ] + }, + { + "type": "pf2-sidebar", + "name": "TIMELINE", + "source": "LOWG", + "page": 14, + "entries": [ + "{@note Read from page 14 to 16 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 13, + "name": "Starstone Isle", + "entries": [ + "{@note Read from page 13 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 14, + "name": "Absalom", + "entries": [ + "{@note Read from page 14 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 15, + "name": "Ascendant Court", + "entries": [ + "{@note Read from page 15 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 15, + "name": "Azlanti Keep", + "entries": [ + "{@note Read from page 15 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 15, + "name": "The Coins", + "entries": [ + "{@note Read from page 15 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 16, + "name": "The Docks", + "entries": [ + "{@note Read from page 16 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 16, + "name": "Eastgate", + "entries": [ + "{@note Read from page 16 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 16, + "name": "Foreign Quarter", + "entries": [ + "{@note Read from page 16 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h4", + "source": "LOWG", + "page": 17, + "name": "Archaic Wayfinders", + "entries": [ + "Discovery of the ancient Azlanti {@i aeon stones}, and their subsequent reverse engineering to create {@i wayfinders}, counted among the first triumphs of the Pathfinder Society. Over the centuries, {@i wayfinders} have taken on a homogenous design, with the vast majority being virtually identical copies of one another, meticulously crafted to an exact formula by the Society's artificers. Things were not always so orthodox, however, and examples of archaic {@i wayfinders} can still be found at the bottom of forgotten pit traps and in the collections of wealthy Pathfinder agents across the city.", + { + "type": "list", + "items": [ + "{@item Archaic Wayfinder|lowg}" + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 17, + "name": "Ivy District", + "entries": [ + "{@note Read from page 17 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 17, + "name": "The Petal District", + "entries": [ + "{@note Read from page 17 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 18, + "name": "Precipice Quarter", + "entries": [ + "{@note Read from page 18 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 18, + "name": "The Puddles", + "entries": [ + "{@note Read from page 18 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 18, + "name": "Westgate", + "entries": [ + "{@note Read from page 18 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 18, + "name": "The Wise Quarter", + "entries": [ + "{@note Read from page 18 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 18, + "name": "Greater Kortos", + "entries": [ + "{@note Read from page 18 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 19, + "name": "Cairnlands", + "entries": [ + "{@note Read from page 19 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 19, + "name": "Diobel", + "entries": [ + "{@note Read from page 19 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 19, + "name": "Dunmire", + "entries": [ + "{@note Read from page 19 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 19, + "name": "The Immenwood", + "entries": [ + "{@note Read from page 19 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 20, + "name": "Kortos Mounts", + "entries": [ + "{@note Read from page 20 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 20, + "name": "The Scrape", + "entries": [ + "{@note Read from page 20 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 20, + "name": "Swardlands", + "entries": [ + "{@note Read from page 20 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 21, + "name": "Tyrant's Grasp", + "entries": [ + "{@note Read from page 21 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 21, + "name": "The Isle of Erran", + "entries": [ + "{@note Read from page 21 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 21, + "name": "Escadar", + "entries": [ + "{@note Read from page 21 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 22, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Absalom region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Child of the Puddles|lowg}", + "{@background Diobel Pearl Diver|lowg}", + "{@background Freed Slave of Absalom|lowg}", + "{@background Grand Council Bureaucrat|lowg}", + "{@background Inlander|lowg}", + "{@background Menagerie Dung Sweeper|lowg}", + "{@background Pathfinder Hopeful|lowg}", + "{@background Trade Consortium Underling|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 23, + "name": "Pathfinder Agent", + "entries": [ + "You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Pathfinder Agent Dedication|lowg}", + "{@feat Careful Explorer|lowg}", + "{@feat Deft Cooperation|lowg}", + "{@feat Wayfinder Resonance Tinkerer|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 24, + "name": "Chapter 3: Broken Lands", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 24, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Brevoy, Mendev, Numeria, Razmiran, River Kingdoms, Sarkoris Scar" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarven, Kellid, Taldan" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Abyssal}, {@language Common}, {@language Draconic}, {@language Hallit}, {@language Skald}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, {@organization Pathfinder Society}, Razmir" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Cayden Cailean}, {@deity Desna}, {@deity Gorum}, {@deity Iomedae}, {@deity Lamashtu}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Mercenaries, Skymetal, Technology, Textiles" + } + ] + }, + { + "type": "pf2-sidebar", + "name": "TIMELINE", + "source": "LOWG", + "page": 26, + "entries": [ + "{@note Read from page 26 to 33 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 26, + "name": "Broken Lands", + "entries": [ + "{@note Read from page 26 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 26, + "name": "Brevoy", + "entries": [ + "{@note Read from page 26 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 28, + "name": "Aldori Dueling Sword", + "entries": [ + "The legendary Brevic swordsman Sirian Aldori achieved great renown for his unmatched skill at swordplay. The students he accepted\u2014whom he required to swear an oath dedicating their lives to his secret techniques\u2014became the Aldori swordlords. The specialized Aldori dueling sword stands above all other weapons in the eyes of the Aldori swordlords, and only those with a swordlord's elite training are able to wield one effectively.", + { + "type": "list", + "items": [ + "{@item Aldori Dueling Sword|lowg}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 28, + "name": "The Lake of Mists and Veils", + "entries": [ + "{@note Read from page 28 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 28, + "name": "Mendev", + "entries": [ + "{@note Read from page 28 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 29, + "name": "Numeria", + "entries": [ + "{@note Read from page 29 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 30, + "name": "Razmiran", + "entries": [ + "{@note Read from page 30 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 31, + "name": "The River Kingdoms", + "entries": [ + "{@note Read from page 31 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 32, + "name": "Daggermark", + "entries": [ + "{@note Read from page 32 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 32, + "name": "Leydis", + "entries": [ + "{@note Read from page 32 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 32, + "name": "Sevenarches", + "entries": [ + "{@note Read from page 32 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 32, + "name": "Tymon", + "entries": [ + "{@note Read from page 32 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 32, + "name": "Sarkoris Scar", + "entries": [ + "{@note Read from page 32 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 33, + "name": "The Sellen River", + "entries": [ + "{@note Read from page 33 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 34, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Broken Lands region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Aspiring River Monarch|lowg}", + "{@background Issian Partisan|lowg}", + "{@background Razmiran Faithful|lowg}", + "{@background Rostland Partisan|lowg}", + "{@background Sarkorian Reclaimer|lowg}", + "{@background Sarkorian Survivor|lowg}", + "{@background Wonder Taster|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 35, + "name": "Aldori Duelist", + "entries": [ + "You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Aldori Duelist Dedication|lowg}", + "{@feat Aldori Parry|lowg}", + "{@feat Duelist's Edge|lowg}", + "{@feat Aldori Riposte|lowg}", + "{@feat Unnerving Prowess|lowg}", + "{@feat Saving Slash|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 36, + "name": "Chapter 4: Eye of Dread", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 36, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Belkzen, Gravelands, Molthune, Nirmathas, Oprak, Ustalav" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarven, Goblin, Half-orc, Kellid, Taldan, Varisian" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Goblin}, {@language Hallit}, {@language Necril}, {@language Orcish}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@deity Esoteric Order of the Palatine Eye|logm}, {@organization Magaambya}, {@deity Whispering Way}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Desna}, {@deity Erastil}, {@deity Iomedae}, {@deity Pharasma}, {@deity Rovagug}, {@deity Urgathoa}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Armor/Weapons, Books/Lore, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Mercenaries, Ores" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 38, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 38 to 45 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 38, + "name": "Eye of Dread", + "entries": [ + "{@note Read from page 38 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 38, + "name": "Belkzen", + "entries": [ + "{@note Read from page 38 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 40, + "name": "Fangwood Forest", + "entries": [ + "{@note Read from page 40 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 40, + "name": "The Gravelands", + "entries": [ + "{@note Read from page 40 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 41, + "name": "Lake Encarthan and the Isle of Terror", + "entries": [ + "{@note Read from page 41 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 42, + "name": "Molthune", + "entries": [ + "{@note Read from page 42 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 43, + "name": "Nirmathas", + "entries": [ + "{@note Read from page 43 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 43, + "name": "Kraggodan", + "entries": [ + "{@note Read from page 43 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 44, + "name": "Oprak", + "entries": [ + "{@note Read from page 44 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 45, + "name": "Ustalav", + "entries": [ + "{@note Read from page 45 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 46, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Eye of Dread region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Belkzen Slayer|lowg}", + "{@background Cursed Family|lowg}", + "{@background Lastwall Survivor|lowg}", + "{@background Molthuni Mercenary|lowg}", + "{@background Nirmathi Guerrilla|lowg}", + "{@background Onyx Trader|lowg}", + "{@background Ustalavic Academic|lowg}", + "{@background Whispering Way Scion|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 47, + "name": "Lastwall Sentry", + "entries": [ + "While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Lastwall Sentry Dedication|lowg}", + "{@feat Eye of Ozem|lowg}", + "{@feat Necromantic Resistance|lowg}", + "{@feat Grave Sense|lowg}", + "{@feat Necromantic Tenacity|lowg}", + "{@feat Lastwall Warden|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 48, + "name": "Chapter 5: Golden Road", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 48, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Katapesh, Osirion, Qadira, Rahaddum, Thuvia" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarf, Garundi, Gnome, Hafling, Keleshite, Mwangi, Taldan, Tien, Vudrani" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Kelish}, {@language Mwangi}, {@language Osiriani}, {@language Vudrani}, {@language Tien}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@deity Esoteric Order of the Palatine Eye|logm}, Night Heralds, {@organization Pathfinder Society}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Gozreh}, {@deity Nethys}, {@deity Pharasma}, {@deity Rovagug}, {@deity Sarenrae}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Books/Lore, Grain/Fruit/Vegetables, Luxury Goods, Magic Items, Ores, Ships, Spices/Salt" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 50, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 50 to 57 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 50, + "name": "Golden Road", + "entries": [ + "{@note Read from page 50 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 51, + "name": "The Barrier Wall", + "entries": [ + "{@note Read from page 51 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 52, + "name": "Katapesh", + "entries": [ + "{@note Read from page 52 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 53, + "name": "Pesh", + "entries": [ + "The euphoric drug known as pesh comes from the milk of a cactus of the same name, originally native only to Katapesh and important enough to the local economy that their nation is named for it. The drug has several different forms, but the most valuable is the refined version\u2014and hence the version most commonly smuggled abroad\u2014a tarry, chunky black paste made by cooking the cactus's milk along with its resin and other additives. When eaten or smoked, the drug gives users a sense of well-being, sometimes combined with hallucinations, though these can also turn to paranoia, aggression, and exhaustion. It's also dangerously addictive, as its dealers know all too well.", + { + "type": "list", + "items": [ + "{@item Refined Pesh|gmg}" + ] + } + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 53, + "name": "Okeno", + "entries": [ + "{@note Read from page 53 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 54, + "name": "Osirion", + "entries": [ + "{@note Read from page 54 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 54, + "name": "Flying Pyramids", + "entries": [ + "{@note Read from page 54 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 55, + "name": "Qadira", + "entries": [ + "{@note Read from page 55 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 56, + "name": "Rahadoum", + "entries": [ + "{@note Read from page 56 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 57, + "name": "Rahadoumi Healing", + "entries": [ + "With limited access to divine healing magic, Rahadoumi often become adept at using ordinary medicine for when dangerous situations arise.", + { + "type": "list", + "items": [ + "{@feat Godless Healing|lowg}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 57, + "name": "Thuvia", + "entries": [ + "{@note Read from page 57 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 58, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Golden Road region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Black Market Smuggler|lowg}", + "{@background Desert Tracker|lowg}", + "{@background Merabite Prodigy|lowg}", + "{@background Osirionologist|lowg}", + "{@background Purveyor of the Bizarre|lowg}", + "{@background Secular Medic|lowg}", + "{@background Thuvian Unifier|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 59, + "name": "Living Monolith", + "entries": [ + "You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical {@i ka stone} to finalize your oaths.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Living Monolith Dedication|lowg}", + "{@feat Ka Stone Ritual|lowg}", + "{@feat Stone Blood|lowg}", + "{@feat Fortified Flesh|lowg}", + "{@feat Attunement to Stone|lowg}", + "{@feat Judgment of the Monolith|lowg}", + "{@feat Stone Communion|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 60, + "name": "Chapter 6: High Seas", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 60, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Hermea, Mediogalti Island, The Shackles, Mordant Spire" + }, + { + "type": "item", + "name": "Peoples", + "entry": "All" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Azlanti|lowg}, {@language Common}, {@language Elven}, {@language Hallit}, {@language Infernal}, {@language Mwangi}, {@language Skald}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, Free Captains, Red Mantis" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Achaekek|logm}, {@deity Besmara|logm}, {@deity Calistria}, {@deity Cayden Cailean}, {@deity Gozreh}, {@deity Norgorber}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Luxury Goods, Magic Items, Mercenaries, Seafood, Ships, Spices/Salt" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 62, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 62 to 67 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 62, + "name": "High Seas", + "entries": [ + "{@note Read from page 62 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 62, + "name": "Azlanti Ruins", + "entries": [ + "{@note Read from page 62 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 63, + "name": "Eye of Abendego", + "entries": [ + "{@note Read from page 63 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 64, + "name": "Hermea", + "entries": [ + "{@note Read from page 64 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 65, + "name": "Mediogalti Island", + "entries": [ + "{@note Read from page 65 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 66, + "name": "Mordant Spire", + "entries": [ + "{@note Read from page 66 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 67, + "name": "The Shackles", + "entries": [ + "{@note Read from page 67 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 68, + "name": "Undersea Realms", + "entries": [ + "{@note Read from page 68 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 69, + "name": "Gholinom, the Passage Outward", + "entries": [ + "{@note Read from page 628of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 69, + "name": "Irim", + "entries": [ + "{@note Read from page 69 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 69, + "name": "Kienek-Li", + "entries": [ + "{@note Read from page 69 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 70, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the High Seas region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Aspiring Free Captain|lowg}", + "{@background Hermean Expatriate|lowg}", + "{@background Mantis Scion|lowg}", + "{@background Press-Ganged|lowg}", + "{@background Scholar of the Ancients|lowg}", + "{@background Storm Survivor|lowg}", + "{@background Undersea Enthusiast|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 71, + "name": "Red Mantis Assassin", + "entries": [ + "You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Red Mantis Assassin Dedication|lowg}", + "{@feat Basic Red Mantis Magic|lowg}", + "{@feat Advanced Red Mantis Magic|lowg}", + "{@feat Crimson Shroud|lowg}", + "{@feat Mantis Form|lowg}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 71, + "name": "RED MANTIS ASSASSIN FOCUS SPELLS" + }, + { + "type": "list", + "items": [ + "{@spell Mantis Form|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 72, + "name": "Chapter 7: Impossible Lands", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 72, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Alkenstar, Geb, Jalmeray, Mana Wastes, Nex" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarf, Garundi, Gnome, Keleshite, Mwangi, Vudrani" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Dwarven}, {@language Gnomish}, {@language Kelish}, {@language Mwangi}, {@language Necril}, {@language Osiriani}, {@language Vudrani}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Arclords of Nex, {@organization Pathfinder Society}, {@deity Whispering Way}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Irori}, {@deity Nethys}, {@deity Torag}, {@deity Urgathoa}, {@deity Zon-Kuthon}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Books/Lore, Luxury Goods, Magic Items, Ores, Seafood, Spices/Salt, Technology" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 74, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 74 to 80 of Lost Omens: World Guide.}", + { + "type": "pf2-title", + "source": "LOWG", + "page": 81, + "name": "EYE OF THE ARCLORDS" + }, + "The Arclords of Nex have achieved a unique mastery of magic.", + { + "type": "list", + "items": [ + "{@feat Eye of the Arclords|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 73, + "name": "Impossible Lands", + "entries": [ + "{@note Read from page 73 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 74, + "name": "Alkenstar", + "entries": [ + "{@note Read from page 74 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 76, + "name": "Geb", + "entries": [ + "{@note Read from page 76 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 77, + "name": "Jalmeray", + "entries": [ + "{@note Read from page 77 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 79, + "name": "Mana Wastes", + "entries": [ + "{@note Read from page 79 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 80, + "name": "Nex", + "entries": [ + "{@note Read from page 80 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 82, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Impossible Lands region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Alkenstar Tinker|lowg}", + "{@background Geb Crusader|lowg}", + "{@background Mana Wastes Refugee|lowg}", + "{@background Nexian Mystic|lowg}", + "{@background Oenopion Ooze-Tender|lowg}", + "{@background Perfection Seeker|lowg}", + "{@background Quick|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 83, + "name": "Student of Perfection", + "entries": [ + "You studied martial arts at Jalmeray's Houses of Perfection.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Student of Perfection Dedication|lowg}", + "{@feat Perfect Strike|lowg}", + "{@feat Perfect Ki Adept|lowg}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 83, + "name": "Student of Perfection Focus Spells" + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Perfect Strike|lowg}", + "{@spell Unblinking Flame Revelation|lowg}", + "{@spell Unbreaking Wave Advance|lowg}", + "{@spell Unfolding Wind Rush|lowg}", + "{@spell Untwisting Iron Buffer|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 84, + "name": "Chapter 8: Mwangi Expanse", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 84, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Bloodcove, Kibwe, Mzali, Nantambu, Senghor, Usaro, Vidrian" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Elven, Garundi, Hafling, Mwangi, Taldan" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Elven}, {@language Garundi|lowg}, {@language Halfling}, {@language Mwangi}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Aspis Consortium, {@deity Green Faith}, {@organization Magaambya}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Calistria}, {@deity Gozreh}, {@deity Norgorber}, {@deity Sarenrae}, {@deity Shelyn}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Books/Lore, Grain/Vegetables, Livestock/Hides, Lumber, Luxury Goods, Magic Items, Ores, Seafood, Ships, Textiles" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 86, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 86 to 91 of Lost Omens: World Guide.}", + { + "type": "pf2-title", + "source": "LOWG", + "page": 92, + "name": "RAINKIN TATTOOS" + }, + "Mwangi orcs wear elaborate magical tattoos to protect themselves from demonic influence.", + { + "type": "list", + "items": [ + "{@item Blessed Tattoo|lowg}" + ] + }, + "{@note Read from page 93 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 85, + "name": "Mwangi Expanse", + "entries": [ + "{@note Read from page 85 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 86, + "name": "Bloodcove", + "entries": [ + "{@note Read from page 86 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 86, + "name": "Kibwe", + "entries": [ + "{@note Read from page 86 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 87, + "name": "Lake Ocota", + "entries": [ + "{@note Read from page 87 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 88, + "name": "Mzali", + "entries": [ + "{@note Read from page 88 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 89, + "name": "Nantambu", + "entries": [ + "{@note Read from page 89 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 90, + "name": "Senghor", + "entries": [ + "{@note Read from page 90 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 90, + "name": "Usaro", + "entries": [ + "{@note Read from page 90 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 91, + "name": "Vidrian", + "entries": [ + "{@note Read from page 91 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 92, + "name": "Other Mwangi Locations", + "entries": [ + "{@note Read from page 92 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 92, + "name": "JAHA", + "entries": [ + "{@note Read from page 92 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 92, + "name": "MUALIJAE NATIONS", + "entries": [ + "{@note Read from page 92 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 93, + "name": "OSIBU", + "entries": [ + "{@note Read from page 93 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 93, + "name": "RUINS OF KHO", + "entries": [ + "{@note Read from page 93 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 93, + "name": "SODDEN LANDS", + "entries": [ + "{@note Read from page 93 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 94, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Mwangi Expanse region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Bekyar Restorer|lowg}", + "{@background Bonuwat Wavetouched|lowg}", + "{@background Bright Lion|lowg}", + "{@background Magaambya Academic|lowg}", + "{@background Senghor Sailor|lowg}", + "{@background Shory Seeker|lowg}", + "{@background Sodden Scavenger|lowg}", + "{@background Vidrian Reformer|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 95, + "name": "Magic Warrior", + "entries": [ + "You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Magic Warrior Dedication|lowg}", + "{@feat Magic Warrior Aspect|lowg}", + "{@feat Magic Warrior Transformation|lowg}", + "{@feat Nameless Anonymity|lowg}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 95, + "name": "MAGIC WARRIOR FOCUS SPELLS", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Magic Warrior Aspect|lowg}", + "{@spell Magic Warrior Transformation|lowg}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 96, + "name": "Chapter 9: Old Cheliax", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 96, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Cheliax, Isger, Nidal, Ravounel" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Gnome, Goblin, Hafling, Nidalese, Taldan, Varisian" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Gnomish}, {@language Goblin}, {@language Halfling}, {@language Infernal}, {@language Shadowtongue}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Bellflower Network, {@organization Firebrands}, {@organization Hellknights}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Asmodeus}, {@deity Desna}, {@deity Erastil}, {@deity Norgorber}, {@deity Shelyn}, {@deity Zon-Kuthon}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Mercenaries, Ores, Seafood, Ships, Spices/Salt, Textiles" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 98, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 98 to 105 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 97, + "name": "Old Cheliax", + "entries": [ + "{@note Read from page 97 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 97, + "name": "Cheliax", + "entries": [ + "{@note Read from page 97 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 100, + "name": "DEVIL'S PERCH", + "entries": [ + "{@note Read from page 100 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 100, + "name": "WHISPERWOOD", + "entries": [ + "{@note Read from page 100 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 100, + "name": "Isger", + "entries": [ + "{@note Read from page 100 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 102, + "name": "Nidal", + "entries": [ + "{@note Read from page 100 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 103, + "name": "THE MINDSPIN MOUNTAINS", + "entries": [ + "{@note Read from page 103 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 104, + "name": "Ravounel", + "entries": [ + "{@note Read from page 104 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 105, + "name": "VYRE", + "entries": [ + "{@note Read from page 105 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 106, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Old Cheliax region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Atteran Rancher|lowg}", + "{@background Bellflower Agent|lowg}", + "{@background Chelish Rebel|lowg}", + "{@background Child of Westcrown|lowg}", + "{@background Goblinblood Orphan|lowg}", + "{@background Shadow Haunted|lowg}", + "{@background Thrune Loyalist|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 107, + "name": "Hellknight Armiger", + "entries": [ + "You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Hellknight Armiger Dedication|lowg}", + "{@feat Ardent Armiger|lowg}", + "{@feat Diabolic Certitude|lowg}", + "{@feat Mortification|lowg}", + "{@feat Armiger's Mobility|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 108, + "name": "Chapter 10: Saga Lands", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 108, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Irrisen, Lands of the Linnorm Kings, New Thassilon, Realm of the Mammoth Lords, Varisia" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Azlanti, Dwarven, Elven, Goblin, Gnome, Kellid, Shoanti, Taldan, Tien, Ulfen, Varisian" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Dwarven}, {@language Elven}, {@language Goblin}, {@language Gnomish}, {@language Hallit}, {@language Jotun}, {@language Shoanti}, {@language Skald}, {@language Thassilonian|lowg}, {@language Tien}, {@language Varisian}" + }, + { + "type": "item", + "name": "Factions", + "entry": "{@organization Firebrands}, {@organization Pathfinder Society}, Sczarni" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Cayden Cailean}, {@deity Desna}, {@deity Gorum}, {@deity Lamashtu}, {@deity Nocticula|logm}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Books/Lore, Cheese, Grain/Fruit, Jewelry/Gems, Livestock/Hides, Lumber, Magic Items, Ores, Ships" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 110, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 110 to 116 of Lost Omens: World Guide.}", + { + "type": "pf2-title", + "source": "LOWG", + "page": 117, + "name": "MEGAFAUNA MINIONS" + }, + "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 savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable 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 Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances." + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 110, + "name": "Saga Lands", + "entries": [ + "{@note Read from page 110 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 110, + "name": "Irrisen", + "entries": [ + "{@note Read from page 110 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 112, + "name": "WINTERY SPELLS", + "entries": [ + "The eternal winter of Irrisen has inspired numerous spells, but the simplicity of the snowball spell has resulted in use throughout the Saga Lands.", + { + "type": "list", + "items": [ + "{@spell Snowball|lowg}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 112, + "name": "Lands of the Linnorm Kings", + "entries": [ + "{@note Read from page 112 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 113, + "name": "New Thassilon", + "entries": [ + "{@note Read from page 113 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 115, + "name": "Realm of the Mammoth Lords", + "entries": [ + "{@note Read from page 115 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 115, + "name": "Varisia", + "entries": [ + "{@note Read from page 115 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 118, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Saga Lands region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Mammoth Speaker|lowg}", + "{@background Shoanti Name-Bearer|lowg}", + "{@background Thassilonian Traveler|lowg}", + "{@background Ulfen Raider|lowg}", + "{@background Varisian Wanderer|lowg}", + "{@background Winter's Child|lowg}", + "{@background Witch Wary|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 119, + "name": "Runescarred", + "entries": [ + "The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Runescarred Dedication|lowg}", + "{@feat Spell Runes|lowg}", + "{@feat Living Rune|lowg}", + "{@feat Warding Rune|lowg}", + "{@feat Greater Spell Runes|lowg}" + ] + } + ] + } + ] + }, + { + "type": "section", + "blue": true, + "source": "LOWG", + "page": 120, + "name": "Chapter 11: Shining Kingdoms", + "entries": [ + { + "type": "list", + "style": "list-hang-notitle", + "source": "LOWG", + "page": 120, + "items": [ + { + "type": "item", + "name": "Nations", + "entry": "Andoran, Druma, Five Kings Mountains, Galt, Kyonin, Taldor" + }, + { + "type": "item", + "name": "Peoples", + "entry": "Dwarven, Elven, Half-Elven, Gnome, Keleshite, Kellid, Taldan" + }, + { + "type": "item", + "name": "Languages", + "entry": "{@language Common}, {@language Dwarven}, {@language Elven}, {@language Gnomish}, {@language Hallit}, {@language Kelish}" + }, + { + "type": "item", + "name": "Factions", + "entry": "Eagle Knights, Lion Blades, {@deity Prophecies of Kalistrade}" + }, + { + "type": "item", + "name": "Religions", + "entry": "{@deity Abadar}, {@deity Calistria}, {@deity Erastil}, {@deity Iomedae}, {@deity Sarenrae}, {@deity Torag}" + }, + { + "type": "item", + "name": "Resources", + "entry": "Alcohol/Drugs, Armor/Weapons, Cheese, Grain/Fruit/Vegetables, Jewelry/Gems, Livestock/Hides, Lumber, Luxury Goods, Ores, Ships, Textiles" + } + ] + }, + { + "type": "pf2-sidebar", + "source": "LOWG", + "page": 122, + "name": "TIMELINE", + "entries": [ + "{@note Read from page 122 to 125 of Lost Omens: World Guide.}", + { + "type": "pf2-title", + "source": "LOWG", + "page": 126, + "name": "THE FINAL BLADES" + }, + "Galt's final blades are powerful artifacts.", + { + "type": "list", + "items": [ + "{@item Final Blade|lowg}" + ] + }, + "{@note Read from page 127 to 129 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 121, + "name": "Shining Kingdoms", + "entries": [ + "{@note Read from page 121 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 122, + "name": "Andoran", + "entries": [ + "{@note Read from page 122 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 123, + "name": "DARKMOON VALE", + "entries": [ + "{@note Read from page 122 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h3", + "source": "LOWG", + "page": 123, + "name": "MAGICAL EAGLE KNIGHT EPAULETS", + "entries": [ + "Epaulets are part of nearly every Eagle Knight uniform, so enchanted versions of these items are common among the Eagle Knights.", + { + "type": "list", + "items": [ + "{@item Golden Legion Epaulet|lowg}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 124, + "name": "Druma", + "entries": [ + "{@note Read from page 124 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 125, + "name": "Five Kings Mountains", + "entries": [ + "{@note Read from page 125 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 126, + "name": "Galt", + "entries": [ + "{@note Read from page 126 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 127, + "name": "Kyonin", + "entries": [ + "{@note Read from page 127 of Lost Omens: World Guide.}", + { + "type": "pf2-h3", + "source": "LOWG", + "page": 128, + "name": "TANGLEBRIAR", + "entries": [ + "{@note Read from page 128 of Lost Omens: World Guide.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 128, + "name": "Taldor", + "entries": [ + "{@note Read from page 128 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 129, + "name": "Verduran Forest", + "entries": [ + "{@note Read from page 129 of Lost Omens: World Guide.}" + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 130, + "name": "Backgrounds", + "entries": [ + "The following backgrounds are particularly suitable for characters from the Shining Kingdoms region.", + { + "type": "list", + "columns": 3, + "items": [ + "{@background Final Blade Survivor|lowg}", + "{@background Kalistrade Follower|lowg}", + "{@background Kyonin Emissary|lowg}", + "{@background Lumber Consortium Laborer|lowg}", + "{@background Rivethun Adherent|lowg}", + "{@background Taldan Schemer|lowg}", + "{@background Wildwood Local|lowg}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "LOWG", + "page": 131, + "name": "Lion Blade", + "entries": [ + "You've trained as a spy in service of Taldor, learning secrets of disguise, manipulating crowds, and deceiving various sorts of magic users with ease. You likely dropped out of the Kitharodian Academy, Taldor's premier bardic college, in order to train at one of the Lion Blade's elite Shadow Schools.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Lion Blade Dedication|lowg}", + "{@feat Lost in the Crowd|lowg}", + "{@feat Crowd Mastery|lowg}", + "{@feat Expeditious Advance|lowg}", + "{@feat Spy's Countermeasures|lowg}", + "{@feat Flicker|lowg}" + ] + } + ] + } ] } ] diff --git a/data/book/book-som.json b/data/book/book-som.json index 551a4e6beb..71c3d0d5bb 100644 --- a/data/book/book-som.json +++ b/data/book/book-som.json @@ -4,8 +4,4375 @@ "type": "section", "source": "SoM", "entries": [ - "{@note Removed until further notice.}" + { + "type": "image", + "href": { + "type": "internal", + "path": "covers/SoM-25.webp" + }, + "maxRes": { + "type": "internal", + "path": "covers/SoM-100.webp" + }, + "style": "cover" + }, + { + "type": "hr" + }, + { + "type": "pf2-h1", + "name": "The Structure of Magic", + "page": 4, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Scholars of magic break down the magical forces at play and their effects using three categories. The power behind magic comes from the magical {@b essences} tied to fundamental components of reality: matter, spirit, mind, and life.", + "Spellcasters practice one of four {@b traditions} of magic: arcane, divine, occult, or primal. Each tradition's magic arises mainly from the confluence of two of the essences, which that tradition channels far more commonly than all others: arcane commands matter and mind, divine convokes the powers of spirit and life, occult aligns spirit and mind, and primal feeds upon matter and life. Yet these borders are not as limited as they may appear, as each tradition's adherents have picked up other spells over time, or found ways to generate effects typically associated with one essence using clever applications of another.", + "Finally, the most narrow category are the {@b schools} of magic. Most important to wizards\u2014many of whom specialize in one school above others\u2014the schools classify individual spells, items, and other magical techniques. The schools are the fingers that shape the magic, the traditions the arm that directs them, and the essences the beating heart that powers their movement." + ] + } + ] + } + ] + }, + { + "type": "section", + "source": "SoM", + "page": 5, + "name": "Introduction", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 5, + "entries": [ + "Magic's secrets are limitless. No one person can hope to understand them all. Powerful yet delicate, infinite in scope but precise in execution, magic is a conundrum that challenges the greatest minds and the most naturally talented souls. Within this book, you'll find rules and descriptions of all kinds of magic, but they need players and Game Masters to bring out their full potential!" + ] + }, + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 5, + "name": "Chapter Summaries", + "entries": [ + "{@i Secrets of Magic} has five chapters, each detailing the practices of magic, those who harness its power, and the fruits of that power.", + "{@b Chapter 1\u2014Essentials of Magic:} Learn how magic works from the writings of Golarion's magical luminaries. Then you'll find both common and rare backgrounds for characters with a magical past", + "{@b Chapter 2\u2014Classes:} Fight while slinging spells with the magus, or form a special bond with a magical creature as a summoner. These full new classes are followed by their multiclass archetypes.", + "{@b Chapter 3\u2014Spells:} Over 200 spells, including new rituals and focus spells for the magus and summoner, offer new tools for spellcasters of any tradition. Summon powerful entities, use magic for everyday tasks, harness the elements, and even manipulate time!", + "{@b Chapter 4\u2014Magic Items:} Expand your collection with new consumables and permanent items. You'll also find sections on brand-new types of items, including fulu consumables, grimoires, magical tattoos, personal staves you design yourself, spell catalysts, and spellhearts you fasten to your gear.", + "{@b Chapter 5\u2014Book of Unlimited Magic:} Dive deep into strange and new forms of magic, from the emotion-based cathartic magic to elementalism, geomancy, shadow magic, rune magic from ancient Thassilon, and more!" + ] + }, + "{@i Secrets of Magic} goes beyond the basics of magic in ways both large and small. You'll find everything from a new cantrip that creates a small spout of water to rules for pervasive magic that can totally transform a campaign's world. And more than just the rules, this book digs deep into how magic feels and the ways spellcasters understand the magic of their world. Though the Essentials of Magic chapter goes in-depth on this topic, you'll find notes among the spells and magic items written by the people of Golarion, and the Book of Unlimited Magic explains in each section how that form of magic can affect roleplaying and the game world.", + "The knowledge and methods of magic recounted in this book come from all sorts of sources, and only the most seasoned experts in the game world are familiar with them all. When using these sources, consider which areas a given character or institution knows how to use or is familiar with\u2014and, crucially, which ones they're unaware of. A druid who knows geomancy and druidic circles in great depth might be entirely unfamiliar with arts practiced by arcane or occult casters. Separate what you as a player or GM understand and think of fun wrinkles or misunderstandings a character might make based on their limited experience. As another example, the magical essences are crucial to magic working, but a follower of a certain tradition might only know the practical spellcraft that lets them actually use magic. They might be unaware of the deeper sources, or even consider them unnecessary to learn\u2014frivolous time wasted on esoterica when one could be studying a new spell!", + { + "type": "pf2-h2", + "source": "SoM", + "page": 5, + "name": "Choosing Expansions", + "entries": [ + "The {@i Pathfinder Core Rulebook} and {@i Pathfinder Advanced Player's Guide} include rules useful to the vast majority of games. Parts of Secrets of Magic aren't meant for every table. Chapter 5 in particular, with its new forms of magic, is more appropriate for certain games and circumstances than others. Some of that chapter's entries have rarities above common to more clearly indicate this. If you're running a game or want to use options like these for your character, think in advance about what their inclusion means for your game. You might even want to have a discussion about the implications with the rest of your group.", + "That said, Chapters 2, 3, and 4 are more broadly useful. Even if you don't want to have elementalists as a specific type of caster in your game, the elemental spells in Chapter 3 could still be useful for any caster of the appropriate tradition. The classes in this book are common, as are the vast majority of spells and magic items.", + "The pieces of this book are meant to play well together. Exploring the spells and items can open up more options for the new rules in the Book of Unlimited Magic, and the new classes will find spells that work well with their abilities. Pick and choose your favorites, and above all, experiment!" + ] + } + ] + }, + { + "type": "section", + "source": "SoM", + "page": 7, + "name": "Chapter 1: Essentials of Magic", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 7, + "entries": [ + "I was pleased to get word from your mother of your interest in magical studies. Has she told you that when we were growing up she wanted to be a wizard? Can you imagine? She went another path, of course, but it heartens me to see you've picked up that interest. A chip off the old block, eh? I've taken the liberty of finding some resources from my personal library to give you the basics of instruction. I do advise that long-term you directly engage with a specific spellcasting course rather than continuing a broad study of all magic. I do hope the enclosed materials help you find your path, my dear!" + ] + }, + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 7, + "name": "Magical Backgrounds", + "entries": [ + "Starting on page 28 are new backgrounds that have a particular magical bent. As with many backgrounds, these can work with all sorts of characters, from those who went on to be spellcasters to others who dabbled in magic but ended up choosing a different path.", + "You might also want to look at the following backgrounds from the {@i Core Rulebook} and {@i Advanced Player's Guide}.", + "{@b Core Rulebook}: {@background Acolyte}, {@background animal whisperer}, {@background fortune teller}, {@background herbalist}, {@background hermit}, {@background scholar}", + "{@b Advanced Player's Guide}: {@background Cultist|APG}, {@background pilgrim|APG}, {@background root worker|APG}, {@background teacher|APG}", + { + "type": "pf2-title", + "source": "SoM", + "page": 7, + "name": "Rare Backgrounds" + }, + "Some of these magical backgrounds require atypical magical events in a character's past (such as the circumstances of their birth); these are rare backgrounds, and you'll need to work with your GM if you'd like to take one of them. Rare backgrounds start on page 30." + ] + }, + "Scholars classify magic into four traditions, four essences, and eight schools. Understanding these specifics is necessary to comprehend most texts on the subject.", + { + "type": "pf2-h2", + "source": "SoM", + "page": 7, + "name": "Tradition Treatises", + "entries": [ + "Magical traditions represent distinct types of training. As their methods vary greatly, I've sourced this information from four different scholars.", + { + "type": "list", + "source": "SoM", + "page": 7, + "items": [ + "{@b Principals of Elementary Thaumaturgy (page 8):} Arcane scholars are prone to stultifying pedantry, digging into every bit of minutiae. Toff Ornelos is among the few to present anything approaching a text suitable for beginners.", + "{@b Journeys of the Spirit and Flesh (page 10):} The divine tradition is as varied in practice as the many gods that empower it. Zorahar the Wandering Cleric compiled an absolutely massive study of different Nethysian subfaiths. I thought a sampling would be enlightening.", + "{@b A Letter from Djavin Vhrest (page 12):} Scholarship on the occult tradition can melt your mind to a puddle (figuratively, for the most part). Luckily, I possess a letter from a foremost curator in my discipline: Djavin Vhrest of the Forae Logos.", + "{@b On Primal Practice (page 14):} Primal theorists publish almost nothing\u2014they prefer an oral tradition held within secret druidic circles\u2014though I did find this kindly letter. As it's from one family member to another, I find it especially fitting I now place it in your hands, my dear." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 7, + "name": "On Essences", + "entries": [ + "The larger forces practitioners call upon\u2014what they call the magical essences\u2014have seen little academic consideration until recently. Marquise Cordelia Perseis published the first edition of On Essences (page 16). My rarities collection included this annotated copy. Please take extra care with this one!" + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 7, + "name": "The Eight Arches of Incantation", + "entries": [ + "Practitioners slice up their formulas into eight schools of magic. The distinctions are a bit complex, but The Eight Arches of Incantation (page 20) is a delightful almanac covering the basics. Made for an audience of nobles and merchants rather than magicians themselves, to my understanding. The author's identity was never revealed, though many speculate. I suspect given the profits of this pamphlet, they're happy keeping this secret!", + "{@note Read the \"Excerpt from Chapter 1 of {@i Principals of Elementary Thaumaturgy, 7th Ed.} (Acadamae, 4720) by Toff Ornelos\" on page 8 of Secrets of Magic.}", + "{@note Read the \"Excerpt from Chapter 3 of {@i Principals of Elementary Thaumaturgy, 7th Ed.} (Acadamae, 4720) by Toff Ornelos\" on page 9 of Secrets of Magic.}", + "{@note Read the \"Excerpt from Chapter 2, {@i Journeys of the Spirit and Flesh: A Thousand Paths to Nethys}, by Zorahar the Wandering Cleric\" on page 10 of Secrets of Magic.}", + "{@note Read the \"Excerpt from Chapter 6, {@i Journeys of the Spirit and Flesh: A Thousand Paths to Nethys}, by Zorahar the Wandering Cleric\" on page 11 of Secrets of Magic.}", + "{@note Read the \"Excerpt from Chapter 11, {@i Journeys of the Spirit and Flesh: A Thousand Paths to Nethys}, by Zorahar the Wandering Cleric\" on page 11 of Secrets of Magic.}", + "{@note Read the letter \"From the desk of Djavin Vhrest\" on page 12 of Secrets of Magic.}", + "{@note Read the letter on Primal magic on page 14 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 20, + "name": "Abjuration", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 20, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} Blue, gold", + "{@b Celstial Body:} Akiton", + "{@b Season:} Winter", + "{@b Plant:} Mangrove", + "{@b Animal:} Tortoise", + "{@b Stone:} Horn, coral", + "{@b Harrow Cards:} The Brass Dwarf, The Betrayal" + ] + }, + "Let us begin our survey with the most essential school: abjuration, the use of magic for defense, protection, unraveling magic, and other countermeasures. Every spellcaster is well-advised to study its basics, for only a fool grasps at magic without first learning how to do so safely. Abjurations operate by banishing, blocking, or unraveling adverse forces. The greatest abjurations unmake dangers even as they materialize, or layer prepared defenses.", + "Abjuration is oriented around outcome as much as theory, meaning its techniques are as varied as the threats they confront. Abjurers exploit innate anathema to banish extraplanar foes, tear apart vulnerabilities in opponents' spells, and create barriers of physical and psychological force to repel attackers. Efficacy of result is what matters, not purity of arcane principle. This means those who wish to truly master abjuration are scholars of every other sort of magic as well, since they need to understand how magic works to protect against it or unravel it. Similarly, scholars of monsters make great abjurers, as they are able to use the proper precautions against a particular creature's most devastating attacks.", + "The school suffers from one profound limitation: abjuration is purely reactive, concerned with neutralizing threats and shielding what already exists. This makes it weak on offense and limited in its capacity for influencing others. Abjurers often cite this as a strength since it imposes a restraint upon its practitioners. This is not to say that all abjurers are saints, of course. They can be unforgiving toward those who fail to act with equal foresight. Because their training demands clear demarcations between friend and foe, abjurers can be prone to categorical thinking and indifference toward outsiders. And, because their habitual mindset is defensively oriented, they can be slow to rouse to action. It is also easy to forget that in the right circumstances, reactive magic can be the deadliest of all. For instance, dispelling the magic allowing a creature to breathe underwater could leave them with a cruel and inevitable demise, a feat that would normally require much more powerful magic.", + "At their core, most abjurers are pragmatic, with plans for any eventuality, and they dislike being caught unprepared. Military spellcasters, security specialists, and planar scholars often find that expertise in abjuration is a professional necessity: no general's council, or spell- locked prison, can afford to dispense with sophisticated wards." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 21, + "name": "Conjuration", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 21, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} Crimson, gold", + "{@b Celstial Body:} Bretheda", + "{@b Season:} Spring", + "{@b Plant:} Orchid", + "{@b Animal:} Spider", + "{@b Stone:} Pearl", + "{@b Harrow Cards:} The Midwife, The Peacock" + ] + }, + "Infinite possibilities await the spellcaster clever enough to command the mysteries of conjuration. What the conjurer imagines becomes real. What the conjurer cannot do, a summoned servant can. This discipline offers the pure mastery of space and matter\u2014fundamental pillars of existence. There can be no dispute: conjuration reigns supreme among the magical arts.", + "Conjuration encompasses several related concepts. The magic of creation gathers raw material essence, the matter of the universe, and temporarily confines it in a concrete physical form, which dissipates when the spell ends. Summoning magic is similar but creates a simulacrum of a creature from matter, willpower, and sometimes raw spiritual quintessence. Teleportation bends space, allowing an object or creature to move across vast distances. There is, naturally, overlap between these categories. To the outside observer, creation and summoning can appear identical: something appears, seemingly from nowhere, at the conjurer's behest. Spells of creation are sometimes referred to by laypeople as \"summons,\" and vice versa, further blurring the issue in the public mind. Even to the conjurer, who is privy to the internal workings, the distinction may not always be clear.", + "For much of my career\u2014though it must seem like ancient history to readers of this almanac\u2014practitioners disputed whether summoned monsters were created facsimiles that lacked true life of their own, or whether they were being drawn from somewhere else: an alternate dimension, or a unique potentiality housing the thoughtforms representing the idealized concept of a creature. Though this debate is now settled, and modern scholars agree that summoning creates facsimiles, it illustrates the stakes: are the conjurer's inventions truly real, or is it only hubris that makes them imagine so? The importance of that question, when a spell imitates life, can be quite high.", + "This also, regrettably, casts an unflattering light on conjuration's great weakness: the unfeeling arrogance shared by many of its finest minds. Those accustomed to commanding the obedience of summoned creatures, creating and dismissing them at whim, can find it difficult to view other beings as entirely real. What does it matter if a rare flower's habitat is destroyed, or a village slaughtered, when one can simply conjure a replacement? This callousness, not to say cruelty, is an unfortunately common affliction that has\u2014justly, I must confess\u2014given conjuration a poor reputation in many circles.", + "Another, related weakness is conjuration's dependence on intermediaries. Abjurers and enchanters can be particularly dangerous adversaries, for they are capable of breaking or usurping conjurers' control, turning conjured beings against their masters. As freed thralls are generally eager for vengeance, such scenarios rarely end well for the conjurer.", + "All magic comes with perils, however, and few schools can rival conjuration's rewards. Thus, I must commend its study to any young wizard seeking a worthy specialization." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 22, + "name": "Divination", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 22, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} Gray, white", + "{@b Celstial Body:} Castrovel", + "{@b Season:} Fall", + "{@b Plant:} Yarrow", + "{@b Animal:} Ox", + "{@b Stone:} Diamond", + "{@b Harrow Cards:} The Theater, The Vision" + ] + }, + "If forewarned is forearmed, as they say, then none is better armed than a diviner. Yet divination is\u2014unjustly, I would argue\u2014dismissed as the weakest of the schools by a good many wizards, such as those who ruled the empire of Thassilon.", + "Divination is the use of magic to obtain knowledge. Its subspecialties include predictions, which read signs and portents from phenomena such as the patterns of tea leaves, the tossing of carved bones, and the movements of the heavens; detections, which allow the caster to sense, find, or locate that which they desire; revelations, which show things as they really are; scrying, which projects the caster's senses from their body; and sundry divinations I like to call \"lorespells,\" those which enable diviners to speak with spirits, animals, and plants, and to draw fragments of history from inert objects.", + "No secret is safe from divination, and no treasure secure. A powerful diviner is a terrible foe, for who could hope to bring down a spellcaster who knows in advance every attack and every enemy's weakness? And yet, as I have said, divination has acquired a reputation as a specialty for dreamers and eccentrics, not serious spellcasters.", + "This I believe to be a grave mistake. It's one thing to possess information, and another to be able to act on it. Divination, on its own, offers limited tools for taking action. No surprise, then, that so many diviners isolate themselves as reclusive oracles. It is surely a torment to know the course of the world's events and be powerless to alter them.", + "However, diviners who choose to engage the world rather than retreating from it may become enormously influential. The finest royal spymasters, imperial advisors, criminal investigators, and underworld masterminds are diviners, for being able to discern truth\u2014better still, being able to acquire that truth at will\u2014is of immeasurable value in such roles.", + "Even more powerful are diviners who dedicate themselves to preventing, or facilitating, some prophetic vision, enlisting armies of believers to their cause. Such seers have saved or toppled empires, even worlds. Their magic shows them which followers and strategies will enact their visions, and which enemies must be eliminated at all costs. Their forces, unerringly guided, become nigh unstoppable.", + "At the other end of the spectrum, humble hedge-wizards and village witches practice divination more than any other art. Rare is the apprentice evoker who can eke out a living with wind gusts and snowballs, but nearly every town has one minor wizard who earns their keep by finding lost heirlooms, advising the lovelorn, and soothing anxious parents' fears. If one is looking simply for a steady and portable career, one can do no better than divination. If there is any better recommendation for a school's true utility in improving the lives of common folk, it is unknown to me." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 23, + "name": "Enchantment", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 23, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} Pale blue, rose", + "{@b Celstial Body:} Moon", + "{@b Season:} Summer", + "{@b Plant:} Jasmine", + "{@b Animal:} Cobra", + "{@b Stone:} Moonstone, amethyst", + "{@b Harrow Cards:} The Joke, The Rakshasa" + ] + }, + "Glamour, deceit, and enthralling danger: these are the hallmarks of enchantment. This discipline offers the power to make friends effortlessly, to be always the center of attention and adoration, to visit the most exquisite agonies and terrors on one's enemies, and to win the undying love of a single person or an entire kingdom. That power comes at a subtle and terrible price, one which its practitioners seldom appreciate until they must pay.", + "Enchantment uses magic to manipulate minds and emotions. It may be as mild as imbuing a stranger with a warm feeling of familiarity, as benign as lifting a terrified animal's fears. It may be so cruel and overwhelming that it obliterates a person's free will, forcing an obedience worse than slavery. Enchantment can overwhelm the mind so completely that it blinds, stuns, or kills at a word.", + "Even when it does not take such extreme forms, however, enchantment poses insidious threats to both its victims and its masters. It trains its practitioners to view emotions not as truths of living hearts, but as raw material for their spells. This detachment, particularly when coupled with a longtime habit of deliberately manipulating others' minds, can erode an enchanter's very soul.", + "Like covert agents who have lived so long behind false faces that they have forgotten their true selves, enchanters may become estranged from recognizing the truth of their own feelings, and those of others. How can anyone trust that their feeling for an enchanter is real when affection and aversion are such simple spells? How can the enchanter know that their own emotions are genuine, and not merely affectations mimed to enhance their magic's effect, or the result of someone else's spells, or spillover echoes from their own workings?", + "This, to me, is the tragedy of the school: that the masters of others' emotions become so alienated from their own, and\u2014in some instances\u2014lose the essence of what it is to be mortal, viewing love and loss as nothing more than levers to be manipulated. Those who specialize in enchantment are well advised to be mindful of this risk and to gird themselves against it.", + "There is also, of course, the rather more obvious weakness that enchantment, which relies upon manipulating the mind, is largely useless against mindless subjects, and at its strongest with sapient creatures to manipulate. Accordingly, one seldom encounters dedicated practitioners outside settlements, or at least outside the company of thralls who are capable of dealing with problems that their patron cannot.", + "Yet there is a magnificence and allure to enchantment that no other school can rival, for enchantment alone offers the power to command the love, loyalty, and respect of the world. Small wonder then that it continues to exert its attractions on so many, despite\u2014or, perhaps, because of\u2014the risks." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 24, + "name": "Evocation", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 24, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} White, blue, orange, gray", + "{@b Celstial Body:} Sun", + "{@b Season:} Summer", + "{@b Plant:} Fireburst Flower", + "{@b Animal:} Hawk", + "{@b Stone:} Aquamarine, spessartite", + "{@b Harrow Cards:} The Bear, The Cyclone" + ] + }, + "Nothing rivals evocation for sheer destructive power. This is the use of magic as raw energy and matter: blasting and battering, primal and fresh. The evoker is the archetypal hurler of fireballs and lightning strikes, surrounded by the raging storm and exultant in its fury. While evocation can be quite precise in its targeting and encompasses some defensive spells in addition to its more widely famed offensive onslaughts, none would ever call it subtle.", + "Beyond magical energies like acid, cold, electricity, and fire, evocation is perhaps most closely associated with the elements air, earth, fire, and water. Indeed, many theorists believe that the foundations of arcane learning were discovered by early spellcasters trying to understand the elemental forces that ruled the world around them. Under this theory, the fundamentals of magic itself are rooted in evocation, which first offered a window through which our predecessors began to glimpse, and then chart, the secret machineries of the multiverse's workings. All we know of magic today began from these early spellcasters grappling with the elements.", + "It's unlikely that a question so clouded by the mists of time will ever find a definitive answer, but certainly proponents of this argument have much to support their position. The principles and techniques of evocation find many echoes in the spells of other schools, though often evolved into doubled or mirrored forms, or riddled with paradoxical complexities that evocation itself does not impose.", + "Between the relative transparency of its arcane principles, and the generally straightforward nature of its spells, evocation has acquired a reputation in certain circles as a rather simplistic discipline. This is, I suppose, not entirely unfair. Certainly, evocation can be something of a blunt instrument: extremely useful against a goblin horde or marauding giant, but rather less helpful in resolving locked-room mysteries or diplomatic crises.", + "Where force suffices as a solution, evocation excels. Where it does not, an evoker is... well, a bit of the proverbial berserker at a garden party.", + "Another major limitation of evocation is the transience of its effects. Even its longer- lasting spells seldom endure for more than a few minutes, and rare indeed is the evocation that maintains its shape for hours. As the old joke says, the only permanent spell effects an evoker leaves in the world are scars.", + "Despite these drawbacks, the value of a skilled evoker is obvious. In wartime, phalanxes of battle wizards are priceless as artillery, while a single powerful evoker can reshape the field with earthquakes, cyclones, and storms to rewrite the course of a battle in an instant. Evocation can smash down walls and fortresses with explosions of acid and thunder. And in smaller conflicts, when a humble village or caravan finds itself threatened by marauders, an evoker may save the day as no other spellcaster could." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 25, + "name": "Illusion", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 25, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} White with multicolored accents", + "{@b Celstial Body:} Liavara", + "{@b Season:} Winter", + "{@b Plant:} Psilocybin", + "{@b Animal:} Chameleon", + "{@b Stone:} Opal", + "{@b Harrow Cards:} The Carnival, The Demon's Lantern" + ] + }, + "What is reality?", + "This, and nothing less, is the central question of illusion. Illusionists use magic to manipulate the senses and deceive perception\u2014or, at times, to weaken the fabric of reality or to send phantasmal hallucinations directly into a creature's mind. However, even the masters of this art disagree about whether an illusion alters what is objectively real, by bending light or altering the tactile qualities of an object, or merely tricks the onlooker into believing that it is so by affecting the individual's senses.", + "The issue is difficult to decide. On the one hand, many illusions center upon a person or object, and create the same effect regardless of how many people examine that object. In such cases, it seems clear that something objective about the object itself has been altered.", + "On the other hand, some illusions work their magic exclusively within the target's mind, conveying messages through dreams or creating strange phantasms that no one else can perceive. In these instances, just as clearly, no external reality is implicated. Indeed, in some such spells, the illusion itself is rudimentary, and the subject's deepest terrors fill in the gaps, creating an effect whose power would only be weakened if it were fixed to a single reality.", + "It is unlikely, I think, that the debate will be resolved anytime soon, given the diversity and disparate effects of illusion spells. In truth, for most practitioners, the dispute is purely academic. Many illusionists make no attempt to hide the artifice of their magic, choosing to focus on stage effects and grand displays where the audience knowingly buys into the spell. Others, who turn their talents toward fraud, hardly care whether their spell actually transforms a pebble's exterior into that of a diamond or merely deceives the appraiser into seeing it as such. All that matters is that the illusion lasts long enough for them to escape with the proceeds of the sale.", + "Perhaps such pragmatically minded criminals are quite correct in their indifference to the philosophical questions of their art. Whether or not illusions may be considered \"real,\" they are certainly useful. Indeed, illusionists are less limited than many other spellcasters in the applications of their art, for their magic allows them to produce any effect they can imagine. On the battlefield, they can cloak their comrades in camouflage and stun adversaries with eye-searing dazzlements. In smoke-filled libraries and conspirators' cellars, their ability to meddle and intrigue is unparalleled.", + "Illusion's primary weakness comes against mindless opponents, or those whose senses are supernaturally augmented to a degree that enables them to perceive the illusionist's magic without succumbing to it. I suppose it is true that illusion is of limited use when it comes to such physical problems as fording a river in flood or preventing oneself from freezing in the midst of a blizzard. But, at least, one might be comforted by the illusion of warmth as one freezes, which is rather more than most rival schools can offer in such circumstances." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 26, + "name": "Necromancy", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 26, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} Black, white, gray", + "{@b Celstial Body:} Eox", + "{@b Season:} Spring (birth aspect) and Fall (death aspect)", + "{@b Plant:} Deadly nightshade", + "{@b Animal:} Raven", + "{@b Stone:} White or black onyx", + "{@b Harrow Cards:} The Survivor, The Sickness" + ] + }, + "Necromancy is the magic of death, dying, and decay. It is also the magic of life, souls, and birth. Even the study of death is not inherently malign\u2014there are necromancers who study the art as a doctor studies disease\u2014and death is part of the natural order. Yet, the creation of undead looms largest in the layperson's mind as the foulest of necromantic magic, perverting the energy of destruction for the purpose of creation and thus perpetrating grave harm to the cycle and to the souls of the dead.", + "Necromancy's reputation arises in part because some of its disciplines demand unsavory activities of its practitioners. In addition, many of those practitioners do, indeed, turn their skills toward destroying life, or creating and enslaving undead. Those who wish to devote themselves to necromancy must understand that, at best, they will likely have to spend a great deal of time avoiding or explaining themselves to mistrustful commoners.", + "Necromancy has three main divisions: vitalism, which manipulates the energies of life and death to heal or harm creatures; soul magic, which uses spiritual essence for effects such as calling back the souls of the dead and inflicting curses on victims; and undeath, which deals with creating, binding, and destroying the undead. All three of these play upon the tension between life force and soul, but they do so with different emphases and proportions.", + "Vitalist spells focus primarily on a creature's life force\u2014breathing new life into a dying creature or purging diseases from living flesh\u2014or attack the mortal corpus, causing terrible destruction. Vitalism can be enormously beneficial in healing all manner of afflictions and is generally regarded as the most benign subspecialty of necromancy. While the anatomical and pathological studies needed to master the art still raise a few eyebrows in less enlightened quarters, most learned minds accept vitalism as a perfectly respectable field. That it can also be used to parasitize and blight the living is unfortunate, but no worse than an evoker's fireballs or an illusionist's deadly phantasms.", + "Soul magic, which focus primarily on the living soul, generally to malign effect, has only a single saving grace: the magic of resurrection, returning a soul from the afterlife. Beyond that, I can think of precious little justification for specializing in curses or spells that rend souls.", + "As for undeath, what is there to say? Admittedly, one can make a narrow case for the benefit of being able to weaken undead, and of understanding their abominable making well enough to attack the magic that sustains them. Nevertheless, I must express my doubts that anyone really studies necromancy to that end. If one truly wishes to study the undead in order to destroy them, the benign study of undeath is far too often a fig leaf dropped over less salutary goals. In my experience, those who study the making of undead do so simply because they wish to create and command their own ghastly armies, a pursuit I must discourage." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 27, + "name": "Transmutation", + "entries": [ + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 27, + "name": "Signs", + "entries": [ + "{@b Harmonic Colors:} Indigo, yellow", + "{@b Celstial Body:} Aballon", + "{@b Season:} Fall", + "{@b Plant:} Butterfly pea", + "{@b Animal:} Caterpillar", + "{@b Stone:} Color-change sapphire", + "{@b Harrow Cards:} The Wanderer, The Twin" + ] + }, + "We shall finish our study with transmutation: the art of using magic to alter what already exists in the world. Unlike conjuration, transmutation creates nothing new. Unlike illusion, its changes and transformations are indisputably real.", + "Transmutation permits the partial or complete transformation of oneself, another creature, or inanimate objects. Subjects can become larger or smaller, quicker or slower, older or younger. A transmuter can alter a form in limited aspects or transform it altogether: for instance, a transmuter might give someone gills and fins to swim in the sea, or turn them into a fish entire. Witches who turned ungrateful princes into frogs, or petrified thieves who stole from their cottages in children's tales, were experts in transmutation.", + "The versatility of transmutation makes it one of the most widely useful disciplines, particularly as transmutation is not limited to affecting only specific targets or environments. It can be applied anywhere, and few are immune to its effects, although the difficulty of reshaping a subject without their mind's and body's consent means that relatively few transmutation spells are directly offensive in nature.", + "Consequently, one major limitation of the school is that the transmuter must either be reliant on allies in a fight or willing to step to the front lines of battle, as transmutation is rather lacking in options for annihilating one's enemies from afar. A secondary weakness is that it is virtually impossible to employ transmutation effects without tipping one's hand as to the magic. While transmutation can be fairly subtle, it does not offer the tracelessness of illusion or enchantment. In fact, the parallels between enchantment and transmutation strike me as quite apt. Where one alters the mind with little domain over the physical, transmutation can reshape matter and space, but find no purchase on the psyche.", + "While many transmutations of inert objects are permanent, alterations to living creatures are generally temporary. This is, however, not always so. Powerful spellcasters have altered the bloodlines of entire families, even species, branching new forms of life from the old. In a sense, these creatures are a transmuter's children, and thus carry on a legacy more vibrant and lasting than any other spellcaster can dream of.", + "I do not suggest, of course, that this is every transmuter's goal, any more than it is every necromancer's goal to attain lichdom. But it is not wrong, to say that those who devote themselves to the art of altering the world do hope, in some sense, to make a lasting mark on it. With transmutation, they can press their fingerprints deeply into the strands of life and know that the imprint of their work will survive for untold centuries to come.", + "Though I have presented a few minor drawbacks, make no mistake: transmutation is a many-advantaged school, famed for its unbeatable versatility. As the right spell permits virtually anything to be altered into anything else, a transmuter is never without the tools for a job." + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 28, + "name": "Magical Backgrounds", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The world is full of adventurers of all sorts of origins, but these backgrounds directly verge on the magical. While these backgrounds are common, and any character can take them, they are particularly appropriate choices for a character in a game focused on magic and its secrets." + ] + }, + { + "type": "list", + "source": "SoM", + "page": 28, + "columns": 3, + "items": [ + "{@background Academy Dropout|som}", + "{@background Astrologer|som}", + "{@background Eidolon Contact|som}", + "{@background False Medium|som}", + "{@background Magical Merchant|som}", + "{@background Magical Misfit|som}", + "{@background Musical Prodigy|som}", + "{@background Occult Librarian|som}", + "{@background Plant Whisperer|som}", + "{@background Street Preacher|som}", + "{@background Student of Magic|som}" + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 30, + "name": "Rare Magical Backgrounds", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 30, + "entries": [ + "Unlike the backgrounds on the previous pages, some magical backgrounds come from such special circumstances that they mark your character as forever distinct." + ] + }, + "These rare backgrounds can give a player a significantly different roleplaying experience by setting their character up with a history or legacy beyond the norm. Whether a character with the chosen one background has been prophesied to achieve a goal that's part of the main plot of the campaign or a side quest just for them, the character is situated in a special position within the narrative. Your character's background is an intrinsic part of where they come from and not something they earn during the game. Rare backgrounds should be chosen only after a discussion between the GM and the other players as to whether one would apply for a particular character in your group's game.", + { + "type": "list", + "source": "SoM", + "page": 30, + "columns": 3, + "items": [ + "{@background Anti-Magical|som}", + "{@background Chosen One|som}", + "{@background Genie-Blessed|som}", + "{@background Magical Experiment|som}", + "{@background Seer of the Dead|som}", + "{@background Song of the Deep|som}", + "{@background Time Traveler|som}" + ] + } + ] + } + ] + }, + { + "type": "section", + "source": "SoM", + "page": 33, + "name": "Chapter 2: Classes", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Two new classes, the magus and the summoner, wield magic in unique ways. Though they acquire fewer spells than other spellcasters, the magus infuses arcane energy into their attacks while the summoner calls upon a powerful eidolon to fight at their side. This chapter introduces both classes and their multiclass archetypes, which can be found on page 74." + ] + }, + { + "type": "pf2-sidebar", + "name": "CHARACTERS", + "entries": [ + { + "type": "pf2-title", + "name": "Selytiel" + }, + "The magus is represented by the half-elf Seltyiel. Though determined and adventurous, he's also unscrupulous and selfish. After a painful childhood raised by his mother's husband and a betrayal by his birth father, he was locked in a dungeon in Cheliax. Whispers promised revenge, setting him on the path to become a magus.", + { + "type": "pf2-title", + "name": "Ija" + }, + "The summoner is represented by the human Ija. Though a child, Ija maintains a connection to her dragon eidolon, Tuku, that rivals that of summoners three times her age. Raised in the Mwangi Expanse, Ija travels far beyond her homeland to obtain knowledge that can help better her understanding of her abilities as a summoner." + ] + }, + "At first glance, the magus and the summoner might seem completely dissimilar practitioners of magic, but to a perceptive scholar, the two paths bear striking similarities. Both disciplines focus on the magic of connections, most obviously the summoner, whose potency arises from the powerful synthesis of two drastically dissimilar beings: the summoner and their eidolon. A summoner's magic flows from this juxtaposition, with the strength of their bond dictating, in turn, the strength of their magic.", + "How does this parallel the magus? Those who see magi as little more than fighters or wizards who learn a bit of the other's specialty might never make the connection. This, however, is a gross oversimplification of a magus's power. More than any other discipline, the power of the magus depends upon understanding the connection between martial skill and magical study\u2014not as two unlike pursuits, but as a single focus that blends both physical and magical in uniquely devastating ways.", + "Thus, how the magus and the summoner come together: neither focuses solely on one half of a dyad or the other, but on the relationship between both parts. This harmony enables these magical practitioners to be particularly versatile problem solvers, as each brings their synergistic arts to bear.", + "However, both magus and summoner possess a duality that makes them interesting in a group dynamic: each can serve as both a source of and sink for magic. While a wizard might use magic to enhance a fighter\u2014making the wizard the source and the fighter the sink\u2014a summoner can enhance their eidolon and a magus can enhance themselves. This can lead both magi and summoners to earn an undeserved reputation as self-absorbed loners. The truth is more complicated. Understanding these connections often leads magi and summoners to the opposite conclusion: that only through teamwork and becoming close with your allies can you discover synergies that elevate a party to become greater than the sum of its parts. And woe betide a foe who faces the might of a magus and a summoner working together.", + { + "type": "hr" + }, + { + "type": "pf2-options", + "items": [ + { + "name": "{@class Magus|som}", + "entries": [ + "The magus, a polymath of battle, trains in both spells and strikes. Combining these arts, a magus channels spells into their weapon or body to inflict devastating wounds upon their foes. The magus's versatility in combat and knowledge of the arcane makes them a welcome addition to any party." + ] + }, + { + "name": "{@class Summoner|som}", + "entries": [ + "A summoner acts as the living anchor to a powerful being called an eidolon, which they call upon for aid. Summoners maintain deep connections with their eidolons, granting them the ability to influence the way the creature evolves. Eidolons manifest in many forms, including as constructs, demons, dragons, fey, and other creatures." + ] + } + ] + }, + { + "type": "hr" + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 74, + "name": "Multiclass Archetypes", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "If your character wants to dabble in the power of a magus or summoner, you can take one of the following multiclass archetypes to do so." + ] + }, + "Applying an archetype requires you to select archetype feats instead of class feats. Find the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.", + "Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the {@feat 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 summoner's {@feat Basic Synergy|som}. You must still meet the prerequisites of that feat.", + "Archetypes with the {@trait multiclass} trait, like both the magus and summoner archetypes, represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a magus can't select the {@feat Magus Dedication|som} feat).", + { + "type": "pf2-h2", + "source": "SoM", + "page": 74, + "name": "Bounded Spellcasting Archetype", + "entries": [ + "Some archetypes, such as the magus and summoner multiclass archetypes, grant you spellcasting abilities based on the way magi and summoners cast spells, albeit delayed compared to a character from those classes. In this book, both archetypes are bounded spellcasting archetypes, but future books might introduce bounded spellcasting archetypes that aren't multiclass archetypes. A bounded spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can, and the basic bounded spellcasting feat counts as having a spellcasting class feature.", + "Bounded spellcasting archetypes always have a basic bounded spellcasting feat, an expert bounded spellcasting feat, and a master bounded spellcasting feat. These feats share their name with the archetype. For instance, the magus's master spellcasting feat is called {@feat Master Magus Spellcasting|som}. All spell slots you gain from bounded spellcasting archetypes have restrictions depending on the archetype. For example, the summoner archetype grants you spell slots you can use only to cast spells from your summoner repertoire, even if you are a sorcerer with spells of the same tradition in your sorcerer repertoire.", + "{@b Basic Bounded Spellcasting Feat:} Usually gained at 6th level, these feats give you a 1st-level spell slot and a 2nd-level spell slot from that magical tradition. If you have a spell repertoire, you can select one spell from your repertoire as a signature spell. Archetypes refer to these benefits as the \"basic bounded spellcasting benefits.\" At 10th level, you replace your 1st-level spell slot with a 3rd-level spell slot.", + "{@b Expert Bounded Spellcasting Feat:} Usually taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition. You gain an additional 3rd-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, you replace your spell slots with two 4th-level spell slots and one 5th-level spell slot, and at 16th level, you replace your spell slots with two 5th-level spell slots and one 6th-level spell slot. Archetypes refer to these benefits as the \"expert bounded spellcasting benefits.\"", + "{@b Master Bounded Spellcasting Feat:} Usually taken at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you an additional 6th-level spell slot. At 20th level, they replace your two 5th-level spell slots with two 7th-level spell slots. Archetypes refer to these benefits as the \"master bounded spellcasting benefits.\"" + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 75, + "name": "Magus", + "entries": [ + "You've mixed physical combat with spellcasting.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Magus Dedication|som}", + "{@feat Basic Martial Magic|som}", + "{@feat Hybrid Study Spell|som}", + "{@feat Spellstriker|som}", + "{@feat Advanced Martial Magic|som}", + "{@feat Basic Magus Spellcasting|som}", + "{@feat Expert Magus Spellcasting|som}", + "{@feat Master Magus Spellcasting|som}" + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 76, + "name": "Summoner", + "entries": [ + "You have a tenuous connection to an eidolon, a bodiless being that shares your life force, and with effort you can manifest the eidolon into the world.", + { + "type": "pf2-h3", + "source": "SoM", + "page": 76, + "name": "Multiclass Summoner Characters", + "entries": [ + { + "type": "list", + "items": [ + "Alchemist summoners can use their eidolons as lab assistants or even as the source of experiments. They are a good fit for construct or plant eidolons.", + "Barbarian summoners find themselves drawn to the fury of anger phantoms, the two fueled by the same inner instinct.", + "Bard summoners inspire their eidolons to greater heights with their bardic performances. They often team up with eidolons who pair well with their muse, such as a fey eidolon for a polymath muse or a phantom eidolon for a warrior muse.", + "Champion summoners get along best with divine eidolons matching the alignment associated with their cause\u2014angel eidolons for the tenets of good, devil eidolons for a tyrant, and so on. This allows the champion and eidolon to have a unity in philosophy and purpose that other eidolon choices might lack.", + "Cleric summoners often find a connection to eidolons associated with their deity, such as a Sarenite cleric who chooses an angel eidolon. Clerics' ability to heal and support allows them to keep their eidolon healthy.", + "Druid summoners find the life link with primal eidolons to be a religious experience. They are especially likely to bond with eidolons that match their order, such as plant eidolons for the leaf order or beast eidolons for the animal or wild order.", + "Fighter summoners use tactics and techniques with their eidolons to best foes. They can partner with eidolons of any kind, but they work especially well with eidolons who provide utilities that complement their fighting style.", + "Monk summoners often choose eidolons that are on their own path to enlightenment, to help enrich the monk's journey. These might be divine eidolons, especially if the monk is religious or uses divine ki spells, but they also might be phantoms seeking to transcend their phantom existence to reach the afterlife.", + "Ranger summoners get along best with beast and plant eidolons, but they make a good team with other eidolons as well, especially when an archer ranger teams up with a melee eidolon.", + "Rogue summoners gain a partner in crime that can disappear when necessary, providing the eidolon with the ultimate getaway as long as no one expects it to carry back loot from a heist. Rogues work well with tricky eidolons, such as fey, and they get a lot of mileage out of sharing their skills with their eidolon. The Unfetter Eidolon feat can be especially useful if the rogue wants to establish a quick alibi far from the eidolon's crimes.", + "Sorcerer summoners often choose eidolons that match closely to their bloodline, such as a psychopomp eidolon for the psychopomp bloodline. The eidolon might even be part of the story of how the sorcerer gained their bloodline.", + "Wizard summoners are especially appreciative of an eidolon to help them in combat, and they tend to favor arcane eidolons like dragon and construct eidolons." + ] + } + ] + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Summoner Dedication|som}", + "{@feat Basic Synergy|som}", + "{@feat Initial Eidolon Ability|som}", + "{@feat Advanced Synergy|som}", + "{@feat Basic Summoner Spellcasting|som}", + "{@feat Expert Combat Eidolon|som}", + "{@feat Expert Summoner Spellcasting|som}", + "{@feat Signature Synergy|som}", + "{@feat Master Summoner Spellcasting|som}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "section", + "source": "SoM", + "page": 79, + "name": "Chapter 3: Spells", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Magic is dynamic and ever-changing. Researchers create new spells and reconfigure old ones all the time. Some make it their life's work to find the hidden spells\u2014the ones that slipped through the cracks, and make them available for all practitioners of magic. There's more out there than most spellcasters could ever dream possible." + ] + }, + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 79, + "name": "Rune Manifestations", + "entries": [ + "The runes that manifest around a caster's hands during spellcasting express the baseline characteristics of invoked magical energies\u2014a common, albeit vaguely understood phenomenon. Scholars have confirmed that these symbols represent schools of magic or power sources, changing to reflect a magical undertaking's complexity. While spellcasters from the same traditions can manifest similar runes\u2014for example, bards invoking runes that resemble musical notes\u2014the exact aesthetic represents an individual's personality and experience, evolving as a spellcaster develops. The study of runes common in the Thassilonian empire originally began as an attempt to use these runic manifestations to comprehend the language of magic and the nature of the universe.", + { + "type": "pf2-title", + "source": "SoM", + "page": 79, + "name": "Spell Lists", + "entries": [] + }, + "The following eight pages list the new spells of each tradition. (Focus spells for magus and summoner appear on pages 143\u2013145.) A superscript \"H\" indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates the spell's school.", + { + "type": "list", + "items": [ + "{@b Arcane Spell List} page 80", + "{@b Divine Spell List} page 82", + "{@b Occult Spell List} page 84", + "{@b Primal Spell List} page 86" + ] + } + ] + }, + "While the following grimoire contains magic of all schools and traditions for any situation, there are a few underlying themes within the spells I would like to discuss. In studying this grimoire, I ask that you seek out the spells that match each theme, so you can better understand how they fit together.", + "{@b Cantrips} are spells that can be cast repeatedly with very few limitations. Each new cantrip we discover, therefore, represents a fundamental leap forward in spellcasting, expanding what is possible and what is trivial.", + "{@b Contingency spells} owe their lineage to a powerful spell known simply as contingency. Its descendants are typically limited compared to their precursor, yet still remarkably useful. Being able to set up a spell in advance in order to later avoid disaster is a perfect microcosm of a prepared spellcaster's ability to overcome any challenge with enough preparation.", + "{@b Minion magic} is an alliterative name I've used to describe spells that incorporate or assist your loyal companion, typically an animal companion or a familiar. Technically, some of these incantations apply to eidolons as well, though such beings might balk at being called \"minions.\"", + "{@b Polymorph magic}, especially that which bestows battle forms, is among the most complex, as such spells must be flexible enough to accommodate practitioners of all shapes and sizes and still result in the appropriate form. Morphs are simpler, as they only change one aspect of the body into another. Recently on my journeys, I came across a sort of \"multimorph\" spell called mantle of the magma heart. I wonder at the possibilities...", + "{@b Summoning magic} is a time-honored tradition, especially among those scholars willing to pore through every bestiary to find the most fitting beings to summon. In my opinion, several promising branches have been eclipsed too long by traditional summoning. Consider summoning a large group of creatures, acting as one to control an area. If that's not enticing enough, I've included some seminal research on the summoning of incarnates, powerful beings that can only stay in our world for moments but impart spectacular and outsized effects as they arrive and depart.", + "{@b Time magic} is perhaps the most dangerous magic to study due to its disturbing tendency to leave practitioners lost in or erased from time. The spells I've included employ safer aspects of time magic, at least for the caster. Still, exercise caution when casting multiple time jumps in quick succession.", + "{@b Variable incantations} are spells designed to have an effect even if only cast part-way. While magical researchers such as myself don't often need to take advantage of this feature, many adventuring mages often say that every second counts. Being able to cast a spell in an instant can be the difference between a new theory on the inner workings of a dragon's digestive tract and firsthand experience of the phenomena.", + { + "type": "pf2-h1", + "source": "SoM", + "page": 80, + "name": "Arcane Spell List", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 80, + "entries": [] + }, + "{@note Please visit the {@filter spells page|spells||source=SoM|tradition & spell list=arcane} to view all Arcane Spells from Secrets of Magic.}" + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 82, + "name": "Divine Spell List", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 82, + "entries": [] + }, + "{@note Please visit the {@filter spells page|spells||source=SoM|tradition & spell list=divine} to view all Divine Spells from Secrets of Magic.}", + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 83, + "name": "Hymn to the Eternal Rose", + "entries": [ + "{@note Read on page 83 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 83, + "name": "Rovagug's Call", + "entries": [ + "{@note Read on page 83 of Secrets of Magic.}" + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 84, + "name": "Occult Spell List", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 84, + "entries": [] + }, + "{@note Please visit the {@filter spells page|spells||source=SoM|tradition & spell list=occult} to view all Divine Spells from Secrets of Magic.}" + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 86, + "name": "Primal Spell List", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 86, + "entries": [] + }, + "{@note Please visit the {@filter spells page|spells||source=SoM|tradition & spell list=primal} to view all Divine Spells from Secrets of Magic.}", + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 87, + "name": "Notes from the Green Faith Council", + "entries": [ + "{@note Read on page 87 of Secrets of Magic.}" + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 88, + "name": "Spell Descriptions", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 88, + "entries": [] + }, + "{@note Please visit the {@filter spells page|spells||source=som} to view all Spells from Secrets of Magic.}", + { + "type": "paper", + "source": "SoM", + "page": 89, + "style": "letter", + "head": [], + "entries": [ + "{@note Read on page 89 of Secrets of Magic.}" + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 143, + "name": "Focus Spells", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 143, + "entries": [ + "Magi and summoners call upon powerful magic to assist themselves and their eidolons. A magus's conflux spells are specially created for combat, mixing martial and magical prowess and allowing them to regain use of their Spellstrike. Meanwhile, a summoner's link spells draw upon, or sometimes even transform, the bond between the summoner and eidolon." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 143, + "name": "Magus", + "entries": [ + "{@note Please visit the {@filter spells page|spells||source=som|classes=magus} to view all Magus Focus Spells from Secrets of Magic.}", + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 144, + "name": "Magus Regimens", + "entries": [ + "The regimens magi use to recover their focus are highly personal but, with some difficulty, I managed to discover a few:", + "One inexorable iron magus bench-presses heavy weights attached to a page turner that carefully turns the pages of their spellbook as they lift.", + "Another, a sparkling targe magus, juggles shield, sword, spellbook, and more, somehow managing to read the book throughout.", + "A certain laughing shadow half-elf magus likes to practice by eluding an aggrieved ally chasing him as he reads his book.", + "Meanwhile, a particular starlit span magus sets her spellbook just above her target as she practices archery and distance reading at the same time, while avoiding hitting the book.", + "There's also a spinning staff magus who walks tightropes or narrow paths with their staff in hand, balancing their spellbook in the middle." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 143, + "name": "Summoner", + "entries": [ + "{@note Please visit the {@filter spells page|spells||source=som|classes=summoner} to view all Summoner Focus Spells from Secrets of Magic.}", + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 144, + "name": "Eidolon Bonding", + "entries": [ + "A summoner recovers their focus by spending time with their eidolon, but that can take various forms. I've collected a list of suggestions from summoners of each tradition.", + "Arcane summoners suggested reading a book together, engaging in riddle or trivia contests, solving blacksmith's puzzles, or counting treasure.", + "Divine summoners recommended practicing the edicts of a shared deity, studying scripture together, embracing and sharing faith in each other, or praying.", + "Occult summoners proposed sharing stories of your lives, embracing a strong shared emotion, or therapeutically working out your issues together.", + "Primal summoners encouraged petting the eidolon, brushing or arranging each other's hair, exercising together, or sharing a fine meal." + ] + }, + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 145, + "name": "Describing Link Spells", + "entries": [ + "The way it feels to cast a link spell depends deeply on the unique connection between a summoner and their eidolon, but some similarities carry across various eidolon types.", + "Arcane eidolons and their summoners tend to experience a moment where their minds and thoughts align, a flash of a momentary hive mind like when two people overlap each other's sentences or say the same thing simultaneously. The community of arcane summoner scholars sometimes refer to this minor instantaneous hive mind moment as \"bee brain.\"", + "Divine eidolons and their summoners, in many cases, share an instant and intense faith in one another, a shared unspoken understanding that they'll always be there for each other.", + "Occult eidolons likely feel grounded and tethered by the summoner, while the summoner is buoyed by the occult eidolon's intrinsic emotion reverberating through their spirit.", + "Primal eidolons and their summoners often feel a raw instinctual connection coursing through their veins, which can cause them to adopt a few of the other's unconscious mannerisms or instincts for a brief period." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 147, + "name": "Rituals", + "entries": [ + { + "type": "pf2-h1-flavor", + "source": "SoM", + "page": 147, + "entries": [ + "Rituals are spells that anyone, not just spellcasters, can perform at the cost of the process being more expensive and time-consuming. The rules for casting rituals appear on page 408 of the Core Rulebook." + ] + }, + "{@note Please visit the {@filter rituals page|rituals||source=som} to view all Rituals from Secrets of Magic.}", + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 148, + "name": "Sympathetic Magic", + "entries": [ + "Some rituals work by exploiting magical bonds created between two creatures or a creature and an object tied to them with some kind of personal connection, such as a possession or lock of hair, in a style of spellcasting known as sympathetic magic. Sympathetic magic can be a tool for great good, binding the souls of a guardian and his ward together until a noble quest is completed, or for great evil, hiding assassins from the sight of an otherwise competent watcher." + ] + }, + { + "type": "pf2-brown-box", + "source": "SoM", + "page": 150, + "name": "Empathy, Sympathy, and Hate", + "entries": [ + "Sympathetic magic draws much of its power from emotional and spiritual forces, which is one of the reasons it's more likely to be harnessed in occult rituals than any other magical tradition. Strong emotions directed towards the target of the ritual, such as love or empathy for a beloved ally or hatred for an unrelenting enemy, are often key to determining the ritual's success and effectiveness.", + "Powerful emotions from enough people can even give rise to such effects without a formalized ritual. In the orcish hold of Belkzen, Ardax the White-Hair rules the orcs with an iron fist and defies powerful runelords and magical tyrants with impunity. Some scholars posit that the collective emotions of the Belkzen orcs united under Ardax might have formed a pseudo sympathetic ritual with enough power to deflect the hateful spells of the wizards who would rather see Ardax removed from his position of leadership." + ] + } + ] + } + ] + }, + { + "type": "section", + "source": "SoM", + "page": 155, + "name": "Chapter 4: Magic Items", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Magic items come in many shapes and sizes, but that doesn't mean they're interchangeable! Each magic item is as different as the crafter who created it, and the experience of using them can be as rote and detached or as rich and detailed as you can imagine." + ] + }, + { + "type": "pf2-sidebar", + "source": "SoM", + "page": 155, + "name": "Chapter Map", + "entries": [ + "The chapter divides magic items into eight distinct sections, plus a treasure table. Six of these sections describe new categories of items.", + { + "type": "list", + "items": [ + "Treasure by Level (page 156) The table lists the items and runes appearing in this chapter, organized by item level then category and name. Each level has a section for consumables, followed by a section for permanent items. A superscript \"U\" indicates the item is uncommon.", + "Fulus (page 158) are special consumables; some function like talismans, while others can be affixed to a wider variety of objects and creatures.", + "Grimoires (page 162) are magic spellbooks with special activations when you cast the spells contained within.", + "Magical Tattoos (page 164) are magic items that you etch onto yourself, rather than wear.", + "Personal Staves (page 166) are staves you build and customize yourself.", + "Spell Catalysts (page 168) are superpowered material components that offer additional effects to their spell.", + "Spellhearts (page 170) are akin to permanent talismans.", + "Consumables (page 172) contains other types of consumables, such as potions and talismans.", + "Permanent Items (page 178) contains more permanent items and runes." + ] + } + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 155, + "name": "Creating a Magic Item", + "entries": [ + "As a crafter, creating a magic item is one of the most intensely personal projects you can undertake. While every serpentine wondrous figurine might more or less resemble a knotted snake carved out of jade, what type of snake is it? And what type of jade? Ten different figurines from ten different crafters could each show a distinct artistic mark, and experts can identify the handiwork of noteworthy crafters on sight. Similarly, items activated with commands typically each have unique utterances determined by the crafter. Before setting out to create a magic item, contemplate how your personality might inhabit and shape the item created." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 155, + "name": "Investing a Magic Item", + "entries": [ + "The word \"preparation\" means different things to different wearers of invested magic items. To some, investing a diadem of intellect may involve sitting silently with it at the beginning of the day and feeling the magical energy course through it and themselves, but others may simply pull the headband out of their rucksack, wipe it off, and give it a glance to make sure the gems aren't cracked. Still others might refuse to ever take the headband off in the first place, even while washing up or sleeping. Any of these could work! The difference between these habits isn't a matter of respect or proper vs. improper technique, it simply reflects what investiture means to the person using the item." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 155, + "name": "Activating a Magic Item", + "entries": [ + "You might activate a magic item flamboyantly, pragmatically, intensely, or off-handedly, but those choices are only external manifestations of how you activate the item. A deeper question is what the act of using a magic item feels like. Does the world seem to emit a deep thrum for an instant as a {@i {@item third eye}} gemstone sinks into your brow and manifests as a tattoo? Do you experience a counter-intuitive icy coolness when a blast from a {@i potion of dragon's breath} explodes from your mouth? A wizard might have a step-by-step instruction list that they mentally follow when they use a {@i {@item staff of power}}\u2014potentially out of habit or concerns for safety. Imagining how you interact with magic items, some of which possess world-altering power, can be a revealing window into how you view your place in the cosmos." + ] + }, + { + "type": "pf2-h2", + "source": "SoM", + "page": 155, + "name": "Collected Notes", + "entries": [ + "In his 72 years as an amateur historian, Lambus of Magnimar amassed a collection of thousands of accounts of people's everyday encounters and experimentations with magic items from across Golarion. Excerpts from his impressive collection can be found throughout the Consumables and Permanent Items sections later in the chapter." + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 158, + "name": "Fulus", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "These rectangular paper charms originate from the temples of Tian Xia, where priests provide them to ward a homestead or protect travelers on the road. Others use fulus in rituals, summoning spirits to aid them in cleansing evil." + ] + }, + "Many regional variants of fulus, each of which carries a different name, exist throughout Tian Xia. The workings behind the writings remained a secret until scholars correctly deduced that the charms were, in fact, edicts that commanded magic to act in the fashion prescribed by the talisman. Deciphering these writings allowed for the creation of fulus that draw power from sources as diverse as a witch's patron, an arcane legacy, or the changing of the seasons. For the creative adventurer, this lightweight paper makes a versatile tool with many potential applications.", + { + "type": "pf2-h2", + "name": "Fulu Rules", + "source": "SoM", + "page": 158, + "entries": [ + "{@b {@trait Fulu}:} Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper.", + "All fulus have the {@trait fulu} and {@trait consumable} traits. Fulus also have a tradition trait\u2014either {@trait arcane}, {@trait divine}, {@trait occult} or {@trait primal}\u2014determined by the magical tradition of its creator. For example, a fulu created by a priest would have the {@trait divine} trait, whereas a witch who dabbles in fate might create a fulu with the {@trait occult} trait. Some fulus also have the {@trait talisman} trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon.", + "Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the {@action Affix a Fulu|SoM} activity, or the {@action Affix a Talisman} action instead if the fulu is also a talisman." + ] + }, + { + "type": "pf2-h2", + "name": "Using Fulus", + "source": "SoM", + "page": 158, + "entries": [ + "Beyond fulu talismans, non-talisman fulus can be affixed or removed easily, though removing a fulu causes it to immediately burn out. The paper is fragile, easily destroyed by hazards such as water, fire, or an observant enemy when either unattended or affixed to the ground or a structure. Fulus that are also talismans use the normal rules for Affixing and removing talismans instead of the action presented here.", + { + "type": "data", + "tag": "action", + "source": "SoM", + "name": "Affix a Fulu" + } + ] + }, + { + "type": "pf2-h2", + "name": "Crafting a Fulu", + "source": "SoM", + "page": 158, + "entries": [ + "Fulus can be created using the {@skill Crafting} skill like any other magic item, and they have a batch size of four, meaning you can Craft four copies of the same fulu at a time. A fulu's script consists of symbols citing the person or place from which the fulu draws power, a symbol of command, details of the desired effect, and other formulaic elements to complete the charm. Each part is written as the crafter recites a spell mantra, with the crafter's powers and magic essences weaving into the ink and paper. As creating a fulu requires knowledge of these mantras, a fulu can't be disassembled to learn its formula like many other items\u2014the formula for a fulu can be learned only firsthand.", + "Unlike most items, the ritualistic aspect of fulus' creation allows the creator to expedite the process, though doing so decreases the fulus' stability. A character with the formula for a fulu can {@action Craft} up to four fulus for their full price in a single day of downtime, rather than taking four days as normal for the {@action Craft} downtime activity. However, if they do so, the fulus only last for a month, rather than a year. This is perfect for fulus you expect to use soon after {@action Craft||Crafting} them, as in that case, there isn't much difference between a month and a year." + ] + }, + { + "type": "pf2-h2", + "name": "Fulus", + "source": "SoM", + "page": 158, + "entries": [ + "The following are some of the fulus most frequently seen in temples and on armors and weapons. While divine fulus are most common on Golarion, fulus of all traditions are generally available, so the fulus in this section list the magical trait as a placeholder.", + { + "type": "pf2-sidebar", + "name": "Real-Life Usage", + "source": "SoM", + "page": 160, + "entries": [ + "In the real world, \"fulu\" refers to two divine instruments found in Daoist traditions. \"Fu\" refers to warding talismans, and \"lu\" are writs for summoning divine soldiers or spirits; both can still be found in use by Daoist temples and folk religions. Unlike in Golarion, fulus that draw power from unrecognized divine figures or use ahistorical symbols are considered frauds. Some temples have attempted to reduce predatory appropriation by recording their talismans' meanings (though not how to create them) in informative manuals." + ] + }, + { + "type": "list", + "columns": 3, + "items": [ + "{@item Apotropaic Fulu|SoM}", + "{@item Detect Anathema Fulu|SoM}", + "{@item Fulus Of Concealment|SoM}", + "{@item Fulu Of The Drunken Monkey|SoM}", + "{@item Fulu Of Fire Suppression|SoM}", + "{@item Fulu Of Flood Suppression|SoM}", + "{@item Fulu Of The Stoic Ox|SoM}", + "{@item Ghostbane Fulu|SoM}", + "{@item Magical Lock Fulu|SoM}", + "{@item Matchmaker Fulu|SoM}", + "{@item Rebound Fulu|SoM}", + "{@item Restful Sleep Fulu|SoM}", + "{@item Spirit-Sealing Fulu|SoM}", + "{@item Stormbreaker Fulu|SoM}", + "{@item Tracking Fulu|SoM}", + "{@item Venomous Cure Fulu|SoM}" + ] + }, + { + "type": "pf2-sidebar", + "name": "Creating Your Own Fulu", + "source": "SoM", + "page": 161, + "entries": [ + "Many fulus replicate spell effects, functioning much like scrolls affixed onto the targets. As the GM, if you want to create a new fulu using this concept, in general, the number of fulus needed to replicate a spell is the same as the number of actions required to {@action Cast the Spell}. You can draw that full set of fulus into one hand with the same {@action Interact} action. While this means affixing time is equal to casting time, the fulus don't need to be affixed on the same turn, so take that into account when deciding whether or how to build a particular fulu. If a spell has more than three targets, such as a heightened {@spell remove fear}, you might allow for the creation of a fulu that's affixed to the ground and that affects targets within a certain distance once a character places the last one." + ] + }, + { + "type": "pf2-h3", + "name": "Fulu Items", + "source": "SoM", + "page": 161, + "entries": [ + "The following items are associated with fulus.", + { + "type": "list", + "columns": 2, + "items": [ + "{@item Fu Water|SoM}", + "{@item Fulu Compendium|SoM}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 161, + "name": "Grimoires", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Spellbooks are useful tools for any magic user to write down incantations and runes of power, but where most spellbooks are nothing more than ink on parchment, grimoires have absorbed the magic of the spells within\u2014magic that knowledgeable spellcasters can use to augment their spells." + ] + }, + "Most grimoires can hold up to 100 spells, like any spellbook, but allow spellcasters to erase spells written by a book's previous owner in favor of spells that employ their own magical formulas. If a spellcaster wants to transfer their spells from one of their spellbooks to a grimoire, they can conduct a simple, 1-minute ritual with the two books to cause the spells to vanish from their spellbook and appear in the grimoire.", + "If you prepare spells (whether from your class features, like a cleric or wizard, or from a special feat or ability, like the Esoteric Polymath bard feat), you can study a grimoire during your daily preparations to enhance one or more of the spells within. Until your next daily preparations, you gain the ability to Activate the grimoire. As you've already absorbed the power from the grimoire during your daily preparations, you can Activate it even if you later lose possession of the book itself. Grimoires' benefits apply only to spells cast via spell slots\u2014not cantrips, focus spells, or innate spells. No one can use more than one grimoire per day, nor can a grimoire be used by more than one person per day.", + { + "type": "pf2-h2", + "name": "Grimoires", + "source": "SoM", + "page": 161, + "entries": [ + "A few of the grimoires known to exist are listed here.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Bestiary Of Metamorphosis|SoM}", + "{@item Book Of Lingering Blaze|SoM}", + "{@item Codex Of Unimpeded Sight|SoM}", + "{@item Endless Grimoire|SoM}", + "{@item Instructions For Lasting Agony|SoM}", + "{@item Spellbook Of Redundant Enchantment|SoM}", + "{@item Storyteller's Opus|SoM}", + "{@item Summoning Handscroll|SoM}", + "{@item Warding Tablets|SoM}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 164, + "name": "Magical Tattoos", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Tattoos carry great significance for many who practice the art. Tattooing can be an intimate process loaded with meaning and emotion\u2014an honored practice of a culture, a ceremony of supernatural importance, a permanent commitment to a cause\u2014signifying a bit of personal decoration or self-expression, or both. Some tattoos can even instill magic into your very skin. Even more so than others, these tattoos aren't given lightly, nor should they be accepted lightly." + ] + }, + "Tattooing is a precise art, and making magical tattoos requires developing a special rapport between the artist and their living canvas. For this reason, it can be difficult to find someone to ink a magical tattoo on your body. (Consequently, most most magical tattoos other than the ones appearing here are uncommon.) Securing such services might require a person to achieve notable deeds, become a member of a community, or prove their character and commitment to the artist.", + "Most magical tattooing requires the same tools as traditional methods, just using magical inks and, sometimes, magical implements, such as needles, bone tattooing rakes, or the like. Some processes, including certain traditional Varisian methods, etch the magic directly into the skin without puncturing it. The pain remains the same.", + { + "type": "pf2-h2", + "name": "Tattooing Rules", + "source": "SoM", + "page": 164, + "entries": [ + "To craft a magical tattoo, you must be able to craft magic items and have a specialty in tattooing. You can attain these requirements by taking the {@feat Tattoo Artist|SoM} skill feat below, or you can take both the {@feat Magical Crafting} and {@feat Specialty Crafting} skill feats, choosing artistry as your specialty.", + { + "type": "pf2-h3", + "name": "Crafting A Tattoo", + "source": "SoM", + "page": 164, + "entries": [ + "Inking a magical tattoo onto a creature is much like etching a rune onto an item. The tattooist uses the {@action Craft} activity, and the subject must be present throughout the process. The tattooist must meet any special {@action Craft} requirements, and they can ink only one tattoo at a time. Not only does a magical tattoo not have any effect until the {@action Craft} activity is complete, but it also requires a healing period. Though this time frame can last up to a month, applying magical or alchemical healing can shorten it to as little as a day." + ] + }, + { + "type": "pf2-h3", + "name": "The Tattoo Trait", + "source": "SoM", + "page": 164, + "entries": [ + "A magical tattoo has the {@trait tattoo} trait. It's permanently a part of the subject's body, and reduces the number of items that creature can invest per day by 1. Each tattoo has the {@trait invested} trait to indicate this limitation\u2014a magical tattoo is like an invested item that the tattooed creature has no choice but to invest. If the tattoo loses its magic or is destroyed, it no longer reduces your investiture. Just like a physical magic item, a magical tattoo can be counteracted by spells like {@spell dispel magic} or {@spell disjunction}. If destroyed, the tattoo fades from the skin.", + "If a creature gets a new magical tattoo when their limit on invested items has already been reduced to zero, the new tattoo's magic fails to take hold, and it becomes a non-magical tattoo instead. However, a tattooist can alter an existing tattoo when they {@action Craft} a tattoo, modifying the old one into a different magical tattoo and removing the old effect. Magical tattoos can usually be {@book upgraded||11|Craft Requirements} into their greater versions by having a tattooist add to or modify the existing tattoo." + ] + } + ] + }, + { + "type": "pf2-sample-box", + "name": "Cultural Tattoos", + "source": "SoM", + "page": 165, + "entries": [ + "Tattoos are commonplace in many societies on Golarion but hold greater meanings in certain cultures. Notable tattooing traditions of the Inner Sea include the following.", + "{@b Shoanti} mark their coming of age with a tattoo at the same time that they get their full name. Shoanti magical tattoos emphasize practicality, typically featuring spells to enhance survival, help in the hunt, or grant divinatory guidance. The specific patterns vary depending on the quah, such as symbols of night for the Lyrune-Quah or bones and skulls for the Skoan-Quah.", + "{@b Varisians} frequently get tattoos, with individuals choosing images that fit their tastes or tell their story. However, a few symbols are common: seven-pointed stars, butterflies and other creatures associated with freedom, and objects associated with the arts. Seven special symbols represent the schools of magic: {@i avaria} (transmutation), {@i avidais} (abjuration), {@i carnasia} (enchantment), {@i idolis} (conjuration), {@i ragario} (evocation), {@i vangloris} (illusion), and {@i voratalo} (necromancy).", + "{@b Thassilonians} acquire runic tattoos, typically of the seven schools of rune magic (page 238). Though these magical tattoos were originally considered a path to power rather than an aesthetic, spiritual, or cultural marker, in New Thassilon, they've taken on new meaning. Many New Thassilonians, displaced through time as they are, imitate these tattoos as a way to reconnect with their culture\u2014even if the tattoos don't contain any magic.", + "{@b Varki} women of northern Avistan practice tattooing traditions to mark milestones and accomplishments in their lives. The geometric markings on their faces, hands, and wrists remain visible even in the cold-weather clothing they wear most of the time.", + "{@b Seafarers}, including Bonuwat traders, Taotake navigators, and the pirates of the Shackles, get tattoos to commemorate voyages or to map journeys. These tattoos can be highly varied, and artists collect them from a variety of cultures with a plentitude of tattooing techniques.", + "{@b Orcs} endure painful tattooing processes to show their endurance, bravery, and coming of age. They mostly avoid representational tattoos, preferring striking patterns and designs, especially those that accentuate the shapes of their scars. Orcs in the Mwangi expanse rely on magical tattoos to ward them against the magic of the demons prevalent in their lands. The {@item blessed tattoo|lowg} on page 92 of Lost Omens World Guide is similar to the magical tattoos presented here and protects against demons.", + { + "type": "pf2-title", + "name": "Human Tattoo Feats" + }, + "Many Varisian and New Thassilonian tattooing traditions are represented by feats in {@i Lost Omens Character Guide} that create arcane tattoos: {@feat Arcane Tattoos|LOCG}, {@feat Ornate Tattoo|LOCG}, and {@feat Virtue-Forged Tattoos|LOCG}." + ] + }, + { + "type": "pf2-h2", + "name": "Tattoos", + "source": "SoM", + "page": 164, + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@item Familiar Tattoo|SoM}", + "{@item Rune of Sin|SoM}", + "{@item Warding Tattoo|SoM}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 166, + "name": "Personal Staves", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "When the local shops' offerings don't quite match up with the needs of an adventuring spellcaster, they might want to make their own staff to reflect their personal brand of magic. Doing so isn't easy, and only a chosen few know the techniques to create a brand new staff." + ] + }, + "A custom staff is always unique, and you need your GM's permission to create one and introduce it to your game.", + { + "type": "pf2-h2", + "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 {@skill 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\u2014though 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": "pf2-h2", + "name": "Revising the Staff", + "source": "SoM", + "entries": [ + "As you level up, your staff will get less useful unless you upgrade it. You might also want to make revisions as you play if you come to dislike the spells you chose.", + "To change spells already in the staff, use the {@action Craft} activity with a Price equal to 1/10th the staff's Price. You can swap out any of the spells in the staff when you finish. The new spells have to have the staff's chosen trait and be an appropriate level, just as though you were choosing them when initially making the staff, and you must provide castings of them.", + "Upgrading the staff is similar to {@book upgrading||11|Craft Requirements} an item to a higher-level version. Decide the staff's new level. Pay the difference in Price, pick the new spells, and use {@action Craft} for the upgrade. You must supply castings of the new spells. Upgrading doesn't let you switch any of the spells you'd previously chosen." + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 167, + "name": "Spell Catalysts", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The divergent magical practices of Golarion mean there's no one way to cast a spell. Whether out of competitiveness or a desire to personalize their spellwork, many magic users have added or substituted material components beyond the conventional." + ] + }, + "Items with the {@trait catalyst} trait are consumable material spell components that alter or magnify specific spells. {@action Activate an Item||Activating} a catalyst is part of {@action Cast a Spell||Casting the Spell}. The catalyst might increase the number of actions required to {@action Cast the Spell}, as indicated in the catalyst's Activate entry. Additionally, the spell gains material components if it didn't have them already or adds the catalyst to its existing components. Because the catalyst becomes part of the material components, you can draw the catalyst as part of {@action Cast a Spell||Casting the Spell}.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Dazzling Rosary|SoM}", + "{@item Dimensional Knot|SoM}", + "{@item Firestarter Pellets|SoM}", + "{@item Force Tiles|SoM}", + "{@item Noxious Incense|SoM}", + "{@item Shimmering Dust|SoM}", + "{@item Soothing Scents|SoM}", + "{@item Thunderbird Tuft|SoM}", + "{@item Waterproofing Wax|SoM}" + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 170, + "name": "Spellhearts", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Spellhearts are made from the same basic materials as talismans, though their complex construction\u2014magically iterated around the concept of a single kind of spell\u2014gives them a variety of additional powers and means they persist rather than burning out when used." + ] + }, + "Unlike talismans, a spellheart can be used repeatedly, and doesn't burn out after use. Each spellheart can be attached to different items, giving a benefit depending on your choice, which means you can plan ahead in facing expected dangers. They have the spellheart trait.", + "{@b {@trait Spellheart}}: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the {@action Affix a Talisman||Affix a Spellheart} activity, which is otherwise identical to {@action Affix a Talisman}. The limit of one talisman per item remains\u2014an item can have one spellheart or one talisman, not both. The rules related to talismans and affixing them are on page 565 of the Core Rulebook. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. {@action Craft||Crafting} a spellheart requires the spells the spellheart can cast. For example, a {@item major five-feather wreath|som} requires {@spell air walk}, {@spell gale blast}, and {@spell wall of wind}.", + { + "type": "list", + "columns": 3, + "items": [ + "{@item Five-Feather Wreath|SoM}", + "{@item Flaming Star|SoM}", + "{@item Grim Sandglass|SoM}", + "{@item Perfect Droplet|SoM}", + "{@item Trinity Geode|SoM}" + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 173, + "name": "Consumables", + "entries": [ + { + "type": "pf2-h1-flavor" + }, + "{@note Please visit the {@filter items page|items||source=SoM|item=consumable} to view all Consumable Items from Secrets of Magic.}", + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "page": 175, + "source": "SoM", + "entries": [ + { + "type": "pf2-title", + "name": "Note Tied to a Bundle of Arrows Found in Diobel." + }, + "{@note Read on page 175 of Secrets of Magic.}" + ] + }, + { + "type": "list", + "columns": 2, + "style": "list-hang", + "items": [ + { + "type": "pf2-sample-box", + "name": "Materiality and Magic", + "source": "SoM", + "page": 177, + "entries": [ + "{@note Read on page 177 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-sample-box", + "name": "Pleasantly Consumable", + "source": "SoM", + "page": 177, + "entries": [ + "{@note Read on page 177 of Secrets of Magic.}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "source": "SoM", + "page": 179, + "name": "Permanent Items", + "entries": [ + { + "type": "pf2-h1-flavor" + }, + "{@note Please visit the {@filter items page|items||source=SoM|item=!consumable} to view all Permanent Items from Secrets of Magic.}", + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "source": "SoM", + "page": 180, + "entries": [ + { + "type": "pf2-title", + "name": "The Experiments of Hexen, #912" + }, + "{@note Read on page 180 of Secrets of Magic.}" + ] + }, + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "source": "SoM", + "page": 181, + "entries": [ + { + "type": "pf2-title", + "name": "Written statement found wedged between two pages in the court records of Galt" + }, + "{@note Read on page 181 of Secrets of Magic.}" + ] + }, + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "source": "SoM", + "page": 184, + "entries": [ + { + "type": "pf2-title", + "name": "Old Vellum affixed to an empty leather pouch" + }, + "{@note Read on page 184 of Secrets of Magic.}" + ] + }, + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "entries": [ + { + "type": "pf2-title", + "name": "Personal Correspondence between sisters from Haugin's Ear" + }, + "{@note Read on page 187 of Secrets of Magic.}" + ], + "source": "SoM", + "page": 187 + }, + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "entries": [ + { + "type": "pf2-title", + "name": "Magrithar's Magical Compendium, p.284" + }, + "{@note Read on page 188 of Secrets of Magic.}" + ], + "source": "SoM", + "page": 188 + }, + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "entries": [ + { + "type": "pf2-title", + "name": "Parchment scrap recovered from the embers of Salford's School of Conjury" + }, + "{@note Read on page 190 of Secrets of Magic.}" + ], + "source": "SoM", + "page": 190 + }, + { + "type": "paper", + "style": "paper--dark letter", + "noIndentLastEntry": true, + "entries": [ + { + "type": "pf2-title", + "name": "Personal Journal Entry of Harlo Simly, of the Gildefax/Harlo feud" + }, + "{@note Read on page 191 of Secrets of Magic.}" + ], + "source": "SoM", + "page": 191 + } + ] + } + ] + }, + { + "type": "section", + "source": "SoM", + "page": 193, + "name": "Chapter 5: Book of Unlimited Magic", + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "I managed to get my hands on a copy of the Book of Unlimited Magic! Not only that, it's a copy from the Hetshepsu line, which means it even has some details on true names. This is a rare find, so when you borrow it, please use a page turner to keep the oils from your hands off the pages!" + ] + }, + { + "type": "pf2-sidebar", + "name": "Access To Rules Elements", + "entries": [ + "Sometimes, a stat block for an uncommon rules element might include a bold Access entry that lists specific criteria. A character who meets the criteria listed in the Access entry gains access to the rules element. For instance, a shadowcaster can choose a shadow familiar, even though it's uncommon. Access entries are often used in other books to give appropriate access to creatures from specific regions or organizations.", + { + "type": "pf2-title", + "name": "Class Archetypes" + }, + "This section includes several class archetypes: elementalist, flexible spellcaster, runelord, and wellspring mage. These archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class.", + "You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer.", + "It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype." + ] + }, + "This chapter provides you with a wide variety of unusual magical practices and character options, many of them uncommon or rare. By adding them to your game, you can expand and enrich the narrative of how magic works. The chapter is organized into the following sections.", + "{@indentSubsequent {@b {@book Cathartic Magic|SoM|6|Cathartic Magic}} allows a spellcaster to harness pent-up emotions to enter a state of emotional fervor, gaining special benefits from the emotion but risking emotional fallout once the fervor ends.}", + "{@indentSubsequent {@b {@book Elementalism|SoM|6|Elementalism}} has options for characters focused on elemental magic, including elementalists who focus their entire spell list on the elements, elemental stances for monks, and druid orders of flame, stone, and waves.}", + "{@indentSubsequent {@b {@book Flexible Preparation|SoM|6|Flexible Preparation}} represents the culmination of spellcasters' research and experimentation to gain the best of both worlds between prepared spellcasting and spontaneous spellcasting.}", + "{@indentSubsequent {@b {@book Geomancy|SoM|6|Geomancy}} taps into the natural world around the spellcaster, giving them benefits depending on the terrain, even allowing the spellcaster to simulate the energies of a different terrain.}", + "{@indentSubsequent {@b {@book Ley Lines|SoM|6|Ley Lines}} embody the magical veins and arteries of the multiverse, flowing with energy across worlds and planes alike and gathering at special locations called nodes. Spellcasters can learn to tap into ley lines, though doing so presents a significant gamble.}", + "{@indentSubsequent {@b {@book Pervasive Magic|SoM|6|Pervasive Magic}} covers situations and settings where magic is {@i everywhere}, infusing the land itself with unusual effects and trickling down to every creature in the area.}", + "{@indentSubsequent {@b {@book Shadow Magic|SoM|6|Shadow Magic}} surrenders the piece of a spellcaster's soul that keeps out the darkness, allowing themselves to learn new magic or to gain shadowy animal companions and familiars.}", + "{@indentSubsequent {@b {@book Soul Seeds|SoM|6|Soul Seeds}} magically attach to a creature's soul, then grow in the breadth of their magic in a similar fashion to relics.}", + "{@indentSubsequent {@b {@book Soulforged Armaments|SoM|6|Soulforged Armaments}} bond weapons, armor, or shields to the forger's soul, allowing the soulforger to manifest their armament at a moment's notice and even bring forth an empowered true form.}", + "{@indentSubsequent {@b {@book Thassilonian Rune Magic|SoM|6|Thassilonian Rune Magic}} divides magic into seven runes associated with the seven sins. Each runelord embodies one of the seven schools, gaining significant advantages with their school spells.}", + "{@indentSubsequent {@b {@book True Names|SoM|6|True Names}} allow a practitioner to learn the secrets of a being's inner nature, granting them an incredible amount of leverage to compel that creature into service.}", + "{@indentSubsequent {@b {@book Wellspring Magic|SoM|6|Wellspring Magic}} is both a blessing and a curse: it grants a deep infusion of magic, potentially allowing the casting of many spells, but it also risks out-of-control wellspring surges if the power becomes too much to handle.}", + { + "type": "pf2-h1", + "name": "Cathartic Magic", + "source": "SoM", + "page": 194, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Some spellcasters draw their magic from the gods, while others shape it by precisely manipulating unseen energy. Still others fuel their magic with raw emotion: the cathartic mages. Their emotional magic is powerful, but raw and unpredictable." + ] + }, + "{@b Rarity:} {@trait Uncommon}", + "Catharsis, the process of purging pent-up emotions, places a cathartic mage in a heightened emotional state much like a barbarian's rage. Magical energy pours out, often manifesting in visible displays that cascade off the mage. This can even produce a faint echo of the released emotion within those nearby. Though it seems reasonable that the caster's pent-up emotion would be one that they normally repress, this is by no means required. A cathartic mage could be a generally happy and positive person who still enters an enhanced state as a magical wave of joy overwhelms them.", + "The magic of emotions is as difficult to master as emotions themselves. Practitioners of this art find themselves tired, unfocused, or in physical pain after tapping into their deepest feelings. It often takes time for these users to reclaim mastery of their own minds. Most cathartic mages find a mundane activity to help settle themselves, such as reading, needlepoint, or simple meditation.", + { + "type": "pf2-h2", + "name": "Roleplaying", + "source": "SoM", + "page": 194, + "entries": [ + "Using cathartic magic in your game invites heavy use of role-playing emotional states, which can be a challenge for some game tables. Players need to check with their GMs and other players to ensure these rules are appropriate for the game. Entering an emotional fervor doesn't mean anything a character does in that state is acceptable. As always, adding new rules doesn't excuse being rude to other players.", + "It's also important to keep the cathartic emotion from overshadowing the other parts of your character, as it works best as part of a well-rounded personality. It's a powerful emotion, though not your {@i only} emotion. This power can be a double-edged sword, but it doesn't have to be. It could be a fun quirk, a deep struggle, or a mysterious power your character wants to investigate." + ] + }, + { + "type": "pf2-h2", + "name": "Gamemastering", + "source": "SoM", + "page": 194, + "entries": [ + "One of the reasons cathartic magic is uncommon has to do with the adjustments the GM must make to incorporate it in the game. Some situations that would normally be detrimental for PCs, like becoming controlled or critically failing at a roll, can be a trigger for powering up instead! Some emotions require a PC or NPC to be an emotional focus, making the ability largely useless if the PC is separated from that person.", + { + "type": "pf2-h3", + "name": "Gamemastering", + "source": "SoM", + "page": 194, + "entries": [ + "In the right circumstances, a GM might introduce cathartic magic into the game without a player pursuing it first. For example, if a mind-controlled bodyguard is ordered to slay someone they vowed to protect, the GM might decide they can take the Catharsis reaction from the Cathartic Mage Dedication. Like any reaction, it still poses a choice\u2014the player could choose not to take it. If the player enjoys this mechanical reveal, they might even want to invest feats into the {@archetype Cathartic Mage|SoM} archetype." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "{@archetype Cathartic Mage|SoM} (Archetype)", + "source": "SoM", + "page": 194, + "entries": [ + "Emotions are powerful, and you can tap into that power to enhance your magic for a time. You learn to harness a particular emotional state under the right conditions, but be warned: emotions are volatile and destructive if left unchecked. The experience often leaves you reeling from the unhindered emotion, requiring a rest or distraction before tapping into it again.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Cathartic Mage Dedication|SoM}", + "{@feat Basic Cathartic Spellcasting|SoM}", + "{@feat Cathartic Focus Spell|SoM}", + "{@feat Work Yourself Up|SoM}", + "{@feat Expert Cathartic Spellcasting|SoM}", + "{@feat Infectious Emotions|SoM}", + "{@feat Master Cathartic Spellcasting|SoM}" + ] + }, + { + "type": "pf2-sidebar", + "name": "Emotional Focus", + "entries": [ + "Some emotional states, such as love or hatred, require the caster to focus on a specific individual called their emotional focus. Your emotional focus can change over time with you choosing a new focus after an important part of your story is resolved. Work with your GM to determine when this change happens. An emotional focus doesn't get a say in the matter; the cathartic spellcaster's emotions determine the bond. However, making another PC your emotional focus could result in an uncomfortable social dynamic. You should check with that PC's player in advance to see if such a link is acceptable." + ] + }, + { + "type": "pf2-h2", + "name": "Emotional States", + "source": "SoM", + "page": 196, + "entries": [ + "The following emotional states are used in the Cathartic Mage archetype. Each emotional state's entry lists the following pieces of information.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} The event or conditions you must meet to take your Catharsis reaction.", + "{@b Catharsis Activation} The benefit when you use Catharsis.", + "{@b Emotional Fervor} Benefits you gain for 3 rounds after you use Catharsis. This entry also lists a spell you're able to cast while in your emotional fervor. You must expend a spell slot to cast it. This slot must be of at least the spell's level, and the spell is automatically heightened to the level of slot you expended.", + "{@b Emotional Fallout} The effect you experience when your emotional fervor ends.", + "{@b Focus Spell} The focus spell you gain if you select the {@feat Cathartic Focus Spell|SoM} archetype feat." + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Anger", + "source": "SoM", + "page": 196, + "entries": [ + "Your destructive wrath allows you to harm your foes but causes you pain in the process.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} An enemy deals damage to you. You can't use this reaction if you're {@condition fatigued}.", + "{@b Catharsis Activation} If you're {@condition grabbed}, {@condition immobilized}, or {@condition restrained}, you can attempt to {@action Escape}. If you succeed, the creature or hazard imposing the condition on you (if applicable) takes force damage equal to your level.", + "{@b Emotional Fervor} When you {@action Cast a Spell} from your spell slots, if the spell deals damage and doesn't have a duration, you gain a status bonus to that spell's damage equal to the spell's level. Spell: {@spell draw ire|SoM}", + "{@b Emotional Fallout} You become {@condition fatigued} until you Settle your Emotions.", + "{@b Focus Spell} {@spell athletic rush}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Awe", + "source": "SoM", + "page": 196, + "entries": [ + "Your powerful sense of wonderment can be infectious and distracting.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} You or an ally within 30 feet critically succeeds on an attack roll against an enemy's AC or a skill check against one of an enemy's DCs.", + "{@b Catharsis Activation} If you're {@condition fascinated} or {@condition stupefied}, you can attempt an additional save to end the effect if it allowed a save.", + "{@b Emotional Fervor} When you cast a spell, choose one creature that was hit by your spell attack roll or that failed its saving throw, if any. That creature becomes {@condition fascinated} with you until the end of its next turn. It's then temporarily immune to this fervor effect for 1 hour. Spell: {@spell glitterdust}", + "{@b Emotional Fallout} You become {@condition flat-footed} until you Settle your Emotions.", + "{@b Focus Spell} {@spell dazzling flash} (doesn't require a religious symbol)" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Dedication", + "source": "SoM", + "page": 196, + "entries": [ + "Your commitment protects those you are dedicated to but can lead to dependency. Your emotional focus is an individual creature you're bound to (see Emotional Focus sidebar).", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} Your emotional focus takes damage from an enemy while within 30 feet of you.", + "{@b Catharsis Activation} Your emotional focus gains a number of temporary Hit Points equal to half your level rounded up. These temporary HP last for 1 minute.", + "{@b Emotional Fervor} Your spells that target your emotional focus gain the benefits of Reach Spell. When you cast a healing spell that affects your emotional focus, your emotional focus also gains temporary HP equal to the spell's level in addition to the spell's effects. These temporary HP last for 1 minute. Spell: {@spell spirit link}", + "{@b Emotional Fallout} Until you Settle your Emotions, you can't Cast Spells unless you're adjacent to your emotional focus.", + "{@b Focus Spell} {@spell protector's sacrifice}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Fear", + "source": "SoM", + "page": 196, + "entries": [ + "You let your fear fuel you, rather than consume you, but it burns your endurance.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} An enemy makes you {@condition frightened}.", + "{@b Catharsis Activation} Increase your {@condition frightened} value by 1, to a maximum of {@condition frightened} 4.", + "{@b Emotional Fervor} You don't take the status penalty from the {@condition frightened} condition to your spell DCs or spell attack bonus. Instead, you gain a status bonus to spell attack rolls equal to the penalty you would've taken, and your foes take the same status penalty to their saving throws against your spells. Any other statistic takes the status penalty as normal. Spell: {@spell fear}", + "{@b Emotional Fallout} You are {@condition fleeing} for 2 rounds, running from the source of the {@condition frightened} condition that triggered your Catharsis. If that source is no longer present, you instead flee from the position where you were at the start of your emotional fallout.", + "{@b Focus Spell} {@spell waking nightmare}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "source": "SoM", + "page": 196, + "name": "Hatred", + "entries": [ + "Your unabashed hatred consumes your soul and causes your foe to falter. Your emotional focus is an individual enemy you detest (see Emotional Focus sidebar).", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} You start your first turn in an encounter against your emotional focus or one of their followers. If the encounter includes multiple eligible followers and doesn't include your actual emotional focus, choose one of the followers to act as your emotional focus for this encounter (or until your actual emotional focus shows up).", + "{@b Catharsis Activation} You can {@action Step} or {@action Stride}. You must end this movement closer to your emotional focus.", + "{@b Emotional Fervor} Your emotional focus is {@condition flat-footed} to you and takes a \u20132 status penalty to saves against your spells. You're {@condition flat-footed} to your emotional focus and take a \u20132 status penalty to saves against it. Spell: {@spell blood vendetta|APG}", + "{@b Emotional Fallout} You become {@condition stunned} 2.", + "{@b Focus Spell} {@spell cry of destruction}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "source": "SoM", + "page": 197, + "name": "Joy", + "entries": [ + "Your unbridled enthusiasm and positive attitude can lead you to success, but you might expend more energy than you planned.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} You critically succeed on an attack roll or save, or an enemy critically fails on a save against you.", + "{@b Catharsis Activation} Reduce the value of any {@condition frightened} or {@condition stupefied} condition you have by 1 and end any {@condition persistent damage||persistent mental damage} you have.", + "{@b Emotional Fervor} You gain a +1 status bonus to {@skill Performance} checks and to the spell attack rolls of {@trait emotion} spells, and enemies take a \u20131 status penalty to saves against your {@trait emotion} spells. Spell: {@spell hideous laughter}", + "{@b Emotional Fallout} You become {@condition fatigued} until you Settle your Emotions.", + "{@b Focus Spell} {@spell unimpeded stride}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "source": "SoM", + "page": 197, + "name": "Love", + "entries": [ + "You're joined by the bonds of love and nothing can break that, but love can distract you from other things in your life. Your emotional focus is someone you're in love with; they aren't required to love you back.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} Your emotional focus takes damage from an enemy while within 30 feet of you.", + "{@b Catharsis Activation} If either you or your emotional focus is {@condition confused} or {@condition controlled}, one of you can attempt a new saving throw against one confusing or controlling effect (if it allowed a save), ending the condition if the new save is a success. If both of you are eligible, your emotional focus gets the new save.", + "{@b Emotional Fervor} You gain a +1 status bonus to Will saves. If you cast a spell to benefit your emotional focus, this bonus increases to +3 until the start of your next turn. Spell: {@spell soothe}", + "{@b Emotional Fallout} You're {@condition fascinated} with your emotional focus for 1 minute.", + "{@b Focus Spell} {@spell soothing words}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Misery", + "source": "SoM", + "page": 197, + "entries": [ + "To suffer is to know you're alive; to make your enemies suffer as greatly as you have eases your suffering.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} You gain {@condition persistent damage} from a foe.", + "{@b Catharsis Activation} You gain a number of temporary Hit Points equal to your level. They last for 1 minute.", + "{@b Emotional Fervor} You can choose not to attempt a flat check to end {@condition persistent damage} you're taking. When you cast a damaging spell, you can choose one creature that failed its save or that you hit with your spell attack roll. That target takes {@condition persistent damage} of the same type the spell dealt, of an amount equal to the highest amount of {@condition persistent damage} you currently have. You can't choose a creature that's already taking {@condition persistent damage}. Spell: {@spell phantom pain}", + "{@b Emotional Fallout} You take an untyped penalty to any damage you would deal with any spell you cast until you Settle your Emotions. The penalty is \u20131 per spell level.", + "{@b Focus Spell} {@spell savor the sting}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Pride", + "source": "SoM", + "page": 197, + "entries": [ + "All is well as long as you appear well, but you get caught up in the moment and lose track of what's important.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} You critically fail on an attack roll or saving throw.", + "{@b Catharsis Activation} The critical failure becomes a failure.", + "{@b Emotional Fervor} Each time you cast an illusion spell, until the start of your next turn, any critical failure you roll on an attack roll or saving throw is a failure instead. Spell: {@spell color spray}", + "{@b Emotional Fallout} You momentarily lose track of what's real, becoming {@condition confused} for 1 round. Spell: {@spell mirror image}", + "{@b Focus Spell} {@spell veil of confidence}" + ] + } + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Remorse", + "source": "SoM", + "page": 197, + "entries": [ + "You attempt to overcome your failings, but your guilt stays with you.", + { + "type": "text", + "style": "pf2-stat pf2-stat__section--wide", + "entries": [ + "{@b Catharsis Trigger} An ally within 30 feet drops to 0 Hit Points.", + "{@b Catharsis Activation} You {@action Step} or {@action Stride}. You must end this movement closer to the triggering ally", + "{@b Emotional Fervor} Any spell you cast that restores Hit Points to the triggering ally gets a status bonus to the Hit Points healed equal to the spell's level, or double the spell's level if the ally is at 0 Hit Points. Spell: {@spell warrior's regret|SoM}", + "{@b Emotional Fallout} Your emotional weight crushes you, leaving you {@condition stupefied} 2 until you Settle your Emotions.", + "{@b Focus Spell} {@spell healer's blessing}" + ] + } + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Elementalism", + "source": "SoM", + "page": 198, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The world is a reflection of the Elemental Planes. Fire blazes in its core, cradled and calmed in a bed of Earth. Water brings the parched soil relief, strengthening as it soothes. All this is encapsulated by Air, which breathes life into the world. Elementalism is the belief these four elements are the components used to create all matter. Thus, magic is simply the manipulation of the four elements. Understanding these elements is the essence of elementalism." + ] + }, + { + "type": "pf2-h2", + "name": "Druidic Orders", + "source": "SoM", + "page": 198, + "entries": [ + "Elementalists eschew traditional magical divisions in favor of the elemental quaternity and rarely attempt a formal education. Instead, they travel Golarion, learning from the environment and elemental masters. These sojourns are referred to as pilgrimages, and the lessons learned along the way are called exposures or forms.", + "Druids are among the most well-known elemental masters, capable of harnessing the power of nature that exists below a mountain or flows through an ocean. Although some act as wardens to the world as a whole, most specialize into one of three orders that revere individual elements. Within these orders, as well as the {@class Druid||storm order|storm} that focuses on {@trait air}, a sizable contingent of druids devote themselves fully to elemental magic, choosing the {@archetype elementalist|SoM} class archetype. However, just as many druids in these orders access magic from the primal spell list normally, believing that they can still take a wider view of nature through the lens of their element.", + "Elementalist druids are more common in regions with strong traditions involving the cycle of elements, such as Jalmeray.", + { + "type": "pf2-h3", + "page": 198, + "name": "{@class Druid||Flame|Flame|SoM}", + "entries": [ + "You feel a kinship with flames and can use them for succor and destruction. You're trained in {@skill Acrobatics}. You also gain the {@feat Fire Lung|SoM} druid feat. You gain the {@spell wildfire|SoM} order spell. Allowing unnatural fires to spread or preventing natural fires from occurring in a way that harms the environment are anathema to your order (this doesn't prevent you from using fire destructively or force you to combat a controlled or natural fire)." + ] + }, + { + "type": "pf2-h3", + "page": 198, + "name": "{@class Druid||Stone|Stone|SoM}", + "entries": [ + "You're as enduring as stone, and you take comfort in its steadfast presence, both natural and worked. You're trained in {@skill Crafting}. You also gain the {@feat Steadying Stone|SoM} druid feat. You gain the {@spell crushing ground|SoM} order spell. Poisoning or polluting the land and heedlessly carving the earth to plunder its natural resources are anathema to your order (this doesn't prevent you from responsibly digging or mining)." + ] + }, + { + "type": "pf2-h3", + "page": 198, + "name": "{@class Druid||Wave|Wave|SoM}", + "entries": [ + "Water is the source of life, and you've learned to shape how it flows. You're trained in {@skill Medicine}. You also gain the {@feat Shore Step|SoM} druid feat. You gain the {@spell rising surf|SoM} order spell. Polluting water or allowing those who pollute water sources to go unpunished is anathema to your order (this doesn't force you to take action against potential water pollution or to sacrifice yourself against an obviously superior foe)." + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "The Four Elements", + "source": "SoM", + "page": 199, + "entries": [ + "The elements are clearly observable in the natural world, but philosophers ascribe deeper attributes that can be seen in a gust or heard in a geode.", + "{@indentSubsequent {@b Fire} is unbridled potential but must be tended with care. When nurtured, flames bring warmth and healing. They illuminate darkness and reveal truth, clearing old growth for new. But fire also burns, obscures, and destroys. An elementalist must learn to both bank and fuel the flames.}", + "{@indentSubsequent {@b Earth} is both cradle and tomb. It's home for most creatures, providing nourishment and shelter. But the earth runs deep and is too vast to fully control. An elementalist must listen carefully to the stones or risk their anger.}", + "{@indentSubsequent {@b Water} is soothing and enigmatic. Most living creatures are composed primarily of water and require water to survive; controlling water thus gives an elementalist power over the flow of life. Though water is the easiest element to work with, its depths are a mystery.}", + "{@indentSubsequent {@b Air} breathes life into myriad worlds but is ephemeral and often overlooked. In truth, air is the most difficult of elements to work with, as learning to grasp the ungraspable and see the unseen is notoriously difficult. Mastering air requires intuition, subtlety, and impressive powers of perception.}" + ] + }, + { + "type": "pf2-h2", + "name": "Druid Feats", + "source": "SoM", + "page": 198, + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Fire Lung|SoM}", + "{@feat Shore Step|SoM}", + "{@feat Steadying Stone|SoM}", + "{@feat Fire Resistance|SoM}", + "{@feat Natural Swimmer|SoM}", + "{@feat Sheltering Cave|SoM}", + "{@feat Advanced Elemental Spell|SoM}", + "{@feat Fiery Retort|SoM}", + "{@feat Harden Flesh|SoM}", + "{@feat Purifying Spell|SoM}" + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Focus Spells", + "source": "SoM", + "page": 200, + "entries": [ + "These elemental focus spells are available to druids of the {@class Druid||flame|flame|SoM}, {@class Druid||stone|stone|SoM}, and {@class Druid||wave|wave|SoM} orders and to characters with the {@archetype elementalist|SoM} class archetype.", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Combustion|SoM}", + "{@spell Crushing Ground|SoM}", + "{@spell Powerful Inhalation|SoM}", + "{@spell Pulverizing Cascade|SoM}", + "{@spell Rising Surf|SoM}", + "{@spell Stone Lance|SoM}", + "{@spell Updraft|SoM}", + "{@spell Wildfire|SoM}" + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Monk Stances", + "source": "SoM", + "page": 202, + "entries": [ + "Monks manipulate the elements within themselves to manifest magic. {@feat Mountain Stance} and {@feat Wild Winds Initiate} from the Core Rulebook provide earth and air.", + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Reflective Ripple Stance|SoM}", + "{@spell Stoked Flame Stance|SoM}", + "{@spell Inner Fire|SoM}", + "{@spell Rippling Spin|SoM}", + "{@spell Blazing Streak|SoM}", + "{@spell Wave Spiral|SoM}" + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Elemental Spell List", + "source": "SoM", + "page": 203, + "entries": [ + "{@note Please visit the {@filter spells page|spells||source=SoM|tradition & spell list=elemental} to view all Elemental Spells from Secrets of Magic.}" + ] + }, + { + "type": "pf2-sidebar", + "name": "Elementalism On Golarion", + "source": "SoM", + "page": 205, + "entries": [ + "{@note Read on page 205 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-h2", + "name": "{@archetype Elementalist|SoM} (Class Archetype)", + "source": "SoM", + "page": 206, + "entries": [ + "You revere the four elements\u2014air, earth, fire, and water\u2014as the building blocks of creation and the source of all life. You believe that by balancing, mixing, and rearranging these four elements, magic is made. This belief has led you to eschew traditional magical theories and divisions, and you instead focus on harnessing, manipulating, and shaping the four elements. You cast spells drawn from multiple traditions and can use the four elements to alter and empower your spells, making them manifest and mixing them in unique ways. Most elementalists embrace the four elements equally as a mystical quaternity, and they strengthen their connection to one of these elements each day to protect themselves from harm. Others, notably {@class sorcerer} and {@class wizard} elementalists, feel a stronger connection to a singular element that they hone to great heights, utilizing the other three elements to support and augment their favored element.", + { + "type": "pf2-h3", + "name": "Elemental Magic", + "level": 1, + "entries": [ + "You're a spellcaster that's specialized in harnessing the four elements. Though you might feel a stronger kinship for one element over the others, you're capable of shaping all of them. Due to your specialization in elemental magic, you have a smaller, more focused spell list than other spellcasters, though your magic is drawn from multiple traditions. If you choose this class archetype, you must select the {@feat Elementalist Dedication|SoM} 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.", + "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 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 Wizard Elementalist Adjustments:} If you're a {@class wizard} with an arcane school, instead of specializing in a school of magic, you specialize in one of the four elements: air, earth, fire, or water. Any benefits your arcane school would grant you that are associated with a selected spell school, you instead apply to your selected element. For example, if you select air as your element, you can prepare only spells that have the {@trait air} trait in your extra arcane school slots, you can prepare an extra {@filter air cantrip|spells||spell type=cantrip|Energy & Elements=Air|Tradition & Spell List=Elemental}, and you add an extra {@filter air spell|spells||Level=!0|Energy & Elements=Air|Tradition & Spell List=Elemental} from the {@filter elemental spell list|spells||Tradition & Spell List=Elemental} to your spellbook. Additionally, in place of your arcane school spell, you learn the {@filter initial elemental focus|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=1} spell of your selected element. In all other ways, your {@classFeature arcane school|Wizard||1} functions as written in the Core Rulebook. If you later select the {@feat Advanced School Spell} wizard feat, instead of gaining the listed school spell, you gain the {@filter advanced elemental focus spell|spells||Tradition & Spell List=Elemental|Spell Type=Focus Spell|Level=3} of your selected element." + ] + }, + "{@b Additional Feats:} {@b 4th} {@feat Familiar (Sorcerer)||Familiar}, {@b 6th} {@feat Enhanced Familiar (Sorcerer)||Enhanced Familiar}, {@b 8th} {@feat Current Spell|APG}, {@feat Water Step}.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Elementalist Dedication|SoM}", + "{@feat Dousing Spell|SoM}", + "{@feat Elemental Familiar|SoM}", + "{@feat Burning Spell|SoM}", + "{@feat Metabolize Element|SoM}", + "{@feat Rockslide Spell|SoM}", + "{@feat Wind-Tossed Spell|SoM}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Flexible Preparation", + "source": "SoM", + "page": 208, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "For millennia, debate raged among magical circles as to which spellcasters have the edge: those who cast spells spontaneously from a repertoire, since they can pull out whichever of those spells they require in a pinch, or those who prepare their daily spells, since they can plan and change out their spells each day to meet their varying needs. Yet, there have also been those who dared to have it all." + ] + }, + "Flexible spellcasters learn to prepare spells into a collection each day and can cast spells from their collection spontaneously. This combination makes such spellcasters the envy of their peers, but it comes with a significant cost. The magical power required to fuel their flexible casting draws heavily upon their magic's mental or vital essence, so they can cast far fewer spells each day. The strain manifests differently for each flexible spellcaster and varies by tradition, though it most commonly starts as a mild headache for arcane and occult spellcasters or fatigue for divine and primal spellcasters.", + "Flexible spellcasting wizards\u2014who sometimes prefer to use the more generic term for arcane spellcasters, arcanists\u2014are more common in schools and other places that practice experimental or innovative magic, such as the Occularium in the atheist nation of Rahadoum, the Magaambya magic school in the jungle of the Mwangi Expanse, or the many academies in the arcane nation of Nex. Flexible spellcasting druids, sometimes called fey callers, use the infinite possibilities of the First World and the magical curiosity of the fey to power their flexible magic. They more commonly appear in places where the veil to the First World is thin, such as the Land of the Linnorm Kings or the River Kingdoms. Flexible spellcasting clerics, sometimes called ecclesiasts, have an unorthodox connection to their deity, allowing them flexibility in the grace they earn through their prayers. They're more commonly itinerant, rather than connected to an established church. Flexible spellcasting witches, sometimes called invokers, have more personal connections with their patrons (even though the patron is still an enigma), allowing them to adjust their magic more easily.", + { + "type": "data", + "tag": "table", + "name": "Flexible Spellcaster Spells per Day", + "source": "SoM" + }, + { + "type": "pf2-h2", + "name": "{@archetype Flexible Spellcaster|SoM} (Class Archetype)", + "source": "SoM", + "page": 209, + "entries": [ + "You've learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.", + { + "type": "pf2-h3", + "name": "Flexible Spell Preparation", + "level": 1, + "entries": [ + "This class feature alters your spellcasting class feature (such as {@classFeature Arcane Spellcasting|Wizard||1} for the {@class wizard} or {@classFeature Divine Spellcasting|Cleric||1} for the {@class cleric}). If you choose this class archetype, you must select {@feat Flexible Spellcaster Dedication|SoM} as your 2nd-level class feat.", + "{@b Prerequisites:} You must have a class, such as {@class cleric||clerics}, {@class druid||druids}, {@class witch|apg|witches}, and {@class wizard||wizards}, that prepares spells in spell slots using the same number of prepared spells per day.", + "{@b Flexible Spellcaster Adjustments:} You learn spells as normal for your class (a {@class wizard} uses a spellbook, a {@class witch|APG} teaches spells to their familiar, and so on), but change your spellcasting from your class as follows.", + { + "type": "list", + "items": [ + "You can cast fewer spells each day. Your number of spell slots per day don't advance from 2 to 3 spells at even levels (see Table 5\u20141).", + "Reduce the number of cantrips you gain from your class by 2. This archetype doesn't change the way you prepare cantrips.", + "During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a {@class wizard}.", + "You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once.", + "Extra spell slots you gain that have additional restrictions, like the {@class wizard}'s specialist school spells or the cleric's divine font spells, don't change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar." + ] + }, + { + "type": "data", + "tag": "table", + "name": "Flexible Spellcaster Spells per Day", + "source": "SoM" + }, + { + "type": "pf2-sidebar", + "name": "Restricted Spell Slots", + "entries": [ + "When applying this archetype to a class that grants additional spell slots with restrictions, such as the specialist {@class wizard||wizard's} {@classFeature Arcane School|Wizard||1||specialist school} spells or the {@class cleric||cleric's} {@classFeature divine font|Cleric||1}, you still gain those additional slots, but they work as normal for your class, and they don't add more spells to your spell collection. A healing font grants you additional spell slots to cast {@spell heal} spells of the highest level you can cast, but doesn't add {@spell heal} to your spell collection. A harming font does the same for the {@spell harm} spell. As a specialist {@class wizard}, you prepare one spell per level from your specialty school, which also aren't added to your spell collection." + ] + }, + { + "type": "pf2-h3", + "name": "Heightening Spells", + "entries": [ + "Once you gain 2nd-level spells, you can heighten any spell in your spell collection to any level you can cast, similar to a spontaneous spellcaster's signature spells. The only restriction is that you must select at least one 1st-level spell for your collection each time you prepare, ensuring that you can use all your spell slots each day." + ] + }, + { + "type": "pf2-h3", + "name": "Adjucidating Class Feats and Features", + "entries": [ + "Some of your class feats or features might rely on the fact that you prepare spells in spell slots. While some class feats might no longer work or be necessary with the flexible spellcaster archetype, in many cases you can make a simple replacement and continue using the class feat. The following class feats simply require replacing \"a spell you have prepared\" or \"a prepared spell\" for \"a spell in your collection\" or \"a spell slot.\" For example, in {@feat Counterspell (Wizard)||Counterspell}, you'd replace \"a spell you have prepared\" in the trigger for \"a spell in your collection\" and \"expend a prepared spell\" for \"expend a spell slot.\" Similarly, in {@classFeature arcane bond|Wizard||1}, you'd replace \"cast one spell you prepared today and already cast\" with \"cast one spell in your collection you've already cast today.\"", + "The {@feat Counterspell (Wizard)||Counterspell} and {@feat Leyline Conduit} feats in the Core Rulebook need these substitutions, as does {@feat Form Retention|APG} from the Advanced Player's Guide. {@feat Spell Mastery|APG} provides additional restricted spells, like {@classFeature divine font|Cleric||1} or specialist spells; you can take it, but it doesn't add to your collection and works like normal prepared spells." + ] + }, + { + "type": "pf2-h3", + "name": "Disallowed Feats", + "entries": [ + "The following feats from the Core Rulebook aren't available for a flexible spellcaster: {@feat Call of the Wild}, {@feat Clever Counterspell}, {@feat Infinite Possibilities}, {@feat Reprepare Spell}, and {@feat Spell Combination}. The disallowed feats from the Advanced Player's Guide are as follows: {@feat Elemental Summons|APG}, {@feat Miraculous Possibility|APG}, {@feat Rites of Convocation|APG}, and {@feat Rites of Transfiguration|APG}." + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Geomancy", + "source": "SoM", + "page": 210, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The natural vistas of the world are varied and beautiful, and they contain power just waiting to be tapped. From the burning sands of a desert to the freezing tundra of a taiga, from the breathless heights of the tallest peak to the claustrophobic caverns deep underground, each type of terrain holds its own wonders. Geomancy is the study of the magic within these places, and while it has much in common with the primal forces of druidism, it focuses on the specifics of the many types of terrain and how they can resonate within someone who respects those details." + ] + }, + "To a geomancer, the world is a living tapestry of magic, woven together in different biomes and ecosystems that each interact with those around them, sometimes working together and other times at cross purposes. A novice geomancer learns to tap into that flow of magic and enhance their castings whenever their magic has a resonance with the surrounding area, but a true master can chain magic to build an artificial resonance cobbled together out of nothing more than their own power and connection to the land.", + { + "type": "pf2-sidebar", + "name": "Geomantic Stauration", + "entries": [ + "Areas of geomantic saturation are rare phenomena wherein either elemental matter or life essence strongly saturate a site or location, granting a unique magical effect. For example, the Crystal Womb deep underground is saturated with earth elemental energy. To represent a place of geomantic saturation, the rules for magical terrain in {@variantrule Pervasive Magic|SoM} are a good starting point.", + "To a geomancer, these areas also represent a potential source of power and learning. Tapping into or attuning with a saturated area might present a challenge for the geomancer, potentially requiring {@variantrule research|GMG} or a ritual similar to {@ritual establish nexus|SoM}. Successfully attuning to the areas might offer rare spells, feats, or other options for a geomancer to access or even a unique option available only by attuning with that specific saturation." + ] + }, + { + "type": "pf2-h2", + "name": "Terrain Types", + "entries": [ + "Each of the nine fundamental geomantic terrains represents a wide variety of environments and biomes. For instance, the mountain terrain applies to hilly regions, the forest terrain applies to jungles and rain forests, and the swamp terrain includes marshes and bogs. While each of these fundamental terrains isn't homogeneous and offers diverse magical secrets to a geomancer, over time, geomancers have nonetheless developed certain broad associations with each type.", + { + "type": "pf2-h3", + "name": "Aquatic Geomancy", + "entries": [ + "Rivers course, tides ebb and flow, and water shifts from ice to vapor, all while creatures grow and adapt within the depths. Casting spells in water calls for a free flow of ideas and emotions. Geomantic rituals intended to change one thing to another often take place in aquatic terrain, or in a liminal space between aquatic terrain and another type of terrain, such as a beach." + ] + }, + { + "type": "pf2-h3", + "name": "Arctic Geomancy", + "entries": [ + "Icy winds carry crystalline flecks of snow that distort the horizons, and desolate nights bring undulating light shows to the black skies. An arctic environment draws a geomancer toward illusory magic that replicates the splendor and mystery of the sparkling tundras, and to long-lasting protection against the elements." + ] + }, + { + "type": "pf2-h3", + "name": "Desert Geomancy", + "entries": [ + "Sandstorms rage as the sun glares down oppressive heat, only to retreat into a frigid night. Life is harsh in the desert, and only the powerful and adaptable survive; the desert's geomantic energies reflect that truth. When the environment is unforgiving, so is the geomancer, who brings forth punishing magic as merciless as trackless stone and sizzling sand." + ] + }, + { + "type": "pf2-h3", + "name": "Forest Geomancy", + "entries": [ + "Forest are defined by the thick growth of plants, a canopy of green home to creatures across every stratum from the forest floor to the treetops. All forests, from those of humid ferns to frozen conifers, share growth and creation. This generative power thrives in a geomancer, coming to life in spells that spring vines and thorns or call forth ancient creatures tied to the land." + ] + }, + { + "type": "pf2-h3", + "name": "Mountain Geomancy", + "entries": [ + "Mountains reach to the skies above, breathtaking and impassable. They stand ever-vigilant and seemingly outside the passage of time until, over the course of eons, even they crumble. Mountains serve as barriers and thresholds: boundaries between nations and demarcations between lush windward and arid leeward. This role leads geomancers to associate mountains with wards and barriers." + ] + }, + { + "type": "pf2-h3", + "name": "Plains Geomancy", + "entries": [ + "The vast expanse of grasslands represent limitless potential spanning off in every direction. Animals and caravans alike migrate across the plains, but humans and other sapient creatures also settle down and build farms. The openness of the plains calls for spells of the wind, plant cultivation, and fast, effortless travel. A geomancer on the plains feels the vastness within them, stretching as broad as the distant horizons." + ] + }, + { + "type": "pf2-h3", + "name": "Sky Geomancy", + "entries": [ + "The open sky is a soaring realm of freedom and exhilaration. The sky is capricious, reflecting the moods of the firmament and altering those of the creatures that live beneath; its oppressive gray or clear blue evoke different emotions. As night falls, the heavens become a star-flecked wonderland beneath the pale gaze of the moon. The sky opens the geomancer to change and uncertainty, allowing for magic to move physical forms and enchantments to sway minds." + ] + }, + { + "type": "pf2-h3", + "name": "Swamp Geomancy", + "entries": [ + "Wetlands cultivate teeming life, though many of the organisms that thrive in swamps can also bring disease. Marshes, bogs, and fens have their own slightly different geomantic properties, but all envelop the geomancer, engulfing the self in gripping mud, murky water, and calls of buzzing insects. The magic of death and rebirth flourishes in the duality of the swamp." + ] + }, + { + "type": "pf2-h3", + "name": "Underground Geomancy", + "entries": [ + "Places beneath the surface of the world are home to countless secrets, from the caves just under the surface to deep, dark caverns of progressively increasing mystery and alien splendor. Twisting tunnels block sight but provide ghostly echoes, revealing distant truths to those who can interpret them. Geomancers feel the pull of the mysterious knowledge held deep in the earth, tracing through the ground as surely as mineral veins. Geomancers tap into this force to learn the answers to enigmas long forgotten to those on the surface." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "{@archetype Geomancer|SoM} (Archetype)", + "source": "SoM", + "page": 212, + "entries": [ + "You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties.", + "You might be a druid with an elemental focus (such as the {@class Druid|crb|flame|flame|SoM}, {@class Druid|crb|stone|stone|SoM}, or {@class Druid|crb|wave|wave|SoM} orders) or a naturalist with a touch of magic at your disposal. You could concentrate on a single type of terrain to wring every last drop of power from it or choose to wander the land to experience every type of terrain possible.", + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Geomancer Dedication|SoM}", + "{@feat Attunement Shift|SoM}", + "{@feat Shared Attunement|SoM}", + "{@feat Rough Terrain Stance|SoM}", + "{@feat Attuned Stride|SoM}", + "{@feat Draw From The Land|SoM}", + "{@feat Read The Land|SoM}", + "{@feat Terrain Shield|SoM}", + "{@feat Shifting Terrain|SoM}", + "{@feat Quickened Attunement|SoM}" + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Ley Lines", + "source": "SoM", + "page": 214, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Magical energy exists throughout the multiverse and flows within and without all aspects of reality. In places where this magical energy flows particularly strongly, it takes the form of ley lines: potent conduits of magic that flow throughout the cosmos. Magical energy travels through ley lines much like blood flows through the veins of living creatures. Ley lines transcend physical form and can be found throughout the universe, through entire worlds, and even across planes." + ] + }, + "Each ley line carries its own specific manifestation of magical energy. One ley line might contain the power to enhance divinations, while another forms a channel for the destructive power of fire. Regardless of a ley line's specific nature, its presence influences the world around it in subtle or overt ways.", + { + "type": "pf2-h2", + "name": "Ley Lines in your Game", + "entries": [ + "Though magical essence permeates the multiverse, it rarely concentrates in high enough volume to form a ley line, and as such, ley lines are rare, inscrutable phenomena. Those who overtax a ley line might find that its power fades, reroutes, or even backfires\u2014the ramifications of which can lead to interesting story explorations. In general, these rules assume that ley lines are few and far between in a setting and that one's presence holds notable significance in the game world.", + "Ley lines impact the world around them in considerable ways, which presents myriad narrative possibilities; for example, a wizard might build a tower on top of a ley line with magic that aids in planar research, or an entire civilization might structure their territory along a ley line to improve their wealth. Ley lines should also manifest magical side effects that relate to their nature, such as increased ambient temperatures or prevalent brushfires along a ley line attuned to fire magic. GMs should feel encouraged to explore how ley lines can affect their world.", + "Tapping into ley lines often provides benefits that alter spells, akin to metamagic (for example, the basic ley line on page 216 provides a choice between two metamagic effects from metamagic class feats). As such, spellcasters are the most likely to seek out and tap ley lines, but some ley lines provide benefits that any character capable of tapping into them can use; GMs should consider how an entire party can benefit from a ley line and what characters might enjoy some time in the spotlight.", + "A ley line might be a lasting benefit to the entire party, and discovering one could even serve as an interesting reward for them. The PCs might be encouraged to build a base of operations along a ley line or to establish a nexus at a ley line node.", + "Ultimately, the use of ley lines is rooted in the familiar mechanics of metamagic, meaning that they should be easy to add without complicating the game. Though they're presented as rare in this book, GMs might prefer them to be more common and are encouraged to create a unique setting featuring prevalent ley lines. Some settings might feature ley lines as common as rivers, influencing the magic and civilizations around them with the type of energy flowing through them. Consider whether the inclusion of ley lines will add or distract from to the richness of the story." + ] + }, + { + "type": "pf2-h2", + "name": "Locating Ley Lines", + "entries": [ + "Ley lines are typically imperceptible by mundane means, so locating a ley line requires a magical connection of some kind (though not necessarily the ability to cast spells). Typically, ley lines' sizes correlate with their potency, with higher-level ley lines usually being wider and easier to notice\u2014but ley lines are by nature enigmatic phenomena, and some particularly powerful ones are as thin as thread. In rare cases, ley lines might have physical manifestations that make their presence more apparent. For example, a ley line attuned to electrical energy might manifest as a constant stream of sparks and electricity arcing along the ley line's path, or a ley line suffused with positive energy might appear as a strip of overgrown and mutated plants.", + "A character can locate a ley line with a successful {@skill Occultism} check to {@action Identify Magic}, usually against a DC of 30 for a weak and minor ley line or 20 for a powerful one, but a particular line's presence might be more obvious if it has noticeable magical manifestations. A successful check reveals the location of a ley line but not its capabilities. Each ley line has at least one trait tied to a tradition of magic. To determine the effects of a ley line, a character must succeed at a check to {@action Identify Magic} based on its tradition, with a DC equal to the hard DC of the ley line's level. Finding the exact position, strength, and effects of a ley line can be extremely helpful for characters attempting to access the ley line's power." + ] + }, + { + "type": "pf2-h2", + "name": "Ley Line Nodes", + "entries": [ + "Ley line nodes are the point at which multiple ley lines intersect. Incredibly rare and powerful, nodes provide those who tap into them access to all of the intersecting ley lines' abilities, and they usually produce one or more additional effects based on the combination of intersecting ley lines. A ley line node's level is equal to that of the highest-level ley line that intersects at the node. Enterprising PCs or NPCs sometimes seek out nodes as sites to perform rituals to establish ley line nexuses. Such locations are jealously guarded by those who wish to claim the nexus's power." + ] + }, + { + "type": "pf2-h2", + "name": "Using Ley Lines", + "entries": [ + "While locating a ley line might be a difficult process, making use of a ley line's power is remarkably simple. Accessing the power of a ley line requires using the {@action Tap Ley Line|SoM} general skill action. The results of this action are based on the benefits and drawbacks of a ley line.", + { + "type": "pf2-h3", + "name": "Tap Ley Lines (Trained)", + "entries": [ + "You can use your magical prowess to temporarily access the power of a ley line. Tapping the Ley Line requires a skill check using the skill associated with its tradition ({@skill Arcana} for arcane, {@skill Nature} for primal, {@skill Occultism} for occult, and {@skill Religion} for divine). In cases where a ley line has multiple associated traditions, you can use any of the appropriate skills to Tap the Ley Line. The benefits of a ley line are always magical in nature and can be counteracted in a similar way to a magic item.", + { + "type": "data", + "tag": "action", + "name": "Tap Ley Line", + "source": "SoM" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Sample Ley Lines", + "entries": [ + "The following represent a number of different types of ley lines, each of which provides specific effects. GMs can use these ley lines as is or find some inspiration for new ley lines in their own games. Most ley lines are rare, but a specific ley line can be unique.", + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Basic Ley Line", + "traits": [ + "rare", + "evocation" + ], + "type": "Ley Line", + "level": "2", + "sections": [ + [ + [ + "Most ley lines are simply naturally occurring conduits of pure magical energy. Tapping into a basic ley line allows spellcasters to modify their spells. This ley line has the {@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal} trait as appropriate.", + { + "type": "successDegree", + "entries": { + "Benefit": "When you {@action Cast a Spell}, alter the spell as if you had just used your choice of either {@feat Reach Spell (Sorcerer)||Reach Spell} or {@feat Widen Spell (Sorcerer)||Widen Spell}.", + "Backlash": "The magical energy overwhelms your mind. You become {@condition stupefied} 1 until the end of your next turn." + } + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Energy Ley Line", + "traits": [ + "rare", + "evocation", + "primal" + ], + "type": "Ley Line", + "level": "4", + "sections": [ + [ + [ + "Energy ley lines are attuned to a specific type of energy and enhance that energy's power. They might form where the power from an Inner Plane with immense energy (such as an Elemental Plane, the Positive Energy Plane, or the Negative Energy Plane) seeps across a planar boundary. An energy ley line can be attuned to acid, cold, electricity, fire, force, positive, negative, or sonic energy and gains the respective trait for that energy. Higher-level energy ley lines can deal greater persistent damage on the benefit and greater damage on the backlash, usually {@damage 1d8} per 4 levels.", + { + "type": "successDegree", + "entries": { + "Benefit": "All damage of the associated energy type you deal clings to your targets, dealing an additional {@damage 1d8} {@condition persistent damage} of the ley line's energy type.", + "Backlash": "The energy rebounds, and you take {@damage 2d8} {@condition persistent damage} of the ley line's energy type." + } + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Focused Ley Line", + "traits": [ + "rare", + "arcane", + "divine", + "evocation", + "occult", + "primal" + ], + "type": "Ley Line", + "level": "10", + "sections": [ + [ + [ + "Focused ley lines are concentrated points of magical energy which are even more potent than other ley lines. These ley lines allow users to realign their magical connections almost immediately. Higher-level focused ley lines allow users to gain their benefits more times in a single day.", + { + "type": "successDegree", + "entries": { + "Benefit": "You gain a Focus Point, which is separate from your focus pool and doesn't count toward the cap on your focus pool. You can gain this benefit only if you have a focus pool. If you don't use this focus point before the benefit of the ley line runs out, it's lost. You become temporarily immune to the benefits of this ley line for 24 hours.", + "Backlash": "Your entire being becomes overwhelmed with magical energy. You become {@condition stupefied} 3 for 1 minute, and you can't {@action Refocus} for 1 hour." + } + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Haunted Ley Line", + "traits": [ + "rare", + "divine", + "necromancy", + "occult" + ], + "type": "Ley Line", + "level": "12", + "sections": [ + [ + [ + "Some ley lines form at sites of significant death. This results in haunted ley lines, which allow those who tap into them to blur the line between life and death. More powerful haunted ley lines grant the benefits of a higher-level {@spell blink} spell.", + { + "type": "successDegree", + "entries": { + "Benefit": "You're affected by {@spell blink} for the duration of the ley line benefit. You can {@action Sustain a Spell||Sustain the Spell} as though you had cast it, and you can choose the direction of your reappearance when you do so (you still reappear randomly at the end of your turn).", + "Backlash": "You get partially pulled into the Ethereal Plane. For 1 minute, you vanish and reappear in a random direction at the end of your turn as noted in the effects of blink, but you don't gain any of the other effects of the spell." + } + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "style": "book", + "data": { + "name": "Specialized Ley Line", + "traits": [ + "rare", + "arcane" + ], + "type": "Ley Line", + "level": "14", + "sections": [ + [ + [ + "Specialized ley lines empower specific types of magic. They most commonly come about where a practitioner of a particular type of magic has utilized their magical arts repeatedly, such as at locations of magical academies. Each specialized ley line is attuned to a specific school of magic and gains that school's trait. More powerful ones can heighten a spell multiple levels at once.", + { + "type": "successDegree", + "entries": { + "Benefit": "Spells you cast of the ley line's attuned school are empowered. When you {@action Cast a Spell} of that school, that spell is automatically heightened 1 level, up to a level equal to the highest spell level you can cast.", + "Backlash": "Your connection to the ley line's school of magic weakens, making it temporarily harder to manifest those spells. For 1 minute, all spells of the attuned school require one additional action to cast." + } + } + ] + ] + ] + } + } + ] + }, + { + "type": "pf2-h2", + "name": "Ley Line Rituals", + "entries": [ + "Those who build a stronghold on a ley line might use rituals to increase their advantage. The following rituals allow easier or more powerful benefits from ley lines.", + { + "type": "data", + "tag": "ritual", + "data": { + "name": "Empower Ley Line", + "source": "SoM", + "page": 216, + "level": 7, + "traits": [ + "rare", + "evocation" + ], + "cast": { + "number": 1, + "unit": "day", + "entry": "1 day" + }, + "cost": "magical foci worth a total value of 50 gp × the spell level × the target's level", + "secondaryCasters": { + "number": 6 + }, + "primaryCheck": { + "entry": "{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion},\nmatching the ley line's tradition (legendary)", + "skills": [ + "{@skill Arcana}", + "{@skill Nature}", + "{@skill Occultism}", + "{@skill Religion}" + ], + "prof": "legendary" + }, + "secondaryCheck": { + "entry": "{@skill Lore||Ley Line Lore} or {@skill Occultism}", + "skills": [ + "{@skill Lore}", + "{@skill Occultism}" + ] + }, + "range": { + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "targets": "1 ley line or ley line node up to double this ritual's level", + "duration": { + "type": null + }, + "entries": [ + "You draw upon surrounding magical energy to empower a ley line, enhancing both its {@trait positive} and {@trait negative} effects.", + "The duration of an empowered ley line's benefits increases: when you successfully Tap a Ley Line that's empowered, you gain its benefits until the end of your next turn on a success (1 minute on a critical success)", + "You take double the damage if you fail to Tap a Ley Line that's empowered and double the damage from the ley line's backlash effects (if any). If a backlash effect has a duration, that duration increases: a backlash effect that would ordinarily last until the end of your next turn now lasts for 1 minute, effects that last for 1 minute now last for 10 minutes, effects that last for 10 minutes now last for 1 hour, and effects that last for 1 hour now last for 1 day.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You empower the ley line until the next turning of the season.", + "Success": "You empower the ley line for 1 week.", + "Failure": "You fail to empower the ley line.", + "Critical Failure": "All casters take damage and suffer the ley line's backlash as if they had critically failed to Tap the Ley Line. This damage and backlash is enhanced as if the ley line were successfully empowered, leading to increased damage and longer backlash effects." + } + } + ] + } + }, + { + "type": "data", + "tag": "ritual", + "data": { + "name": "Establish Nexus", + "source": "SoM", + "page": 217, + "level": 5, + "traits": [ + "rare", + "consecration", + "transmutation" + ], + "cast": { + "number": 1, + "unit": "day", + "entry": "1 day" + }, + "cost": "magical foci worth 100 gp × the spell level × the node's level", + "secondaryCasters": { + "number": 2 + }, + "primaryCheck": { + "entry": "{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} based\non the ley line (master)", + "skills": [ + "{@skill Arcana}", + "{@skill Nature}", + "{@skill Occultism}", + "{@skill Religion}" + ], + "prof": "master" + }, + "secondaryCheck": { + "entry": "{@skill Lore||Ley Line Lore} or {@skill Occultism}", + "skills": [ + "{@skill Lore}", + "{@skill Occultism}" + ] + }, + "range": { + "entry": "10 feet", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "targets": "1 ley line node up to double establish nexus's level", + "duration": { + "type": null + }, + "entries": [ + "You focus the power of the node's intersecting ley lines into a powerful confluent point known as a ley line nexus.", + "The ley line nexus grows out from the node in a 20-foot radius. The ley line nexus is more open and available for access to creatures you designate. When Tapping the Ley Lines, these creatures get a degree of success one better than they rolled.", + { + "type": "successDegree", + "entries": { + "Critical Success": "The ley line nexus is established. The nexus is particularly powerful, allowing it to continually refresh its magical energy; thus, the nexus lasts for up to 100 years, unless the ley lines shift.", + "Success": "The ley line nexus is established and lasts for a year and one day, unless the ley lines shift.", + "Failure": "You fail to establish the ley line nexus.", + "Critical Failure": "All casters take damage and suffer backlash effects as if they had critically failed to Tap every Ley Line in the node simultaneously, and they can't attempt to Tap those Ley Lines for a year and one day." + } + } + ] + } + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Pervasive Magic", + "source": "SoM", + "page": 218, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere\u2014a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting." + ] + }, + "{@b Rarity:} {@trait Rare}", + "GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting).", + "Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland\u2014those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city.", + "The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats presented starting on page 219. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance.", + { + "type": "pf2-h2", + "name": "Tradition Traits", + "entries": [ + "Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice\u2014a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See page 220 for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems.", + "Creatures (including PCs) gain the following:", + { + "type": "list", + "items": [ + "A trait associated with one of the magic traditions: {@trait arcane}, {@trait divine}, {@trait occult}, or {@trait primal}.", + "The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait.", + "The {@action Cast a Spell} activity.", + "Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic.", + "Access to backgrounds and feats with the {@trait pervasive magic} trait (see below)." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Magical Backgrounds", + "entries": [ + "Characters in pervasive magic campaigns choose backgrounds normally, but they also have access to backgrounds that represent the influence of constant and powerful magic during their lives. Some of these backgrounds determine your innate magical trait.", + { + "type": "list", + "column": 3, + "items": [ + "{@background Energy Scarred|SoM}", + "{@background Mystic Tutor|SoM}", + "{@background Surge Investigator|SoM}" + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Feats", + "entries": [ + "This section presents new feats that are available only to creatures or characters from pervasive magic campaigns. All of these feats are class feats, but they can be taken by any class. When you take the feat, it gains the trait appropriate for your class.", + { + "type": "list", + "column": 2, + "items": [ + "{@feat Cantrip Casting|SoM}", + "{@feat Basic Spellcasting|SoM}", + "{@feat Expert Spellcasting|SoM}", + "{@feat Master Spellcasting|SoM}" + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Creature Adjustments", + "entries": [ + "In a world of pervasive magic, creatures gain at least one trait associated with a magical tradition. These traits reflect the creature's innate magical nature. In areas of localized pervasive magic, these traits represent the area itself.", + { + "type": "pf2-h3", + "name": "Arcane Adjustments", + "entries": [ + "The creature gains the {@trait arcane} trait and can cast a single innate spell from the arcane spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.", + { + "source": "SoM", + "page": 220, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-left", + "text-left" + ], + "rows": [ + [ + "Creature Level", + "Spell Level (Statistics)", + "Suggested Spells" + ], + [ + "\u20131 to 2", + "Cantrip (DC 15, attack +7)", + "{@spell Daze}, {@spell detect magic}, {@spell shield}, {@spell telekinetic projectile}" + ], + [ + "3 to 4", + "1st (DC 18, attack +10)", + "{@spell Charm}, {@spell fleet step}, {@spell grim tendrils}, {@spell magic missile}, {@spell sleep}" + ], + [ + "5 to 6", + "2nd (DC 21, attack +13)", + "{@spell Blur}, {@spell invisibility}, {@spell mirror image}, {@spell see invisibility}, {@spell spider climb}" + ], + [ + "7 to 8", + "3rd (DC 23, attack +15)", + "{@spell Blindness}, {@spell fireball}, {@spell haste}, {@spell hypnotic pattern}, {@spell lightning bolt}, {@spell wall of wind}" + ], + [ + "9 to 10", + "4th (DC 26, attack +18)", + "{@spell Blink}, {@spell confusion}, {@spell fire shield}, {@spell freedom of movement}, {@spell wall of fire}" + ], + [ + "11 to 12", + "5th (DC 29, attack +21)", + "{@spell Cloak of colors}, {@spell cloudkill}, {@spell cone of cold}, {@spell tongues}" + ], + [ + "13 to 14", + "6th (DC 31, attack +23)", + "{@spell Chain lightning}, {@spell spellwrack}, {@spell true seeing}" + ], + [ + "15 to 16", + "7th (DC 34, attack +26)", + "{@spell Fiery body}, {@spell prismatic spray}, {@spell true target}" + ], + [ + "17 to 18", + "8th (DC 35, attack +27)", + "{@spell Disappearance}, {@spell horrid wilting}, {@spell maze}" + ], + [ + "19 to 20", + "9th (DC 38, attack +30)", + "{@spell Meteor swarm}, {@spell prismatic sphere}" + ], + [ + "21 or higher", + "10th (DC 42, attack +34)", + "{@spell Time stop}, {@spell wish}" + ] + ], + "type": "table" + } + ] + }, + { + "type": "pf2-h3", + "name": "Divine Adjustments", + "entries": [ + "The creature gains the {@trait divine} trait and can cast a single innate spell from the divine spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.", + { + "source": "SoM", + "page": 220, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-left", + "text-left" + ], + "rows": [ + [ + "Creature Level", + "Spell Level (Statistics)", + "Suggested Spells" + ], + [ + "\u20131 to 2", + "Cantrip (DC 15, attack +7)", + "{@spell Detect magic}, {@spell divine lance}, {@spell guidance}, {@spell light}" + ], + [ + "3 to 4", + "1st (DC 18, attack +10)", + "{@spell Bane}, {@spell bless}, {@spell heal}, {@spell sanctuary}" + ], + [ + "5 to 6", + "2nd (DC 21, attack +13)", + "{@spell Death knell}, {@spell restoration}, {@spell silence}, {@spell spiritual weapon}" + ], + [ + "7 to 8", + "3rd (DC 23, attack +15)", + "{@spell Chilling darkness}, {@spell heroism}, {@spell sanctified ground}, {@spell searing light}" + ], + [ + "9 to 10", + "4th (DC 26, attack +18)", + "{@spell Divine wrath}, {@spell spell immunity}" + ], + [ + "11 to 12", + "5th (DC 29, attack +21)", + "{@spell Abyssal plague}, {@spell flame strike}, {@spell sending}, {@spell spiritual guardian}" + ], + [ + "13 to 14", + "6th (DC 31, attack +23)", + "{@spell Blade barrier}, {@spell righteous might}" + ], + [ + "15 to 16", + "7th (DC 34, attack +26)", + "{@spell Eclipse burst}, {@spell energy aegis}, {@spell sunburst}" + ], + [ + "17 to 18", + "8th (DC 35, attack +27)", + "{@spell Divine aura}, {@spell spiritual epidemic}" + ], + [ + "19 to 20", + "9th (DC 38, attack +30)", + "{@spell Overwhelming presence}, {@spell wail of the banshee}" + ], + [ + "21 or higher", + "10th (DC 42, attack +34)", + "{@spell Miracle}, {@spell revival}" + ] + ], + "type": "table" + } + ] + }, + { + "type": "pf2-h3", + "name": "Occult Adjustments", + "entries": [ + "The creature gains the {@trait occult} trait and can cast a single innate spell from the occult spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.", + { + "source": "SoM", + "page": 220, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-left", + "text-left" + ], + "rows": [ + [ + "Creature Level", + "Spell Level (Statistics)", + "Suggested Spells" + ], + [ + "\u20131 to 2", + "Cantrip (DC 15, attack +7)", + "{@spell Chill touch}, {@spell guidance}, {@spell ghost sound}, {@spell shield}" + ], + [ + "3 to 4", + "1st (DC 18, attack +10)", + "{@spell Bane}, {@spell charm}, {@spell fear}, {@spell grim tendrils}, {@spell ray of enfeeblement}" + ], + [ + "5 to 6", + "2nd (DC 21, attack +13)", + "{@spell Darkness}, {@spell false life}, {@spell paranoia}" + ], + [ + "7 to 8", + "3rd (DC 23, attack +15)", + "{@spell Enthrall}, {@spell haste}, {@spell slow}" + ], + [ + "9 to 10", + "4th (DC 26, attack +18)", + "{@spell Confusion}, {@spell phantasmal killer}, {@spell suggestion}" + ], + [ + "11 to 12", + "5th (DC 29, attack +21)", + "{@spell Abyssal plague}, {@spell black tentacles}, {@spell crushing despair}" + ], + [ + "13 to 14", + "6th (DC 31, attack +23)", + "{@spell Feeblemind}, {@spell repulsion}, {@spell spirit blast}" + ], + [ + "15 to 16", + "7th (DC 34, attack +26)", + "{@spell Mask of terror}, {@spell visions of danger}, {@spell warp mind}" + ], + [ + "17 to 18", + "8th (DC 35, attack +27)", + "{@spell Maze}, {@spell mind}, {@spell spirit song}, {@spell uncontrollable dance}" + ], + [ + "19 to 20", + "9th (DC 38, attack +30)", + "{@spell Telepathic demand}, {@spell unfathomable song}" + ], + [ + "21 or higher", + "10th (DC 42, attack +34)", + "{@spell Alter reality}, {@spell fabricated truth}" + ] + ], + "type": "table" + } + ] + }, + { + "type": "pf2-h3", + "name": "Primal Adjustments", + "entries": [ + "The creature gains the {@trait primal} trait and can cast a single innate spell from the primal spell list once per day. Use the creature's level (see the table below) to determine the spell's level. Use the spell DC and spell attack roll on the table if the creature does not already have those statistics.", + { + "source": "SoM", + "page": 220, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-left", + "text-left", + "text-left" + ], + "rows": [ + [ + "Creature Level", + "Spell Level (Statistics)", + "Suggested Spells" + ], + [ + "\u20131 to 2", + "Cantrip (DC 15, attack +7)", + "{@spell Electric arc}, {@spell produce flame}" + ], + [ + "3 to 4", + "1st (DC 18, attack +10)", + "{@spell Heal}, {@spell jump}, {@spell magic fang}, {@spell pass without trace}" + ], + [ + "5 to 6", + "2nd (DC 21, attack +13)", + "{@spell Barkskin}, {@spell enlarge}, {@spell resist energy}, {@spell shatter}" + ], + [ + "7 to 8", + "3rd (DC 23, attack +15)", + "{@spell Blindness}, {@spell slow}, {@spell stinking cloud}" + ], + [ + "9 to 10", + "4th (DC 26, attack +18)", + "{@spell Air walk}, {@spell freedom of movement}, {@spell solid fog}" + ], + [ + "11 to 12", + "5th (DC 29, attack +21)", + "{@spell Cloudkill}, {@spell elemental form}, {@spell wall of ice}" + ], + [ + "13 to 14", + "6th (DC 31, attack +23)", + "{@spell Baleful polymorph}, {@spell field of life}, {@spell tangling creepers}" + ], + [ + "15 to 16", + "7th (DC 34, attack +26)", + "{@spell Eclipse burst}, {@spell regenerate}, {@spell sunburst}, {volcanic eruption}" + ], + [ + "17 to 18", + "8th (DC 35, attack +27)", + "{@spell Earthquake}, {@spell horrid wilting}, {@spell punishing winds}" + ], + [ + "19 to 20", + "9th (DC 38, attack +30)", + "{@spell Nature's enmity}, {@spell storm of vengeance}" + ], + [ + "21 or higher", + "10th (DC 42, attack +34)", + "{@spell Cataclysm}, {@spell primal phenomenon}" + ] + ], + "type": "table" + } + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Magical Terrain", + "entries": [ + "From a city where strange lights flit from street to street, a cavern that can't be found by scrying, or a bog where illusions frolic, magical terrain can create memorable locations and challenges. This section describes several types of magical terrain that the GM can use in a pervasive magic setting. The size and location of each type of terrain is entirely up to the GM. The effects of magical terrain can be constant, or they might occur only under certain circumstances, such as a forest that becomes home to potent arcane magic only at night, or every century an eclipse on the winter solstice subjects a nearby city to ghoulish hunger.", + "Magical terrain fits well into pervasive magic campaigns, but can be used in any campaign as a way to help create unique and memorable encounters.", + { + "type": "pf2-h3", + "name": "Energy Surge Terrain", + "entries": [ + "Choose an energy type (acid, cold, electricity, fire, force, negative, positive, or sonic). Whenever a magic effect does damage of that type, it does additional damage (usually {@damage 1d6} additional damage, but the GM might increase or decrease the amount to depict stronger or weaker areas of surging energy)." + ] + }, + { + "type": "pf2-h3", + "name": "Heightened Terrain", + "entries": [ + "This type of terrain heightens spells cast within it. An area of heightened terrain could alter anything from a single spell to an entire school of magic or magical tradition. These areas vary greatly in appearance, evincing the influence of the specific type of magic heightened. Spells that match the criteria are heightened 1 level above the spell level they were cast at." + ] + }, + { + "type": "pf2-h3", + "name": "Metamagic Terrain", + "entries": [ + "Any eligible spell cast in this terrain has a particular metamagic effect added to it\u2014typically {@feat Reach Spell (Druid)||Reach Spell} or {@feat Widen Spell (Druid)||Widen Spell}. If the caster uses a {@trait metamagic} action before casting a spell, that action overrides the terrain's metamagic effect. These areas usually appear fairly normal, but fountains of magical energy spring up around a caster when they begin {@action Cast a Spell||Casting a Spell}." + ] + }, + { + "type": "pf2-h3", + "name": "Occult Magic Terrain", + "entries": [ + "In areas of occult magic, emotions run hotter, passions flare, and a mysterious intent permeates.", + "Any creature casting an occult spell gains a +1 circumstance bonus to Will saves, {@skill Deception} checks, {@skill Diplomacy} checks, {@skill Intimidation} checks, and {@skill Performance} checks until the end of its next turn." + ] + }, + { + "type": "pf2-h3", + "name": "Primal Magic Terrain", + "entries": [ + "In areas of primal magic, plant life is lusher, experiences are more vivid, and instincts are sharper\u2014the land itself seems vibrant and alive.", + "Creatures who cast a primal spell here gain a +10-foot status bonus to Speeds until the end of their next turn." + ] + }, + { + "type": "pf2-h3", + "name": "Spell-Touched Terrain", + "entries": [ + "Spell-touched terrain is enchanted with either a permanent spell effect or cast spells periodically.", + "{@indentFirst {@b Permanent Spell Effects:} This terrain, or all creatures in it, is affected by a certain spell. For example, all creatures in an area might be affected by {@spell blink}, or any creature that attempts to jump is automatically affected by a {@spell jump} spell. There might be a condition required before a creature gains the effects.}", + "{@indentFirst {@b Periodic Spell Casting:} The terrain itself casts spells at set intervals. These spells can affect all creatures, random creatures, or certain subcategories of creatures at the GM's discretion, and they might require a specific condition before they occur.}" + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "Limiting Pervasive Magic", + "entries": [ + "This section assumes that pervasive magic is an option the GM chooses to help make a memorable high-magic campaign with a unique feel, but these rules can still be used in a way that doesn't have to be quite as... pervasive. Using these rules only in specific parts of the world can help make adventures feel special and allows you to introduce the pervasive magic a campaign that's already in progress. You can imbue a location of any size with pervasive magic, from a nation where everyone is imbued with an affinity for fire magic to a lonely forest glade where certain spells are more powerful.", + { + "type": "pf2-title", + "name": "Example Pervasive Magic Locations" + }, + "Use the following list as inspiration when thinking of places in your campaign where the pervasive magic rules might apply.", + { + "type": "list", + "items": [ + "A waterfall that grants {@spell heroism} to anyone who survives a plunge from its heights.", + "A cavern that casts {@spell hallucinatory terrain}, preventing spelunkers from finding the exit.", + "A remote spring that removes a curse or disease once per year for those who bathe in its waters.", + "An impassable forest that frequently casts {@spell tanglefoot} and {@spell entangle} on creatures not native to its reaches.", + "A tavern where one patron each night is the target of a {@spell hideous laughter} spell." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Pervasive Magic in the Inner Sea", + "entries": [ + "There are many places on Golarion that could fit thematically in campaigns including pervasive magic or localized pervasive magic. The following are some examples of how GMs could apply pervasive magic rules to some of these areas.", + { + "type": "pf2-h3", + "name": "Absalom and Starstone Isle", + "entries": [ + "Traces of the dead god Aroden's divine power might create areas of pervasive magic. Creatures of any type might gain the {@trait divine} trait.", + "{@b Starstone Cathedral:} The magic of the Starstone could make this divine spell-touched terrain.", + "{@b Tyrant's Grasp:} The site of the Whispering Tyrant's defeat is still suffused with powerful necromantic magic. Necromantic spells could be heightened in this area." + ] + }, + { + "type": "pf2-h3", + "name": "Broken Lands", + "entries": [ + "The Broken Lands are marked by areas where primal magic flourishes. Wild creatures from these regions might show {@trait primal} traits.", + "{@b River Kingdoms:} The River Kingdoms, like other places with powerful First World connections, might feature areas of magical terrain with primal surges or areas where primal spells are heightened.", + "{@b Sarkoris:} The lingering effects of the Worldwound could create powerful pervasive magic effects in this region, boosting spells connected to the Abyss but risking corruption to spellcasters who rely too heavily on it." + ] + }, + { + "type": "pf2-h3", + "name": "Eye of Dread", + "entries": [ + "The Eye of Dread region has seen multiple events of immense magical power, and pockets of pervasive magic could riddle the entire region.", + "{@b Gallowspire:} The broken fortress of Tar-Baphon still teems with power. It might heighten necromantic magic and imbue undead inhabitants with the {@trait arcane} trait.", + "{@b Nirmathas:} Nirmathas has strong First World connections through the Fangwood forest and could be filled with primal magic near portals to the First World." + ] + }, + { + "type": "pf2-h3", + "name": "Golden Road", + "entries": [ + "Mostly due to the influence of Ancient Osirion, divine spell-touched terrain might appear in the region.", + "{@b Black Desert:} The power of unlife flourishes in this Vault deep in the Darklands. All necromancy spells could be heightened, and undead creatures from this area might gain the {@trait divine} trait." + ] + }, + { + "type": "pf2-h3", + "name": "High Seas", + "entries": [ + "Even the waters of the High Seas could hold locations where magic is pervasive.", + "{@b Azlanti Ruins:} The various ruins of Azlant might contain several variations of pervasive magic effects, most likely enhancing or affecting arcane magic.", + "{@b Eye of Abendego:} The unceasing storm might heighten and enhance air- or wind-affecting magic. Creatures in the area might gain the {@trait primal} magic trait." + ] + }, + { + "type": "pf2-h3", + "name": "Impossible Lands", + "entries": [ + "The Impossible Lands is the most magic-infused region in the Inner Sea. Many types of pervasive magic effects and terrain might be found throughout its reaches.", + "{@b Geb:} Geb's cities, especially the capital of Mechitar, might have heightened necromantic magic.", + "{@b Jalmeray:} The island nation might have energy surge terrain or other such areas that heighten elemental magic.", + "{@b Nex:} Several prominent locations within the magical kingdom might heighten {@trait arcane} magic." + ] + }, + { + "type": "pf2-h3", + "name": "Mwangi Expanse", + "entries": [ + "The Mwangi Expanse is a verdant region, and it could have pockets of primal magic terrain secreted throughout its wild lands.", + "{@b Mzali:} The temple-city of Mzali was once the center of an empire ruled by divine sun kings. A few creatures in this area might have the {@trait divine} trait, and divine magic could be heightened in parts of the city proper.", + "{@b Ruins of Kho:} These ruins of the first Shory flying city, smashed to the earth by the Tarrasque, still sputter with magical energies. Creatures from areas near the fallen city might gain the {@trait arcane} trait, and {@trait arcane} magic could be heightened in the area. Specific spots among the ruins might feature various types of energy surge terrain." + ] + }, + { + "type": "pf2-h3", + "name": "Old Cheliax", + "entries": [ + "Cheliax's connection to Hell and Nidal's ties to Zon-Kuthon might manifest as areas of divine spell-touched terrain.", + "{@b Barrowood:} While fey influences might lead to some areas of primal magic terrain, the Winter Grove where the first queen of House Thrune made her infernal pact could be covered in powerful Hellish, divine spell-touched terrain.", + "{@b Nidal:} The pall of darkness over Nidal might qualify as a powerful type of spell-touched terrain in a pervasive magic game, and there could be even more twisted manifestations of Zon-Kuthon across the land." + ] + }, + { + "type": "pf2-h3", + "name": "Saga Lands", + "entries": [ + "The Saga Lands are potential places for pervasive magic that enhances primal spells. Additionally, Thassilonian ruins might enhance magic associated with a particular school of magic (excluding divination).", + "{@b Lands of the Linnorm Kings:} Places with potent First World connections might qualify as {@trait primal} magic terrain." + ] + }, + { + "type": "pf2-h3", + "name": "Shining Kingdoms", + "entries": [ + "Many small areas of the Shining Kingdoms contain portals to the First World, and therefore might have the characteristic touch of primal magic common to such areas.", + "{@b Darkmoon Vale:} The area's affinity for evocation magic might make even innocuous creatures capable of dangerous magical bursts." + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Shadow Magic", + "source": "SoM", + "page": 224, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "While most types of magic are additive, arising from gaining knowledge or abilities, shadow magic is different\u2014to touch the shadow, a spellcaster must surrender the piece of their spirit that normally keeps the darkness out. This process permanently removes the spellcaster's ability to cast spells of light and warmth but compensates them with an unmatched facility for manipulating the energies of darkness and shadow." + ] + }, + "{@b Rarity:} {@trait Uncommon}", + "This section has options for both spellcasters who use shadow magic and for companions that dwell in the dark.", + "{@b {@archetype Shadowcaster|SoM|Shadowcasters}} sacrifice the magic of light to bind themselves to the darkness. Information about shadowcasters in the Inner Sea region can be found on this page and the {@archetype shadowcaster|SoM|archetype}.", + "{@b Shadow companions and familiars} can accompany shadowcasters or can join anyone else as shadowy compatriots. These creatures might follow one who's already traveling the path of shadow or might be strange ambassadors to someone of a more conventional stripe. {@archetype Shadowdancer|APG|Shadowdancers} with companions typically choose these creatures of shadow.", + { + "type": "pf2-h2", + "name": "Shadowcaster Origins", + "page": 224, + "source": "SoM", + "entries": [ + "Shadowcasters can come from any tradition of magic, though divine or occult casters are the most likely to attempt to master the power of shadow. Their magic is most entwined with the spirit, and thus they're most easily able to understand and accept the sacrifice necessary to become a shadowcaster. Primal practitioners are rarer, often finding the power of shadow antithetical to their goals and beliefs. Arcane spellcasters are slightly more likely to use shadow magic, but it isn't uncommon for wizards to question the value of the trade, unwilling to give up the ability to manipulate the powers of light in exchange for increased facility with shadow and darkness.", + "{@note Read the specific origins of Shadowcasters on page 224 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-h2", + "page": 226, + "source": "SoM", + "name": "Shadowcaster (Archetype)", + "entries": [ + "The world is full of shadows, but each living creature possesses a form of inner light to ward against that ever-present darkness... all except shadowcasters. By trading away that piece of their spirit, shadowcasters have removed a limiter, allowing them to gain magical power rooted in the darkness; however, this trade also exposes them to otherworldly whispers from the realms of shadow.", + "{@b Additional Feats:} {@b 4th} {@feat Familiar (Sorcerer)||Familiar}; {@b 6th} {@feat Enhanced Familiar (Sorcerer)||Enhanced Familiar}; {@b 12th} {@feat Shadow Magic|APG}; {@b 14th} {@feat Additional Shadow Magic|APG}, {@feat Shadow Illusion|APG}; {@b 16th} {@feat Shadow Power|APG}", + "{@note You can find the full {@archetype Shadowcaster|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}" + ] + }, + { + "type": "pf2-h2", + "name": "Shadow Companions", + "source": "SoM", + "page": 228, + "entries": [ + "Spellcasters aren't the sole purveyors of shadow magic. Some adventurers are guided on their path by companions with an inherent connection to shadow, whether or not the adventurer is a shadowcaster. Adventurers who would wield shadow should follow the guidance of such beings. {@archetype Shadowcaster|SoM|Shadowcasters}, as well as others who might stumble across this knowledge, have access to the shadow hound animal companion and the shade specialization option.", + "{@note The {@companion Shadow Hound|SoM} statblock can be found on the {@Pf2eTools Companions & Familiars|companionsfamiliars.html} page.}", + { + "type": "pf2-h3", + "name": "Shade Specialization", + "entries": [ + "The shade specialization is an alternative to the specialization benefits included on page 217 of the Core Rulebook, such as ambusher or tracker, that draws an animal companion closer to shadow. This specialization is {@trait uncommon}, though you gain access to it if you're a {@archetype shadowcaster}.", + { + "type": "pf2-h4", + "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." + ] + } + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "Stalking the Shadows", + "source": "SoM", + "page": 229, + "entries": [ + "{@note Read on page 229 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-h2", + "name": "Shadow Familiars", + "source": "SoM", + "page": 229, + "entries": [ + "Familiars bind themselves to mortals in a symbiotic relationship. Shadowcaster witches are among the most likely to obtain a familiar with the power of shadow, particularly those with the night patron. Others likely to take on shadow familiars include shadow bloodline sorcerers and darkness domain clerics.", + { + "type": "pf2-h3", + "name": "Shadow Familiar", + "source": "SoM", + "page": 229, + "entries": [ + "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.", + "{@note The full {@familiar Shadow Familiar|SoM} statblock can be found on the {@Pf2eTools Companions & Familiars|companionsfamiliars.html} page.}" + ] + }, + { + "type": "pf2-h3", + "name": "Familiar Abilities", + "source": "SoM", + "page": 229, + "entries": [ + "Shadow familiars use these additional familiar abilities. A shadowcaster, however, can select these abilities for any kind of familiar.", + "{@b {@familiarAbility Darkeater|SoM}:} Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level.", + "{@b {@familiarAbility Shadow Step|SoM}:} Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.", + { + "type": "ability", + "name": "Shadow Step", + "activity": { + "entry": "{@as 1}", + "number": 1, + "unit": "action" + }, + "requirements": "The familiar is in dim light or darkness.", + "traits": [ + "conjuration", + "shadow", + "teleportation" + ], + "entries": [ + "The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or {@trait occult} if you aren't a spellcaster." + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Soul Seeds", + "source": "SoM", + "page": 230, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light." + ] + }, + "{@b Rarity:} {@trait Rare}", + "Soul seeds are a special type of intangible relic (Gamemastery Guide 94), though because they bind to the soul of the creature that carries them, they can't be removed from the creature they're bonded with except on that creature's death (at which point the soul seed might manifest nearby or might be lost along with the bearer). Since soul seeds aren't physical objects, they never have Interact activations.", + { + "type": "pf2-sample-box", + "name": "Using Soul Seeds", + "entries": [ + "Here are some potential ways for a soul seed to come into being or be used in your story:", + { + "type": "list", + "items": [ + "A character can be born with a soul seed.", + "A soul seed is trapped in an obscure magical tome and bonds with the first creature to read the book.", + "Powerful emotion experienced in a place of great magic leads to the creation of a soul seed\u2014and might also invoke {@variantrule cathartic magic|SoM}.", + "Dreadful sacrifice creates a malignant soul seed." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Soul Seed Gifts", + "source": "SoM", + "page": 230, + "entries": [ + "The GM should follow the same guidelines and rules for granting soul seeds as for relics (Gamemastery Guide 94). 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.", + { + "type": "pf2-h3", + "name": "Dragon Gifts", + "entries": [ + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "dragon", + "name": "Breath of Dragons", + "category": "Minor Gift", + "traits": [ + "evocation" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 2}", + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You breathe out a cone or line of energy. You deal {@damage 2d6} damage for every 2 levels of the soul seed to all creatures in either a 30-foot cone or an 80-foot line, with a basic Reflex save. The shape is whichever is appropriate for the soul seed's draconic origin, as is the damage type. This ability has the trait matching the damage type." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "dragon", + "name": "Draconic Resistance", + "category": "Minor Gift", + "traits": [ + "abjuration" + ], + "sections": [ + [ + [ + "You grow scales that guard against draconic attacks. You gain a +1 status bonus to AC against attacks from dragons and resistance to an energy type corresponding to the soul seed's draconic origin (such as fire resistance from a red dragon) equal to half the relic's level (minimum resistance 1)." + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "dragon", + "name": "Dragon Strike", + "category": "Minor Gift", + "traits": [ + "evocation" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 1}", + "number": 1, + "unit": "action" + }, + "components": [ + "command" + ], + "frequency": { + "unit": "hour", + "freq": 1 + }, + "entries": [ + "Ghostly images of draconic claws form around your hands and linger in the air when you attack. For 1 minute, when you make a successful unarmed melee {@action Strike}, you deal an additional {@damage 1d6} slashing damage.", + "At 11th level, you can use the ability once per 10 minutes instead of once per hour." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "dragon", + "name": "Draconic Arrogance", + "category": "Major Gift", + "traits": [ + "enchantment", + "fortune" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as R}", + "number": 1, + "unit": "reaction" + }, + "components": [ + "command" + ], + "trigger": "You're about to roll a saving throw", + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You laugh at fate and revel in your draconic arrogance. If you roll a critical success on the saving throw, you can attempt to {@action Demoralize} the creature that created the effect that forced you to roll the saving throw (if any). If you roll a success, you critically succeed instead. If you roll a failure (but not a critical failure), you succeed instead. If you roll a critical failure, however, you're forced to face your own hubris and become {@condition frightened} 2." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "dragon", + "name": "Wyrm's Flight", + "category": "Major Gift", + "traits": [ + "transmutation" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 2}", + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "Ghostly draconic wings grant you a fly Speed equal to your Speed or 20 feet, whichever is greater. This lasts for 10 minutes or until you {@action Dismiss} the effect.", + "At 17th level, you can {@action Activate an Item||Activate} and {@action Dismiss} the ability as often as you want, and it has unlimited duration." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "dragon", + "name": "Draconic Ascendance", + "category": "Grand Gift", + "traits": [ + "transmutation" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 2}", + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "unit": "hour", + "freq": 1 + }, + "entries": [ + "The soul seed casts 8th-level {@spell dragon form} targeting you; you must take the dragon form corresponding to the soul seed's draconic origin." + ] + } + ] + ] + ] + } + } + ] + }, + { + "type": "pf2-h3", + "name": "Soul Gifts", + "entries": [ + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "soul", + "name": "Absorb Injury", + "category": "Minor Gift", + "traits": [ + "necromancy" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as R}", + "number": 1, + "unit": "reaction" + }, + "components": [ + "envision" + ], + "trigger": "an ally within 30 feet takes damage", + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any additional effects associated with the transferred damage, such as poison on the blade, conditions, or persistent fire damage from a critical hit with a {@item flaming} rune." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "soul", + "name": "Force Blast", + "category": "Minor Gift", + "traits": [ + "evocation" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 2}", + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "entries": [ + "A blast of force envelops a creature of your choosing within 30 feet. This blast deals {@damage 1d6} force damage, with a basic Fortitude save.", + "The damage increases by {@damage 1d6} at 3rd level and every 2 levels thereafter." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "soul", + "name": "Soul Puppet", + "category": "Minor Gift", + "traits": [ + "necromancy" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 3}", + "number": 3, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You bind loose souls, briefly animating an undead creature. The soul seed casts {@spell animate dead|apg} at a level equal to half the soul seed's level rounded up. You can {@action Sustain an Activation||Sustain this Activation} as you would the spell." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "soul", + "name": "Cleanse Soul", + "category": "Major Gift", + "traits": [ + "necromancy" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "1 minute", + "number": 1, + "unit": "minute" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The target's soul is bolstered against further curses, and they gain a +2 status bonus to saving throws against curses for 1 hour." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "soul", + "name": "Spirit Blink", + "category": "Major Gift", + "traits": [ + "conjuration", + "teleportation" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 2}", + "number": 2, + "unit": "action" + }, + "components": [ + "command", + "envision" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You blink between the realm of mortals and the Ethereal Plane. This grants you the effects of {@spell blink}, except the resistance is equal to the soul seed's level instead of 5." + ] + } + ] + ] + ] + } + }, + { + "type": "data", + "tag": "generic", + "data": { + "aspect": "soul", + "name": "Soul Magic", + "category": "Grand Gift", + "traits": [ + "enchantment", + "mental" + ], + "sections": [ + [ + [ + { + "type": "ability", + "activity": { + "entry": "{@as 1}", + "number": 1, + "unit": "action" + }, + "components": [ + "envision" + ], + "frequency": { + "unit": "day", + "freq": 1 + }, + "entries": [ + "You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of {@spell divine inspiration}." + ] + } + ] + ] + ] + } + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Soulforged Armaments", + "source": "SoM", + "page": 232, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Unrelenting commitment to a single purpose. Zealous compulsion to right a wrong. The inability to leave an important deed undone. These qualities have long served as primordial and potent components of magic. No starlet dropping, strand of spider's web, or poorly pronounced draconic sonnet can rival the power of belief. Tales of soulforged weapons, shields, and armor\u2014equipment created from the tenacity of a combatant's spirit alone\u2014 have circulated throughout Golarion for centuries." + ] + }, + "{@b Rarity:} {@trait Uncommon}", + "Soulforged armaments can be summoned only in the service of a higher purpose or calling, such as a blade called forth to avenge a wrongful death or a shield conjured to protect one's homeland from invasion. Weaponry, shields, or armor created in this way often visually resemble the purpose they were summoned to fulfill. For example, a dagger forged from a soulbond to assassinate the high council of a tyrannical nation might bear the names or likenesses of the targets\u2014only to see them crossed out or fade from view as each is eliminated.", + { + "type": "pf2-sidebar", + "name": "Soulforged Tales", + "source": "SoM", + "page": 232, + "entries": [ + "{@note Read on page 232 of Secrets of Magic.}" + ] + }, + { + "type": "pf2-h2", + "name": "Binding an Armament", + "source": "SoM", + "page": 232, + "entries": [ + "You bind an armament\u2014a weapon, shield, or suit of armor\u2014to your soul when you select the {@feat Soulforger Dedication|SoM} feat. This represents performing a special ritual to do so. You can choose an item you own to make soulforged or spontaneously manifest an item with a form drawn from your spiritual essence. In the latter case, you choose the form, selecting a mundane weapon, shield, or armor of level 1 or lower, either common or one to which you have access. An existing armament is deconstructed and then recreated with the substance of your soul binding it together, which changes the appearance to match the state of your soul. It might have a perfect surface and gleam in the faintest light if you have a noble soul or have a twisting, chaotic shape if your soul is wracked with turmoil. This appearance can change based on your actions. Most soulforgers also choose a unique name for their armament.", + "{@b Traits:} A soulforged armament is always magical. If it doesn't otherwise have any traits that make it magical, it gains the magical and evocation traits if it's a weapon or the magical and abjuration traits if it's a shield or armor.", + "{@b Extradimensional Storage:} The armament is stored in an extradimensional space when not in use, and you can Manifest it to summon it into your hands or onto your body. A soulforged armament can be Dropped, {@action Disarm||Disarmed}, or otherwise removed from you, but its soulforged abilities don't function for anyone else, and you can {@action Dismiss} the manifestation to return the items to the extradimensional space no matter where the items are. If you die or choose to pass ownership of a soulforged armament to a successor, it loses any soulforged abilities; violating the spirit of the soulforged bond by selling the item tends to have disastrous results. There might be special techniques or rituals by which a determined foe can break your bond with a soulforged item, but otherwise, your ability to {@action Dismiss} and Manifest it essentially means it can't be stolen.", + "{@b Essence Power:} Choose one essence power for your soulforged armament. You can bring the essence power forth once per day by tapping into the armament's essence form deep in your soul; essence powers can be found on page 236. You also choose a soulbond\u2014a cause true to your soul that links you and your armament. Going against this cause can give your armament a soulbond corruption that hinders you even while the armament isn't manifested." + ] + }, + { + "type": "pf2-sample-box", + "name": "Special Armament Types", + "source": "SoM", + "page": 233, + "entries": [ + "The types of items you can choose for your armaments are fairly flexible, but some require special rules.", + { + "type": "pf2-title", + "name": "Specific Items" + }, + "You can turn a specific item into your armament, such as a {@item flame tongue} or {@item sturdy shield}, though some unusual or special items can't be bonded, such as cursed items, artifacts, and intelligent items, in addition to other story-specific items at the GM's discretion. Bonding a specific item follows the standard procedure for upgrading or reshaping your armament.", + { + "type": "pf2-title", + "name": "Ammunition" + }, + "If a soulforged weapon requires ammunition, that ammunition appears with the weapon when you Manifest it. You can choose the way it appears, such as in a magical quiver that appears on your body, or simply floating in the air where you can pluck it to load or shoot your weapon. The form doesn't change how many or what type of actions reloading takes or any other functions of the ammunition. If you want anything other than basic ammunition for your weapon (such as a {@item sleep arrow}), you must attain and carry that ammunition separately.", + { + "type": "pf2-title", + "name": "Dual Weapons" + }, + "You can choose two one-handed weapons you want to wield simultaneously as your soulforged weapons. When you Manifest Soulforged Armament, both weapons appear. Because they're a pair, you must Manifest them together, having two hands free to do so, and Dismiss them simultaneously as well. The essence power applies to both weapons, so they share benefits like the new damage type and status bonus to damage from planar pain. However, you get any effects the bond grants you only once, as the dual weapons function as a single armament. For instance, if your essence power is healing grace, you can cast one heal spell when you manifest the essence form of your dual weapons, not two.", + { + "type": "pf2-title", + "name": "Attached Weapons" + }, + "An attached weapon (such as a {@item shield boss} or {@item shield spikes}) brings the item it's attached to with it when manifested or Dismissed. Manifest Soulforged Armament uses the item the weapon is attached to for its Requirements, so a shield boss would require you to have a hand free to hold the shield. If you have Soul Arsenal, you could have a soulforged weapon attached to a soulforged shield. These items work normally for Soul Arsenal, except that you can neither Manifest nor Dismiss one without the other." + ] + }, + { + "type": "pf2-h2", + "name": "Soul Path", + "source": "SoM", + "page": 234, + "entries": [ + "When you take Soulforger Dedication, you must choose a soul path\u2014a motivation, cause, or goal that compels you to act, prompts you to undertake substantial risk, and drives you to face significant danger. Such a motivation can be limited or grand in scope but must be actionable enough to be easily linked to gameplay. For example, if your village was destroyed by the greed of wealthy nobles, you might select a soul path to protect the poor by undermining the rich, which might drive you to protect an innocent from the blade of a wealthy noble or break into a bank vault containing coins stolen from destitute villagers. Other sample soulbonds might include liberating the oppressed from the tyranny of slavery, punishing those who threaten nature or hunting and killing malevolent undead. Work with the GM to choose a soul path that fits in well with the themes of your campaign and group dynamic so that you can pursue your soul path in an interesting fashion.", + { + "type": "pf2-h3", + "name": "Corruption", + "entries": [ + "Though the supernatural link with a specific armament created by a soulbond is powerful, the sensitive nature of will\u2014with its potential for dramatic ebb and flow\u2014 poses a threat to those who harness this power. Once you're bound to a soulforged armament, you begin to test your true devotion to your soul path.", + "If you behave or act in a way that directly opposes or hinders the motivation, goal, or cause declared in your soul path (regardless of whether the act involves your soulforged armaments), your spirit begins to tarnish. It's anathema for you to commit acts opposed to your soul path or to even go a long time without taking action to pursue the path. You and your GM determine when you've performed an anathematic act. In the example of protecting the poor by undermining the rich, working for a wealthy noble or directly in their interest could be anathema, as could spending a month on a distant plane far from the struggles of the oppressed. In both examples, you could find an approach to remain true and avoid the anathema. In the first case, you might use your leverage to force the noble to anonymously divest a substantial amount of their funds to feed and house the poor\u2014or do so yourself. In the second, you might seek a similar dynamic of wealth and want among the cultures of the distant plane and work against it.", + "Anathematic acts trigger a curse known as {@curse soulforged corruption|SoM} that degrades and perverts the energies within your soulforged armament. This curse brings out a flaw inextricably tied to the armament's true essence. The corruption flaw applies to you even when your armament isn't manifested. The rules for the flaw appear in the essence power. As normal for a curse, this affliction can be removed only by effects that specifically target curses, including the methods listed in the Removing Corruption section below." + ] + }, + { + "type": "pf2-h3", + "name": "Removing Corruption", + "entries": [ + "The effects of {@curse soulforged corruption|SoM} can be staved off with the {@action Cleanse Soul Path|SoM} exploration activity or cured with the {@ritual purify soul path|SoM} ritual." + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "Soulforged Champions", + "source": "SoM", + "page": 235, + "entries": [ + "The most exalted wielders of soulforged weapons have been champions, and they're much more common than other wielders. If you're a {@class champion}, you can tie your soul path to your cause. Being a {@class champion} sets a steady soul path before you; you can choose for your soul path to be the same as the tenets you follow. Corruption still comes about the same way, as it's much easier to corrupt your connection to your soulforged armament than to stray far enough from your alignment or code that you must {@ritual atone}.", + "You can also have your blade ally or shield ally be your soulforged armament. You can choose particulars that fit your own story, but doing so usually means the ally is more a reflection of your conscience than a specific spiritual being sent by your deity.", + "Finally, if you commit actions that both cause you to lose your champion abilities and corrupt your soulforged armament, undergoing the atone ritual also gives you the effects of the purify soul path ritual with the same degree of success you rolled for {@ritual atone}.", + "Characters other than {@class champion||champions} can also choose a {@class champion} cause to tie to their soul path, and devout characters sometimes tie their soul path to their deity's tenets and anathema." + ] + }, + { + "type": "pf2-h2", + "name": "Upgrading, Reshaping, Restoring", + "source": "SoM", + "page": 235, + "entries": [ + "You might want to alter your soulbound armament by adding new runes, replacing its form with a new one, or creating a new armament after yours was destroyed. You decide whether you consider this new armament as the same armament of the same lineage or a brand-new creation with a totally different appearance and name.", + "Upgrading your armament works like etching or transferring runes (Core Rulebook 580) or upgrading a permanent item from a lower-level version of the same item (Core Rulebook 534), whichever is appropriate to what you're doing. You or someone else can do the work, but you must leave the item manifested for the entire process. You can transfer runes off your armament as well, typically in anticipation of establishing your bond with a different item.", + "Reshaping your armament allows you to change the base weapon, armor, or shield into another of the same type, turning half plate armor into full plate, changing a warhammer into a longbow, and so on. If all you do is change the form while keeping the same runes and other magical properties, you can do so by spending a day in meditation. This doesn't cost any gp or extra time unless the new form is higher than level 1, or unless the difference is so vast that the GM determines it might take additional time and cost. For example, turning explorer's clothing into full plate requires the same time, expense, and {@skill Crafting} check you'd need to Craft full plate since full plate is a level 2 item. Specific items can't be reshaped in this way unless the GM expressly allows it. You can't turn a flame tongue into a spiked chain, a breastplate of command into hide armor, or a sturdy shield into a darkwood shield. You can also use this day in meditation to rebind your soul to a different item in your possession. Typically, you keep the old item, its power removed, as a special keepsake or gift to a worthy successor, though attempting to disrespect the spirit of the bond by selling the item can have dire consequences. Since the essence power you chose represents the effects of the connection to your soul, the essence power typically doesn't change when you bind a new armament, though if your character's personality and connections change dramatically through the story, you and the GM might decide together to shift to a different essence power the next time you bind a new armament. If you rebind your soul to an armament that can't accommodate your current essence power, you will also need to change to a different essence power.", + "You can recreate a destroyed soulforged armament, or bond to a new armament if your previous one was destroyed. (If it was destroyed by {@curse soulforged corruption|SoM}, you must first successfully use purify soul path.) Recreating costs the same amount of time and money as creating the item from scratch. If you already have an item with which to form a new bond, it takes 1 day in meditation, as with reshaping an armament." + ] + }, + { + "type": "pf2-h2", + "name": "Soulforger (Archetype)", + "source": "SoM", + "page": 236, + "entries": [ + "Your devotion to a cause unifies your soul with an armament tethered to the very essence of your spirit.", + "{@note You can find the {@archetype Soulforger|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}" + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Thassilonian Rune Magic", + "source": "SoM", + "page": 238, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The ancient empire of Thassilon was ruled by eight powerful wizards from the even older empire of Azlant. Their leader, Xin, led his seven allies, who would become his first governors and the first runelords, to a new land where they could pursue their studies and begin an empire of their own." + ] + }, + "{@b Rarity:} {@trait Rare}", + "Xin and the rest of the runelords focused their studies on the discernible fragments of magic's raw nature, expanding upon the use and understanding of runes from the Azlanti tradition to raise rune magic as paramount to their new empire. Xin began with relatively high-minded intentions. He focused his research on seven powerful runes that he believed represented entire schools of magic, and on associated mental schemas and mindsets that would allow a wizard to truly master those schools. Xin taught these seven mindsets as virtues corresponding to each of the seven schools of Thassilonian magic, such as confidence rooted in humility, and passion steeped in love. Later, he offered a list of seven rewards for the appropriate usage of magic from each school.", + "But Xin's experimentation was built on a shaky foundation. The runes offered a powerful temptation to lose control, turning virtue into vice. When humility became pride and love became lust, Xin's most powerful runelords\u2014Xanderghul of illusion and Sorshen of enchantment\u2014formed a secret pact with the others to overthrow Xin and create a sinful empire where each of their seven provinces was a runelord's fiefdom and there was no higher authority to prevent the wizards of each province from falling deeper and deeper into sin.", + "The runelords ruled Thassilon for many centuries, but nothing lasts forever, and the apocalypse known as Earthfall didn't spare Thassilon from the devastation it brought to the rest of the world. The runelords had forewarning, and each used extreme measures to survive, but due to a series of failures in their contingencies, it would be 10,000 years before they began to rise again. As the risen runelords clashed and heroes stepped in to oppose their return, time itself strained and tore, and an entire Thassilonian city, once sheltered from the passage of the eons, emerged once more into the world along with an entire populace of time-displaced citizens.", + "Today, New Thassilon consists of two opposing lands. While Belimarius, the runelord of abjuration, rules over a kingdom keeping to the old and sinful ways of late Thassilon, Sorshen, once the runelord of enchantment, seeks to turn over a new leaf after a millennium of depraved evil and subjugation. As she seeks redemption, so too do those in her province seek to return to the study of the original meanings of the runes, eschewing the sinful ways of the late empire. It is in Sorshen's realm of Eurythnia that the understanding of runes and rune magic has begun to expand again, a lively scholastic revolution that mixes rediscovering the lore of Thassilon's founding and catching up with relevant magical innovations from the intervening 10,000 years. (You can find her thoughts on rune magic on page 242.) The term \"runelord\" has begun to shift in the vernacular, since Belimarius and Sorshen are independent queens and not the governors of provinces of imperial Thassilon. At first there was some inertia; practitioners had to overcome what felt almost like blasphemy, deigning to call themselves by the same title as their godlike rulers. But before long, those following the path of Thassilonian rune magic began to adopt the moniker as their own.", + "These new runelords each forge their own path; some remain in New Thassilon to continue their research, while others explore this young world or even become adventurers. No matter what other motivations they might have, runelords are fascinated with advancing the study of rune magic. How deeply to engage in their magic's associated mindset is a thoroughly personal decision, and every runelord has their own perspective on the matter. It is usually best to assume nothing about a particular runelord before spending time with them to take their measure, as runelords who avoid any hint of sin don't appreciate being lumped in with those who indulge deeply, and vice versa.", + { + "type": "pf2-h2", + "name": "The Seven Schools", + "entries": [ + "The following seven schools are considered proper specializations of Thassilonian rune magic. In this paradigm, the Thassilonians considered divination magic to be something every wizard should learn but that none need take the effort to master.", + { + "type": "pf2-h3", + "collapsible": true, + "name": "Abjuration [Envy]", + "entries": [ + "Runelords of abjuration specialize in protective magic and in suppressing all other magic to glorify their own.", + "{@b Prohibited Schools} evocation, necromancy; {@b Rune Spells} initial: {@spell blind ambition}, advanced: {@spell competitive edge}" + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Conjuration [Sloth]", + "entries": [ + "Runelords of conjuration use their magic to create what they need as they need it, and call forth servants to do their bidding.", + "{@b Prohibited Schools} evocation, illusion; {@b Rune Spells} initial: {@spell efficient apport|SoM}, advanced: {@spell swamp of sloth}" + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Enchantment [Lust]", + "entries": [ + "Runelords of enchantment specialize in magic that compels and controls the minds of others, often to fulfill their own needs and desires.", + "{@b Prohibited Schools} necromancy, transmutation; {@b Rune Spells} initial: {@spell charming touch}, advanced: {@spell captivating adoration}" + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Evocation [Wrath]", + "entries": [ + "Runelords of evocation channel raw destructive energies and direct them toward all who would oppose their will.", + "{@b Prohibited Schools} abjuration, conjuration; {@b Rune Spells} initial: {@spell weapon surge}, advanced: {@spell zeal for battle}" + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Illusion [Pride]", + "entries": [ + "Runelords of illusion use magic to create the perfect appearance and fool others through trickery, deception, and misdirection.", + "{@b Prohibited Schools} conjuration, transmutation; {@b Rune Spells} initial: {@spell veil of confidence}, advanced: {@spell delusional pride}" + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Necromancy [Gluttony]", + "entries": [ + "Runelords of necromancy tap into their constant hunger for more power and enhancing their longevity, potentially even unto undeath.", + "{@b Prohibited Schools} abjuration, enchantment; {@b Rune Spells} initial: {@spell overstuff}, advanced: {@spell take its course}" + ] + }, + { + "type": "pf2-h3", + "collapsible": true, + "name": "Transmutation [Greed]", + "entries": [ + "Runelords of transmutation not only transform objects to create value, but also transform and enhance their own power.", + "{@b Prohibited Schools} enchantment, illusion; {@b Rune Spells} initial: {@spell appearance of wealth}, advanced: {@spell precious metals}" + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Runelord (Class Archetype)", + "source": "SoM", + "page": 240, + "entries": [ + "You've learned arcane magic following the path of the runelords. You unlock secrets of a chosen school of magic while forsaking lesser schools. You learn the secrets of runic magic, the building blocks of magic. But be warned: you might succumb to sin in your pursuit of power.", + "You also learn to use polearms, the signature weapons of the runelords, and can acquire the secrets of the mighty, ancient magic items called {@item aeon stone (generic)||aeon stones}, embedding them into your skin.", + "{@note You can find the full {@archetype Runelord|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}" + ] + }, + { + "type": "paper", + "style": "paper research", + "source": "SoM", + "page": 242, + "entries": [ + { + "type": "pf2-title", + "name": "A Little Chat about Runes" + }, + "{@note Read on page 242 of Secrets of Magic.}" + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "True Names", + "source": "SoM", + "page": 244, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "The magic of true names rests on the principle that if you know someone's name, you have power over them. After all, to name a thing is to describe that thing\u2014but to accurately describe a thing, you have to understand it, and if you understand it, you can control it." + ] + }, + "{@b Rarity:} {@trait Rare}", + "The older and more complicated a thing is, the more likely it has more than one name. A single person acquires many names: names they inherit, names they're given at birth, names they choose, and nicknames bequeathed by others. The magic of true names, however, postulates there's a final, secret name\u2014a true name known to no one, or to only a few\u2014that best represents us in all our complexity.", + "True names might have been assigned by the gods when the cosmos was created or generated by natural processes, and are unique like fingerprints. Most people never learn theirs, and they might not even be aware they have one, but masters of this magic spend countless hours in study divining these names, recording them in long lists, and using them to summon, command, dispel, or otherwise dominate their enemies.", + { + "type": "pf2-h2", + "name": "The Nature of Names", + "entries": [ + "For the purposes of true name magic, names are divided into three categories: public names, private names, and true names. Public names are what we call something when we don't have a more specific name. They're often just words\u2014like \"grass\" or \"a giraffe\"\u2014but they also include aliases and nicknames. A public name can be given without consent, which is how spellcasters who rely on names work magic on those they don't know, improvising a nickname or simply referring to the target with a noun, like \"elf.\"", + "Private names include most birth names, given names, and chosen names. They're not necessarily a secret, but at the same time not everyone knows them. They're confidential, and knowing them means you can better understand\u2014and influence\u2014the individual. Places, animals, and other objects can be given private names by individuals and communities. A mountain is just a mountain, but when those who live nearby see in it the image of a protective goddess and begin to call it the Stone Mother, that mountain has now gained a private name known only to this community.", + "A person, place, or thing might have many public or private names, but it can have only one true name, which perfectly represents its essence. Depending on their culture, individuals may not even be aware of theirs; a child who grows up in a society without knowledge of true names could live their whole life relying solely on private names and never even suspect they have a true name, let alone know what it is! But in cultures where this magic is common, most people know their true name and take steps to protect it. They keep their true name secret, revealing it only to their most trusted loved ones. An individual might first be told their true name by someone knowledgeable in magic, who finds it for them via research. But in other societies, individuals are given their true name by their soulmate, who knows this name without being told. Knowing your own true name gives you a deep, introspective insight into yourself that allows you to understand your own motivations and psychology, helping you self-actualize and avoid dissociation and anomie.", + "True names, by definition, encapsulate everything an individual is and has ever been. They are the essential kernel of a person, and that means they do not change. But life, magic, and the world are mysterious and unpredictable! There are a few individuals who go through an experience so transformative that they become, for all practical purposes, a different person at the end of the story than they were at the beginning\u2014and when they change, their true name changes with them." + ] + }, + { + "type": "pf2-sample-box", + "entries": [ + "Sometimes an aberration, celestial, fiend, monitor, spirit, or other creature enters the cosmos from another plane or another universe altogether\u2014one where the laws of magic are different. If this creature comes from a place where true names don't exist or are optional, it may have no true name at all. Loremasters refer to these creatures as nameless things and no one is sure they even exist; some scholars argue that as soon as something without a name enters the cosmos, it is assigned a name in the same way every other living creature is. But if nameless things do exist in your game, give them the following rare ability.", + "{@b Nameless Thing} This creature has no true name. It can't be targeted by any magical effect performed at a distance without line of effect, such as scrying or sending. It has a +2 circumstance bonus on saves against other magical effects." + ], + "name": "Nameless Things" + }, + { + "type": "pf2-h2", + "name": "Learning True Names", + "entries": [ + "True names can be discovered or learned in many ways. A few rare secret societies might have \"namers\" among their number whose sole job is to teach long lists of true names to fellow members through rote memorization and practice. But for most, the discovery of a true name is the result of extensive research\u2014though the form that research requires is difficult to predict.", + "True names are sometimes found recorded in the personal diaries or grimoires of long-dead spellcasters. Organizations known for combating certain types of creatures compile lists of the few true names of their enemies they've managed to uncover. The true names of angels, demons, and similar creatures can rarely be found in prayers dedicated to that entity or in chants that protect against them. Occultists sometimes use deep meditative trances\u2014potentially assisted by hallucinogenic drugs\u2014to cast their minds through the cosmos and receive a true name through bizarre epiphanies. Those who serve and understand nature also know that the true name of primal and First World entities is encoded into the world itself\u2014in tree rings, geological strata, and the pattern of snow on the ground\u2014just waiting to be deciphered by someone who knows what to look for. For a lucky few, a true name just comes to them spontaneously as a sign they've found their soulmate. All these are examples of information that can be uncovered using the {@variantrule research} subsystem." + ] + }, + { + "type": "pf2-h3", + "name": "Using the Research Subsystem", + "entries": [ + "When finding the true name of a specific individual is key to the story and time is short, use the {@variantrule research} subsystem. Set the level of the library equal to the level of the creature whose true name the PCs are trying to find. Consider the types of strange and fanciful libraries you might use for such a story. For instance, imagine the player characters are searching for the true name of a phistophilus (also known as a contract devil), in order to rescue an NPC from the consequences of an infernal contract. You might build an infernal library in Cheliax or some other region where knowledge of devils is common, or maybe even in Hell itself! Such a library might have guardians and traps aplenty, but also the potential to learn even more true names from the various contracts therein." + ] + }, + { + "type": "pf2-h3", + "name": "Simplified Name Research", + "entries": [ + "Sometimes the GM doesn't have time to create a library or use the research subsystem, but nonetheless would like a PC to be able to research the name of a particular entity for story reasons. In that case, they can use the Learn Name downtime activity below. Since the knowledge of a true name essentially puts that creature at the namer's mercy, this activity can't reveal true names by default, but it might lead to clues regarding a creature's true name." + ] + }, + { + "type": "data", + "tag": "action", + "data": { + "name": "Learn Name", + "source": "SoM", + "page": 245, + "traits": [ + "rare", + "downtime", + "secret" + ], + "entries": [ + "You spend a week trying to discover and learn a creature's name. The exact form of your effort varies depending on the skill you use, the resources you have available, and other circumstances. Decide if you are searching for the name of a specific individual or for names in general. If you're looking for the name of an individual, you must be able to clearly identify that individual; for example, \"the general leading the invasion\" is enough, but \"the person who killed the duchess\" isn't, if you don't know who killed the duchess. If you're searching for names more generally, name one creature type.", + "The GM chooses a DC, typically based on the level of the creature in question. If you're seeking names more generally, the DC is typically based on the level of the creature whose name the GM decides to provide, usually a creature from the chosen type of your level or lower. The GM might modify the DC of the task based on the resources you have available, or on using an unusually appropriate or inappropriate skill, or on other circumstances. Attempt a check with a skill that could be used to Recall Knowledge about the creature's type. After attempting to Learn a Name, you typically can't try to learn the name of the same individual again unless you gain access to a substantial new source of information, as determined by the GM.", + { + "type": "successDegree", + "entries": { + "Critical Success": "You find one or more private names of the specific individual you chose, or the private name of a creature with the type you chose and a level equal to the task level. You also find hidden fragments of their true name and, at the GM's discretion, you might find a clue leading to an adventure where you can learn the rest of the true name.", + "Success": "As critical success, except you find only one private name and don't find hidden fragments of their true name.", + "Critical Failure": "If you were searching for the name of a specific individual, you find no new information and that individual becomes aware of your efforts. If you were searching for a general name of a specific type, you find a creature's name or names likely to get you in trouble, possibly the names of a different type of creature entirely" + } + } + ] + } + }, + { + "type": "pf2-h2", + "name": "Using True Names", + "entries": [ + "Certain spells, feats, and items have the true name trait. This trait means they require you to know a creature's true name to use them. But even without these specialized abilities, knowing a creature's true name gives you certain advantages. If you know a creature's true name, you have a +2 circumstance bonus to the following checks.", + { + "type": "list", + "items": [ + "Checks to {@action Recall Knowledge} about the creature", + "{@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} checks relating to the creature, such as {@action Decipher Writing||Deciphering its Writing}, {@action Identify Magic||Identifying its Magic}, or {@action Learn a Spell||Learning its Spells}", + "{@skill Deception}, {@skill Diplomacy}, and {@skill Intimidation} checks used on or related to the creature, such as to {@action Coerce} it, {@action Gather Information} on it, or {@action Impersonate} it" + ] + } + ] + }, + { + "type": "pf2-sidebar", + "name": "Fragmentary Names", + "entries": [ + "Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps." + ] + }, + { + "type": "pf2-h2", + "name": "Namer's Codex", + "entries": [ + "Namers have hidden their special techniques, spells, and items for millennia.", + { + "type": "pf2-h3", + "name": "Naming Skill Feat", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@feat Reveal True Name|SoM}" + ] + } + ] + }, + { + "type": "pf2-h3", + "name": "Naming Spells", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@spell Catch Your Name|SoM}", + "{@spell Compel True Name|SoM}", + "{@spell Invoke True Name|SoM}" + ] + } + ] + }, + { + "type": "pf2-h3", + "name": "Naming Items", + "entries": [ + { + "type": "list", + "columns": 3, + "items": [ + "{@item True Name Amulet (Generic)|SoM|True Name Amulet|SoM}" + ] + } + ] + } + ] + } + ] + }, + { + "type": "pf2-h1", + "name": "Wellspring Magic", + "source": "SoM", + "page": 248, + "entries": [ + { + "type": "pf2-h1-flavor", + "entries": [ + "Wellspring magic wells up within characters so mightily that it can overwhelm them and explode out of their control. Characters with wellsprings can recover spells throughout the day, powering through countless battles, but the overwhelming flow of magic could form a violent surge at any moment." + ] + }, + "{@b Rarity:} {@trait Rare}", + "Your wellspring, by definition, lies outside your full control. The inherent contradiction is that you have greater potential for power, but you can't use it exactly as you wish. Regardless of whether you see it as a boon or a curse, it demands of you a degree of surrender if you're to use your magic at all.", + "A magic wellspring often comes as an intrinsic part of the caster's own magic, whether granted or inherited. Characters can also receive wellsprings of magic as gifts from powerful entities or when they're released from other sources of potent magical energy. Being nearby when an artifact is destroyed or a powerful magical being dies can, rarely, leave a permanent wellspring in a character.", + "Choosing the wellspring mage archetype below gives you the abilities related to this type of magic. This is a class archetype, chosen at 1st level as explained below. Consider what source will be most satisfying for your character, and think about how they feel when experiencing the influx of wellspring magic. Does the wellspring feel like a true part of your being? Like an unwanted outsider working its will through you? Like a problem to be solved? An aspect of yourself to come to terms with? As noted in the archetype, high-stress situations cause the wellspring magic roll. You can work with your GM to refine what sorts of situations might be high-stress for you that wouldn't be for other characters.", + { + "type": "pf2-h2", + "name": "Using Wellspring Magic", + "entries": [ + "Wellspring magic is most often appropriate for oracles who struggle to handle seemingly endless magic sent from the gods unasked, and for sorcerers with exceptional raw power but not exceptional discipline. More rarely, a particularly interested muse might give a bard a wellspring of irresistible creative energy in exchange for using it to humiliate or cast down a rival fey lord at exceptional personal risk. Summoners very rarely experience wellsprings because of the nature of their link to their eidolon, but when they do, the wellspring is most often connected to a magical essence associated with the eidolon. When sent by an entity such as a god, this power is generally an ambitious gamble to further one or more far-reaching schemes.", + { + "type": "pf2-h3", + "name": "Multiclass Variant", + "entries": [ + "As a variant, a GM can consider applying wellspring magic to characters with the oracle or sorcerer multiclass dedication to represent struggling to control their new powers. If used this way, you might allow players who wish to represent their character mastering the surging power to remove the wellspring mage archetype when they gain an appropriate level without retraining." + ] + }, + { + "type": "pf2-h3", + "name": "Areas of Wellspring Magic", + "entries": [ + "A GM might implement wellspring magic in areas where there is an overload of magic or where magic is unstable. When using it in this way, you can apply chosen effects of the wellspring mage archetype to all spellcasters in the area, or even give the archetype to spellcasters in the area as a temporary free archetype.", + "The ravaged Mana Wastes might be a good place to use this style of wellspring magic. For other planes, the extraplanar First World, home of the fey, and the chaotic Maelstrom are excellent candidates." + ] + } + ] + }, + { + "type": "pf2-h2", + "name": "Wellspring Mage (Class Archetype)", + "source": "SoM", + "page": 248, + "entries": [ + "The source of your magic buckles against your control, always pressing to be released.", + "{@note You can find the {@archetype Wellspring Mage|SoM} archetype on the {@pf2etools archetypes|archetypes.html} page.}" + ] + }, + { + "type": "pf2-h2", + "name": "Wellspring Surges", + "entries": [ + "When your wellspring magic goes out of control, it becomes a wellspring surge. Typically, this happens when you fail the flat check from wellspring magic, but other wellspring mage feats have effects that sometimes cause you to generate a wellspring surge, or might even cause your foes to do so.", + "Roll {@dice 1d20} and use {@table Wellspring Surges|SoM|Table 5\u20132: Wellspring Surges} below to determine the surge's effect. If the effect calls for a damage type, the GM chooses the type based on the types of spells you know or your current location. The wellspring surge uses your spell DC. You have no control over the way your wellspring surge manifests. You are the point of origin for your wellspring surges, and you are not excluded from their effects. If you force a foe to generate a surge, they are the origin point of that surge instead.", + "If your wellspring was granted by a being like a god or muse, the entity's intentions might sometimes alter the results of wellspring surges, or move the point of origin for an area to any point within 30 feet if the GM determines this fits the situation. For example, instead of uncontrolled damage, the entity might choose to damage only creatures opposing its plan, even if they are your allies.", + "A wellspring surge always has the trait of your magical tradition, plus any traits that appear in parentheses at the end of the surge's effects.", + { + "name": "Wellspring Surges", + "source": "SoM", + "type": "table", + "id": "5-2", + "rollable": true, + "labelRowIdx": [ + 0 + ], + "colSizes": [ + 1, + 11 + ], + "rows": [ + [ + "{@dice d20}", + "Effect" + ], + [ + "1", + "{@b Energy Unleashed} ({@trait evocation}) Raw energy deals {@scaledice 2d6|1-10|2d6} damage per spell level of the surge (basic Reflex save) in a 10-foot burst." + ], + [ + "2", + "{@b Positive Energy Expulsion} ({@trait healing}, {@trait necromancy}, {@trait positive}) Positive energy explodes outward, healing living creatures for {@scaledice 1d8|1-10|1d8} Hit Points per spell level of the surge in a 20-foot burst. Undead creatures instead take the same amount of positive damage, with a basic Will save." + ], + [ + "3", + "{@b Mass Siphon} ({@trait transmutation}) Creatures and objects within a 30-foot emanation become nearly weightless until the end of your next turn. Nearly weightless creatures can {@action Climb} at their land Speed and can {@action Leap} as far upward as they could normally {@action Leap} horizontally." + ], + [ + "4", + "{@b Magical Nemesis} ({@trait conjuration}, {@trait teleportation}) A random creature connected to your magic (or inimical to it) appears within 60 feet. The creature should be of a level approximately equal to the level of an animal summoned by {@spell summon animal} of the spell level, although it can be of any type. The GM determines the specific creature. The creature is {@condition unfriendly} to you and friendly to your apparent enemies. After 1 minute, the creature can choose either to return where it came from or to remain. It is not {@trait summoned} or a {@trait minion}." + ], + [ + "5", + "{@b Monstrous Transformation} ({@trait mental}, {@trait morph}, {@trait transmutation}) Your head and arms transform into an exaggerated imitation of a creature connected to your magic for 1 minute. The GM determines the creature. You gain a status bonus to weapon and unarmed damage rolls equal to the spell level. At the start of each of your turns while you are transformed, you must succeed at a Will saving throw or be {@condition confused} until the start of your next turn. On a critical success, you can choose to end the effect entirely, also losing the status bonus." + ], + [ + "6", + "{@b Sudden Gale} ({@trait air}, {@trait evocation}) Weather in a 40-foot emanation is disturbed. Strong winds blow in a random direction for 1 minute. Each creature that starts its turn in the area must succeed at a Fortitude save or fall {@condition prone} (and be pushed 10 feet on a critical failure), and you must succeed at this save immediately after the surge. Any movement against the wind is {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} while flying." + ], + [ + "7", + "{@b Tremor} ({@trait earth}, {@trait evocation}) The earth trembles in a 40-foot emanation. Each creature on a surface must immediately succeed at a Fortitude save or fall {@condition prone}. The surface then becomes {@quickref difficult terrain||3|terrain} for 1 minute." + ], + [ + "8", + "{@b Oppressive Voice} ({@trait divination}, {@trait mental}, {@trait nonlethal}) The voice of your muse, your deity, an ancestor, or another appropriate entity suddenly overwhelms your mind. You must attempt a Will saving throw. You take {@scaledice 1d4|1-10|1d4} mental damage per spell level with a basic Will save. On a failure, you're also {@condition stunned} 1 ({@condition stunned} 2 on a critical failure)." + ], + [ + "9", + "{@b Trinket Squall} ({@trait illusion}) Visual illusions of objects related to your magic fall like rain throughout a 40-foot burst for 1 minute, giving concealment in the area. Creatures can attempt to {@quickref disbelieve this illusion|CRB|2|disbelieving illusions|0}." + ], + [ + "10", + "{@b Antimagic Eruption} ({@trait abjuration}) The surge attempts to counteract a random spell active on you and on each creature within a 10-foot burst." + ], + [ + "11", + "{@b Mental Broadcast} ({@trait detection}, {@trait divination}, {@trait mental}) For 1 minute, everyone within 30 feet of you can hear your surface thoughts." + ], + [ + "12", + "{@b Verdant Clutch} ({@trait conjuration}, {@trait plant}) Plants and vines grow from all surfaces within 20 feet, causing all creatures in the area to be {@condition immobilized} unless they succeed at a Reflex save. The {@action Escape} DC is equal to the spell DC." + ], + [ + "13", + "{@b Tinge of Terror} ({@trait emotion}, {@trait enchantment}, {@trait fear}, {@trait mental}) All creatures within 20 feet are affected by powerful fright. They attempt a Will save, becoming {@condition frightened} 1 on a failure or {@condition frightened} 2 on a critical failure." + ], + [ + "14", + "{@b Strike up the Band} ({@trait auditory}, {@trait illusion}) For 1 minute, you are followed by orchestral theme music tied to the emotional content of the actions you're performing. This grants you a +2 status bonus to {@skill Diplomacy}, {@skill Intimidation}, and {@skill Performance} checks, a \u20132 status penalty to {@skill Deception} checks, and makes certain uses of {@skill Stealth} virtually impossible. It might have other effects as the GM sees fit." + ], + [ + "15", + "{@b Life Sap} ({@trait necromancy}) The surge drains your life force and strength. You become {@condition drained} 1 and {@condition doomed} 1, and you are {@condition enfeebled} 2 for 1 minute." + ], + [ + "16", + "{@b Ablative Barrier} ({@trait abjuration}) Energy forms a protective barrier that ablates slowly as creatures in the area take damage. All creatures in a 40-foot burst gain resistance to all damage equal to double the surge's spell level for up to 1 minute. Whenever a creature applies this resistance, the resistance for all affected creatures reduces by 1. The effect ends for all creatures when it reduces to 0." + ], + [ + "17", + "{@b Luminous Pests} ({@trait illusion}, {@trait visual}) Numerous tiny flying creatures formed of bright colorful light, such as bats or hummingbirds, emerge from you, flying in a 30-foot cone. You and all creatures in the cone must succeed at a Will save or be {@condition dazzled} for 1 minute, or {@condition blinded} for 1 round and then {@condition dazzled} for 1 minute on a critical failure." + ], + [ + "18", + "{@b Emotional Turmoil} ({@trait emotion}, {@trait enchantment}, {@trait mental}) A swirl of conflicting emotions overwhelm you from the surging magic. For 1 minute, attempt a DC {@flatDC 11} flat check at the start of each of your turns. On a success, you gain a +2 status bonus to all attack rolls, saving throws, and skill checks; on a failure, you take a \u20132 status penalty to them instead." + ], + [ + "19", + "{@b Sudden Downpour} ({@trait evocation}, {@trait water}) Water cascades from above, putting out non-magical fires in a 10-foot burst and attempting to counteract magical fires." + ], + [ + "20", + "{@b Spell Surge} You immediately cast any spell in your repertoire of the surge's spell level or lower (or from your prepared spells or innate spells if you don't have a repertoire but have been forced to generate a wellspring surge). You must choose a spell that takes 3 or fewer actions to cast." + ] + ] + } + ] + } + ] + } ] } ] -} \ No newline at end of file +} diff --git a/data/books.json b/data/books.json index d512e5382f..0c2f10ae54 100644 --- a/data/books.json +++ b/data/books.json @@ -339,7 +339,9 @@ }, { "name": "Npc Gallery", - "headers": ["Using the Npc Gallery"], + "headers": [ + "Using the Npc Gallery" + ], "ordinal": { "type": "chapter", "identifier": 5 @@ -569,7 +571,9 @@ }, { "name": "Introduction", - "headers": ["Choosing Expansions"] + "headers": [ + "Choosing Expansions" + ] }, { "name": "Essentials of Magic", diff --git a/data/changelog.json b/data/changelog.json index 8c34e958a0..1490679d98 100644 --- a/data/changelog.json +++ b/data/changelog.json @@ -180,6 +180,12 @@ "title": "Paizo Compliancy", "date": "2022-07-05", "txt": "\n- Removed book data until further notice\n- Fixed various CSS bugs relating to SEO pages\n- (Typos/Tags)" + }, + { + "ver": "0.6.0", + "title": "Paizo Compliancy 2.0", + "date": "2022-07-08", + "txt": "\n- Added back books, now modified to account for OGL\n - Core Rulebook has had some of its flavor text removed\n - Gamemastery Guide has been almost untouched\n - Secrets of Magic has mainly had it's letters, research, and other on-paper entries removed\n - Lost Omens: World Guide has lost majority of it's book content \n- Added Strength of Thousands #3 to #6 content\n- Changed Bestiary abbreviations to official versions: B1, B2, and B3\n- (Typos/Tags)" } ] } diff --git a/data/generated/bookref-gmscreen.json b/data/generated/bookref-gmscreen.json index fb9bda55d8..0da9425e6e 100644 --- a/data/generated/bookref-gmscreen.json +++ b/data/generated/bookref-gmscreen.json @@ -1 +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":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table 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 even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table 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 Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-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-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@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 {@skill 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. 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":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"{@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":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"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-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@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."],"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||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"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} 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 Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@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 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 persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@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 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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@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 auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class 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 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\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"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 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","entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@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 Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@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","entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618–623.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@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 Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the {@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-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"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 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 persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@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\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@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-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more 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 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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@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 Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@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 +{"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":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table 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 even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table 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 Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-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-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@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 {@skill 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. 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":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"{@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":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"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-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@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."],"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||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"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} 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 Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@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 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 persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@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 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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@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 auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class 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 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\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"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 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","entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@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 Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@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","entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618–623.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@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 Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the {@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-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"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 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 persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@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\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@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-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more 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 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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@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 Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@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 fc9f18a454..eb8aeb3380 100644 --- a/data/generated/bookref-quick.json +++ b/data/generated/bookref-quick.json @@ -1 +1 @@ -{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["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":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table 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 even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table 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 Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-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-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@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 {@skill 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. 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":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"{@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":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"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-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@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."],"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||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"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} 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 Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@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 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 persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@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 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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@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 auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class 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 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\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"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 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","entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@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 Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@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","entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618–623.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@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 Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the {@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-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"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 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 persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@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\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@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-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more 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 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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@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 Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@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 +{"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":[{"type":"pf2-h1-flavor","page":219,"entries":["{@i There are infinite possible character concepts, but you might find that the feats and skill choices from a single class aren't sufficient to fully realize your character. Archetypes allow you to expand the scope of your character's class.}"],"source":"CRB"},"Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table 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 even if you're not playing an ancestry that imposes one. You can elect to take two additional ability flaws when applying the ability boosts and ability flaws from your ancestry. If you do, you can also apply one additional free ability boost. These ability flaws can be assigned to any ability score you like, but you can't apply more than one ability flaw to the same ability score during this step unless you apply both of the additional ability flaws to a score that is already receiving an ability boost during this step. In this case, the first ability flaw cancels the ability boost, and the second ability flaw decreases the score by 2. Likewise, as an exception to the normal rules for ability boosts, you can apply two free ability boosts to an ability score receiving an ability flaw during this step; the first ability boost cancels the ability flaw, and the second ability boost increases the score by 2. For example, a dwarf normally gets an ability boost to Constitution and Wisdom, along with an ability flaw to Charisma.","You could apply one ability flaw each to Intelligence and Strength, or you could apply both ability flaws to Wisdom. You could not apply either additional ability flaw to Charisma, though, because it is already receiving dwarves' ability flaw during this step."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table 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 Strikes and Ranged Strikes sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee Strikes and ranged Strikes with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee Strikes and ranged Strikes in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-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-h1-flavor","page":274,"entries":["{@i Armor increases your character's defenses, but some medium or heavy armor can hamper movement. If you want to increase your character's defense beyond the protection your armor provides, they can use a shield. Armor protects your character only while they're wearing it.}"],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@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 {@skill 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. 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":[{"type":"pf2-h1-flavor","page":277,"entries":["{@i A shield can increase your character's defense beyond the protection their armor provides. Your character must be wielding a shield in one hand to make use of it, and it grants its bonus to AC only if they use an action to Raise a Shield. This action grants the shield's bonus to AC as a circumstance bonus until their next turn starts. A shield's Speed penalty applies whenever your character is holding the shield, whether they have raised it or not.}"],"source":"CRB"},"{@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":{"freq":1,"unit":"day","overcharge":true,"number":"once "},"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-h1-flavor","page":278,"entries":["{@i Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Full details on how you calculate the bonuses, modifiers, and penalties for attack rolls and damage rolls are given in Chapter 9 on page 446, but they're summarized here, followed by the rules for weapons and dozens of weapon choices.}"],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@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."],"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||source=CRB}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["You can view all weapons on the {@filter Items page|items||source=CRB|category=weapon|type=equipment}."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"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} 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 Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@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."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h1-flavor","page":408,"entries":["{@i A ritual is an esoteric and complex spell that anyone can cast. It takes much longer to cast a ritual than a normal spell, but rituals can have more powerful effects.}"],"source":"CRB"},{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"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. When you can't act, you don't regain your actions and reaction on your turn."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@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 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 persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the Strikes and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 wepon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":[{"type":"pf2-h1-flavor","page":481,"entries":["{@i Downtime mode is played day-by-day rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an artifact you found.}"],"source":"CRB"},"Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@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 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||4|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-h1-flavor","page":468,"entries":["{@i When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order. During your turn, you can use actions, and depending on the details of the encounter, you might have the opportunity to use reactions and free actions on your own turn and on others' turns.}"],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@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 auditory trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is visual instead of auditory.","not trigger reactions that can be triggered by actions with the manipulate trait (such as Attack of Opportunity).","If you want to prepare to Release something outside of your turn, use the Ready activity."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class 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 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\nbaseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@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":[{"type":"pf2-h1-flavor","page":479,"entries":["{@i While encounters use rounds for combat, exploration is more free form. The GM determines the flow of time, as you could be traveling by horseback across craggy highlands, negotiating with merchants, or delving in a dungeon in search of danger and treasure. Exploration lacks the immediate danger of encounter mode, but it offers its own challenges.}"],"source":"CRB"},"Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"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 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","entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are dazzled or blinded by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision} (see Special Senses on page 465), or a precise sense other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a precise sense other than vision (Special Senses are on page 465). A creature without {@ability darkvision} or another means of perceiving in darkness has the blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you dazzled for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a precise sense can. You can usually sense a creature automatically with an imprecise sense, but it has the hidden condition instead of the observed condition. It might be undetected by you if it's using {@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 Seek basic action to detect the creature. At best, an imprecise sense can be used to make an undetected creature (or one you didn't even know was there) merely hidden—it can't make the creature observed."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an unnoticed creature, making it undetected. Even then, the vague sense isn't sufficient to make the creature hidden or observed.","When one creature might detect another, the GM almost always uses the most precise sense available.","Pathfinder's rules assume that a given creature has vision as its only precise sense and hearing as its only imprecise sense. Some characters and creatures, however, have precise or imprecise senses that don't match this assumption. For instance, a character with poor vision might treat that sense as imprecise, an animal with the {@ability scent} ability can use its sense of smell as an imprecise sense, and a creature with echolocation or a similar ability can use hearing as a precise sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in Detecting Creatures below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@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","entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the Conditions Appendix on pages 618–623.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill (page 251) to Avoid Notice, Hide, or Sneak, or by using {@skill Deception} to Create a Diversion (page 245).",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar (page 465) for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either hidden, undetected, or unnoticed, and you'll need to factor in the targeting restrictions. Even if a creature is observed, it might still be concealed."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@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 Strikes and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the {@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-h1-flavor","page":503,"entries":["{@i As the Game Master, it's up to you to set the difficulty classes (DCs) for checks that don't use a predefined DC. The following sections offer advice on how to set appropriate DCs and tweak them as needed to feel natural for your story. Picking a simple DC and using a level-based DC each work well in certain circumstances, and you can adjust both types of DC using the advice on adjusting difficulty.}"],"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to Recall Knowledge, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"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":[{"type":"pf2-h1-flavor","page":512,"entries":["{@i Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.}"],"source":"CRB"},"Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"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 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 persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h1-flavor","page":520,"entries":["{@i Dungeons are rife with devious traps meant to protect the treasures within. These range from mechanical devices that shoot darts or drop heavy blocks to magic runes that explode into bursts of flame. In addition to traps, adventurers may stumble into other types of hazards, including naturally occurring environmental hazards, mysterious hauntings, and more.}"],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@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\nhazard's initiative or the {@skill Stealth} DC to detect a simple\nhazard, followed by the minimum proficiency rank to detect\nthe hazard (if any) in parentheses. If {@spell detect magic} can be\nused to detect the hazard, this information is located here\nas well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might\ninclude special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the\nhazard are here; if the hazard can be counteracted, its spell\nlevel and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually\nonly haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points,\nwith its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the\nhazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses,\nif any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the\nhazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard\nappears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often\nall the hazard does. For a complex hazard, this might also\ncause the hazard to roll initiative.\nRoutine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on\neach of its turns during an encounter; the number in parentheses\nafter the word \"Routine\" indicates how many actions the hazard\ncan use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically,\nthis is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@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-h1-flavor","page":507,"entries":["{@i In Pathfinder, player characters can receive three kinds of rewards for their heroic deeds: Hero Points, which they can use to get out of sticky situations; Experience Points, which they'll use to level up; and treasure, including powerful magic items.}"],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more 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 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":[{"type":"pf2-h1-flavor","page":493,"entries":["{@i Pathfinder sessions are divided into three different modes of play: encounters, exploration, and downtime. Each mode represents different kinds of situations, with specific stakes and time scales, and characters can use different sorts of actions and reactions in each.}"],"source":"CRB"},"Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@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 Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@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/items/fluff-items-som.json b/data/items/fluff-items-som.json index e942a69530..e6b72a13ed 100644 --- a/data/items/fluff-items-som.json +++ b/data/items/fluff-items-som.json @@ -1,208 +1,278 @@ { - "itemFluff": [ - { - "name": "Deck Of Illusions", + "itemFluff": [ + { + "name": "Deck Of Illusions", "source": "SoM", "page": 182, - "entries": [ - { - "type": "pf2-h3", - "name": "Deck Of Illusions", - "source": "SoM", - "page": 182, - "entries": [ - { - "type": "pf2-sidebar", - "name": "The Old Mage Deck", - "entries": [ - "Also known as the Magician’s Deck in Taldor or the Deck of Masks in the Shackles, the non-magical deck of cards called the Old Mage Deck exists with minor variances across Golarion. The four suits correspond to the four essences of magic (matter, spirit, mind, life) and each contains 13 numbered cards with characters depicted on them, plus two wildcards. While common decks are inexpensive (costing 5 sp), limited-edition decks with elaborate art and high-quality materials are often highly sought after by collectors. A deck has negligible Bulk, and takes both hands to use. In a classic Old Mage Deck, the 13 cards in each suit are as follows, with Jatembe’s Ten Magic Warriors as cards 2 through 11: Initiate (1), Red Hyena (2), Grey Elephant (3), Golden Snake (4), Black Ibex (5), Frog of Shifting Colors (6), Emerald Spider (7), Walnut Hawk (8), White Bull (9), Blue Leopard (10), Black Heron (11), a different creature for each suit representing the given suit’s magical essence (12), and Old Mage Jatembe using magic of the suit’s essence (13). Wildcards vary from deck to deck, making each Old Mage Deck unique.", - { - "name": "OLD MAGE DECK SUBSTITUTIONS", - "source": "SoM", - "page": 183, - "labelRowIdx": [ - 0 - ], - "colStyles": [ - "text-center", - "text-center", - "text-center" - ], - "rows": [ - [ - "Old Mage Deck", - "Standard Deck", - "Minor Arcana" - ], - [ - "Suit of Spirit", - "Clubs", - "Wands" - ], - [ - "Suit of Mind", - "Spades", - "Swords" - ], - [ - "Suit of Life", - "Hearts", - "Cups" - ], - [ - "One", - "Ace", - "Ace" - ], - [ - "Eleven", - "Jack", - "Knight" - ], - [ - "Twelve", - "Queen", - "Queen" - ], - [ - "Thirteen", - "King", - "King" - ], - [ - "Wildcards", - "Jokers", - "Any two Pages or Major Arcana cards" - ] - ], - "type": "table" - } - ] - }, - "You can use playing cards or Tarot cards as proxies for the cards in a {@i deck of illusions}.", - { - "source": "SoM", - "page": 183, - "labelRowIdx": [ - 0 - ], - "colStyles": [ - "text-center", - "text-center", - "text-center" - ], - "rows": [ - [ - "Creature", "Playing Card", "Tarot Card" - ], - [ - "Iron golem", "Ace of clubs", "Ace of wands" - ], - [ - "Centaur", "2 of clubs", "2 of wands" - ], - [ - "Greater shadow", "8 of clubs", "8 of wands" - ], - [ - "Earth mephit", "9 of clubs", "9 of wands" - ], - [ - "Hill giant", "10 of clubs", "10 of wands" - ], - [ - "Gelatinous cube", "Jack of clubs", "Jack of wands" - ], - [ - "Pixie", "Queen of clubs", "Queen of wands" - ], - [ - "Arboreal warden", "King of clubs", "King of wands" - ], - [ - "Glabrezu (demon)", "Ace of diamonds", "Ace of pentacles" - ], - [ - "Chimera", "2 of diamonds", "2 of pentacles" - ], - [ - "Warg", "8 of diamonds", "8 of pentacles" - ], - [ - "Troll", "9 of diamonds", "9 of pentacles" - ], - [ - "Yeti", "10 of diamonds", "10 of pentacles" - ], - [ - "Harpy", "Jack of diamonds", "Jack of pentacles" - ], - [ - "Hydra", "Queen of diamonds", "Queen of pentacles" - ], - [ - "Sphinx", "King of diamonds", "King of pentacles" - ], - [ - "Red dragon", "Ace of hearts", "Ace of cups" - ], - [ - "Hyaenodon", "2 of hearts", "2 of cups" - ], - [ - "Bugbear", "8 of hearts", "8 of cups" - ], - [ - "Ettin", "9 of hearts", "9 of cups" - ], - [ - "Cloud giant", "10 of hearts", "10 of cups" - ], - [ - "Giant mantis", "Jack of hearts", "Jack of cups" - ], - [ - "Mammoth", "Queen of hearts", "Queen of cups" - ], - [ - "Tyrannosaurus", "King of hearts", "King of cups" - ], - [ - "Lich", "Ace of spades", "Ace of swords" - ], - [ - "Dryad queen", "2 of spades", "2 of swords" - ], - [ - "Giant scorpion", "8 of spades", "8 of swords" - ], - [ - "Troll", "9 of spades", "9 of swords" - ], - [ - "Frost giant", "10 of spades", "10 of swords" - ], - [ - "Boar", "Jack of spades", "Jack of swords" - ], - [ - "Medusa", "Queen of spades", "Queen of swords" - ], - [ - "Leaf leshy", "King of spades", "King of swords" - ], - [ - "Deck activator", "Joker (black)", "0. The Fool" - ], - [ - "Deck activator’s greatest fear", "Joker (red)", "XV. The Devil" - ] - ], - "type": "table" - } - ] - } - ] - } - ] -} \ No newline at end of file + "entries": [ + { + "type": "pf2-h3", + "name": "Deck Of Illusions", + "source": "SoM", + "page": 182, + "entries": [ + { + "type": "pf2-sidebar", + "name": "The Old Mage Deck", + "entries": [ + "Also known as the Magician's Deck in Taldor or the Deck of Masks in the Shackles, the non-magical deck of cards called the Old Mage Deck exists with minor variances across Golarion. The four suits correspond to the four essences of magic (matter, spirit, mind, life) and each contains 13 numbered cards with characters depicted on them, plus two wildcards. While common decks are inexpensive (costing 5 sp), limited-edition decks with elaborate art and high-quality materials are often highly sought after by collectors. A deck has negligible Bulk, and takes both hands to use. In a classic Old Mage Deck, the 13 cards in each suit are as follows, with Jatembe's Ten Magic Warriors as cards 2 through 11: Initiate (1), Red Hyena (2), Grey Elephant (3), Golden Snake (4), Black Ibex (5), Frog of Shifting Colors (6), Emerald Spider (7), Walnut Hawk (8), White Bull (9), Blue Leopard (10), Black Heron (11), a different creature for each suit representing the given suit's magical essence (12), and Old Mage Jatembe using magic of the suit's essence (13). Wildcards vary from deck to deck, making each Old Mage Deck unique.", + { + "name": "OLD MAGE DECK SUBSTITUTIONS", + "source": "SoM", + "page": 183, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Old Mage Deck", + "Standard Deck", + "Minor Arcana" + ], + [ + "Suit of Spirit", + "Clubs", + "Wands" + ], + [ + "Suit of Mind", + "Spades", + "Swords" + ], + [ + "Suit of Life", + "Hearts", + "Cups" + ], + [ + "One", + "Ace", + "Ace" + ], + [ + "Eleven", + "Jack", + "Knight" + ], + [ + "Twelve", + "Queen", + "Queen" + ], + [ + "Thirteen", + "King", + "King" + ], + [ + "Wildcards", + "Jokers", + "Any two Pages or Major Arcana cards" + ] + ], + "type": "table" + } + ] + }, + "You can use playing cards or Tarot cards as proxies for the cards in a {@i deck of illusions}.", + { + "source": "SoM", + "page": 183, + "labelRowIdx": [ + 0 + ], + "colStyles": [ + "text-center", + "text-center", + "text-center" + ], + "rows": [ + [ + "Creature", + "Playing Card", + "Tarot Card" + ], + [ + "Iron golem", + "Ace of clubs", + "Ace of wands" + ], + [ + "Centaur", + "2 of clubs", + "2 of wands" + ], + [ + "Greater shadow", + "8 of clubs", + "8 of wands" + ], + [ + "Earth mephit", + "9 of clubs", + "9 of wands" + ], + [ + "Hill giant", + "10 of clubs", + "10 of wands" + ], + [ + "Gelatinous cube", + "Jack of clubs", + "Jack of wands" + ], + [ + "Pixie", + "Queen of clubs", + "Queen of wands" + ], + [ + "Arboreal warden", + "King of clubs", + "King of wands" + ], + [ + "Glabrezu (demon)", + "Ace of diamonds", + "Ace of pentacles" + ], + [ + "Chimera", + "2 of diamonds", + "2 of pentacles" + ], + [ + "Warg", + "8 of diamonds", + "8 of pentacles" + ], + [ + "Troll", + "9 of diamonds", + "9 of pentacles" + ], + [ + "Yeti", + "10 of diamonds", + "10 of pentacles" + ], + [ + "Harpy", + "Jack of diamonds", + "Jack of pentacles" + ], + [ + "Hydra", + "Queen of diamonds", + "Queen of pentacles" + ], + [ + "Sphinx", + "King of diamonds", + "King of pentacles" + ], + [ + "Red dragon", + "Ace of hearts", + "Ace of cups" + ], + [ + "Hyaenodon", + "2 of hearts", + "2 of cups" + ], + [ + "Bugbear", + "8 of hearts", + "8 of cups" + ], + [ + "Ettin", + "9 of hearts", + "9 of cups" + ], + [ + "Cloud giant", + "10 of hearts", + "10 of cups" + ], + [ + "Giant mantis", + "Jack of hearts", + "Jack of cups" + ], + [ + "Mammoth", + "Queen of hearts", + "Queen of cups" + ], + [ + "Tyrannosaurus", + "King of hearts", + "King of cups" + ], + [ + "Lich", + "Ace of spades", + "Ace of swords" + ], + [ + "Dryad queen", + "2 of spades", + "2 of swords" + ], + [ + "Giant scorpion", + "8 of spades", + "8 of swords" + ], + [ + "Troll", + "9 of spades", + "9 of swords" + ], + [ + "Frost giant", + "10 of spades", + "10 of swords" + ], + [ + "Boar", + "Jack of spades", + "Jack of swords" + ], + [ + "Medusa", + "Queen of spades", + "Queen of swords" + ], + [ + "Leaf leshy", + "King of spades", + "King of swords" + ], + [ + "Deck activator", + "Joker (black)", + "0. The Fool" + ], + [ + "Deck activator's greatest fear", + "Joker (red)", + "XV. The Devil" + ] + ], + "type": "table" + } + ] + } + ] + } + ] +} diff --git a/data/licenses.json b/data/licenses.json index 9d3ceb531d..06d07b286d 100644 --- a/data/licenses.json +++ b/data/licenses.json @@ -934,4 +934,4 @@ ] } ] -} \ No newline at end of file +} diff --git a/data/tables.json b/data/tables.json index 1dbd8c3205..7f065e56bc 100644 --- a/data/tables.json +++ b/data/tables.json @@ -1,5 +1,524 @@ { "table": [ + { + "type": "table", + "source": "SoM", + "page": 166, + "name": "Personal Staves", + "id": "4-2", + "spans": [ + [ + [ + 1, + 2 + ], + [ + 2, + 12 + ] + ] + ], + "colStyles": [ + "", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center", + "text-center" + ], + "labelRowIdx": [ + 0, + 1 + ], + "cellStyles": [ + { + "row": 0, + "col": 1, + "style": "text-center" + } + ], + "rows": [ + [ + "Staff", + "Maximum Spells" + ], + [ + "Level", + "Price", + "Cantrip", + "1st", + "2nd", + "3rd", + "4th", + "5th", + "6th", + "7th", + "8th" + ], + [ + "5", + "160 gp", + "1", + "2", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014" + ], + [ + "7", + "250 gp", + "1", + "2", + "2", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014" + ], + [ + "9", + "700 gp", + "1", + "2", + "2", + "2", + "\u2014", + "\u2014", + "\u2014", + "\u2014", + "\u2014" + ], + [ + "11", + "1400 gp", + "1", + "2", + "2", + "2", + "2", + "\u2014", + "\u2014", + "\u2014", + "\u2014" + ], + [ + "13", + "3000 gp", + "1", + "2", + "2", + "2", + "2", + "2", + "\u2014", + "\u2014", + "\u2014" + ], + [ + "15", + "6500 gp", + "1", + "2", + "2", + "2", + "2", + "2", + "2", + "\u2014", + "\u2014" + ], + [ + "17", + "15000 gp", + "1", + "2", + "2", + "2", + "2", + "2", + "2", + "2", + "\u2014" + ], + [ + "19", + "40000 gp", + "1", + "2", + "2", + "2", + "2", + "2", + "2", + "2", + "2" + ] + ] + }, + { + "type": "table", + "source": "GMG", + "page": 25, + "name": "EARN INCOME TASKS", + "id": "1-1", + "labelRowIdx": [ + 0, + 5, + 10, + 14, + 19, + 25, + 30, + 34, + 39, + 43, + 47, + 54, + 57, + 61, + 65 + ], + "rows": [ + [ + "Academia, Library, Other Educational Lore" + ], + [ + "Work at a school or library" + ], + [ + "Compile information on a distant land for an expedition" + ], + [ + "Serve as administrator for a school or library" + ], + [ + "Acquire a rare book on dragons for a local noble" + ], + [ + "Crafting" + ], + [ + "Make tools for local farmers" + ], + [ + "Brew a crate of healing potions for a local church or hospital" + ], + [ + "Sew a dress for a noble's debutante ball" + ], + [ + "Supply magical weapons for the palace guard corps" + ], + [ + "Engineering Lore" + ], + [ + "Assess the fortifications built to protect a town" + ], + [ + "Plan the mechanism for a drawbridge" + ], + [ + "Create schematics for a new mill" + ], + [ + "Food or Drink Lore" + ], + [ + "Brew simple ale or cook an ordinary dish for the local inn" + ], + [ + "Identify a dozen bottles of wine" + ], + [ + "Create a showpiece dish for an upcoming festival" + ], + [ + "Create a nine-course meal for a noble banquet" + ], + [ + "Genealogy Lore" + ], + [ + "Compile a family tree for a minor noble family" + ], + [ + "Determine next of kin to settle an inheritance dispute" + ], + [ + "Map the web of intermarriages of a sprawling royal family" + ], + [ + "Determine the lineages of an ancient civilization" + ], + [ + "Trace the lost heir of an ancient empire" + ], + [ + "Guild Lore" + ], + [ + "Recruit initiates for a guild" + ], + [ + "Identify symbols of an ancient guild in a tome" + ], + [ + "Consult on rearranging a guild's hierarchy" + ], + [ + "Oversee the merger of two guilds or one guild splitting into two" + ], + [ + "Herbalism Lore" + ], + [ + "Supply poultices to a physician" + ], + [ + "Prepare herbs for a small restaurant" + ], + [ + "Identify the poisonous plant eaten by a local lord" + ], + [ + "Legal Lore" + ], + [ + "Clear some minor red tape" + ], + [ + "Defend someone charged with theft" + ], + [ + "Bring a corrupt noble to justice through the legal system" + ], + [ + "Find loopholes in a contract made with a devil" + ], + [ + "Mercantile Lore" + ], + [ + "Price a crate of imported textiles" + ], + [ + "Find the best trade route for a pirate crew to raid" + ], + [ + "Set exchange rates for a trade consortium" + ], + [ + "Mining Lore" + ], + [ + "Work a shift in a coal mine" + ], + [ + "Determine where a raw ingot was mined" + ], + [ + "Prospect to find a site for a new mine" + ], + [ + "Performance" + ], + [ + "Busk for townsfolk at a street fair" + ], + [ + "Play in the orchestra at an opera" + ], + [ + "Attend a society figure's salon" + ], + [ + "Perform for visiting nobles" + ], + [ + "Impress a visiting maestro to bring glory to your hometown" + ], + [ + "Put on a performance for a patron from another plane" + ], + [ + "Politics Lore" + ], + [ + "Lobby for a vote or decision to go a certain way" + ], + [ + "Smear a noble to lower their station" + ], + [ + "Sailing Lore" + ], + [ + "Crew a ship on a short voyage" + ], + [ + "Render a ship in dry-dock seaworthy" + ], + [ + "Pilot a ship through monster-infested waters" + ], + [ + "Underworld Lore" + ], + [ + "Find out where a stolen item ended up" + ], + [ + "Get someone an audience with the head of a thieves' guild" + ], + [ + "Smuggle a shipment of valuables out of the city" + ], + [ + "Warfare Lore" + ], + [ + "Teach a spear fighting class at a dojo" + ], + [ + "Instruct an officer in various military stratagems" + ], + [ + "Advise a general in planning a battlefield offensive." + ] + ] + }, + { + "type": "table", + "source": "GMG", + "page": 25, + "name": "DOWNTIME EVENTS", + "id": "1-2", + "labelRowIdx": [ + 0, + 4, + 8, + 15, + 20, + 23, + 28 + ], + "rows": [ + [ + "{@action Craft} or {@action Earn Income} ({@skill Crafting})" + ], + [ + "A shipment of important materials is delayed, and the PC must find out why." + ], + [ + "The PC creates a superlative work, which draws the attention of a collector or museum." + ], + [ + "The PC discovers a more efficient technique to work a material and must decide to share it or keep it secret." + ], + [ + "{@action Create a Forgery} ({@skill Society})" + ], + [ + "The format for paperwork the PC is attempting to mimic gets changed, and they must adjust." + ], + [ + "The paperwork is spoiled by a freak accident, such as a leaky roof above the workshop or a {@condition clumsy} assistant knocking over beakers of chemicals." + ], + [ + "A mysterious benefactor provides the PC with special tools or a source document they didn't have, but suggests they'll ask for a favor later to reciprocate." + ], + [ + "{@action Earn Income} (General)" + ], + [ + "A fussy client demands multiple rounds of changes throughout the process." + ], + [ + "An accident at a work site puts someone in danger." + ], + [ + "Something the PC is working on becomes a fad or hit\u2014 demand skyrockets! A visitor is impressed with the PC's work and offers them a more lucrative task in a distant location." + ], + [ + "Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the bosses." + ], + [ + "The bosses or guildmasters are doing something illegal and attempt to bribe the PC to look the other way." + ], + [ + "The PC returns to their work one day to find someone has tampered with what they've done." + ], + [ + "{@action Earn Income} ({@skill Performance})" + ], + [ + "Due to the performance's success, more shows are added, running the PC ragged." + ], + [ + "A competing show across town draws away customers." + ], + [ + "A powerful noble finances a special performance but demands some changes to the contents." + ], + [ + "One of the PC's fellow performers doesn't show up, but the show must go on!" + ], + [ + "{@action Subsist} ({@skill Survival})" + ], + [ + "Over a long time subsisting in a single area, the PC finds an unknown berry or herb that could be useful for making a new medicine." + ], + [ + "The PC finds signs indicating some large creature has been foraging as well\u2014possibly a monster." + ], + [ + "Buy and Sell Items" + ], + [ + "The PC sells an item of interest to members of a particular group, who pursue the PC." + ], + [ + "A merchant sells the PC a fraudulent item." + ], + [ + "A shop the PCs frequent is in trouble and about to go out of business without help." + ], + [ + "Someone else offers a higher bid for an item a PC wants, resulting in a negotiation or in the NPC offering a job the PC must perform to claim the item." + ], + [ + "{@action Retrain}" + ], + [ + "The PC sustains an injury in physical training." + ], + [ + "Tapping into new magical powers inflicts a magical curse or creates an odd phenomenon." + ], + [ + "A retraining instructor falls ill or goes missing." + ], + [ + "Someone witnesses the PC retraining and asks to join them as they study or practice." + ], + [ + "The PC's training comes to a halt, and they need to acquire a rare book or something similar to continue." + ] + ] + }, { "name": "Ability Modifiers", "id": "1-1", diff --git a/data/variantrules.json b/data/variantrules.json index e475acdee0..b3081a276d 100644 --- a/data/variantrules.json +++ b/data/variantrules.json @@ -7826,7 +7826,7 @@ "type": "pf2-sidebar", "name": "Fragmentary Names", "entries": [ - "Sometimes characters know only pieces of a creature’s true name, not the whole thing. You don’t gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it’s very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps." + "Sometimes characters know only pieces of a creature's true name, not the whole thing. You don't gain the benefits listed under Using True Names if you only have fragments of the name, but you can still try to use abilities with the true name trait, though it's very dangerous. If your true name ability requires you to attempt a check, reduce your degree of success by one step. If your ability requires the named creature to attempt a saving throw, improve their degree of success by one step. For example, Invoke True Name would do nothing, since its effects would be canceled out. If the true name ability also has the incapacitation trait and the creature is high enough level, these effects combine, reducing your degree of success by two steps or improving their degree of success by two steps." ] }, { diff --git a/js/render.js b/js/render.js index b33ce13c6d..f91f2aa379 100644 --- a/js/render.js +++ b/js/render.js @@ -1370,6 +1370,7 @@ function Renderer () { const catId = Parser._parse_bToA(Parser.CAT_ID_TO_PROP, tag); const page = entry.page || UrlUtil.CAT_TO_PAGE[catId]; const hash = entry.hash || UrlUtil.URL_TO_HASH_BUILDER[page](entry); + // FIXME: Doesn't render "data" structures. See SoM dragon and soul gifts. if (entry.data) { const renderFn = Renderer.hover._pageToRenderFn(page); const rendered = renderFn ? renderFn(entry.data, {isEmbedded: true, noPage: true}) : `
Failed to render ${entry.data.name}.
`; diff --git a/open-search.xml b/open-search.xml index 31c9772903..2f08fa8038 100644 --- a/open-search.xml +++ b/open-search.xml @@ -1,6 +1,6 @@ - Pf2eTools + Search Pf2eTools Pf2eTools: A site dedicated to making playing games with your friends as easy as possible. UTF-8 https://pf2etools.com//favicon-16x16.png diff --git a/search/index.json b/search/index.json index b9223f227b..6dffcbcc8e 100644 --- a/search/index.json +++ b/search/index.json @@ -1 +1 @@ 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Map([["data/adventure/adventure-id.json","1c29701a3abdebba387f6b92237fcff5"],["img/covers/blank.webp","9b2781e05d13f720e91891cbb929fe20"],["img/covers/CRB-100.webp","7650bb7365cbf84b20ee97c6b7c0a189"],["img/covers/CRB-25.webp","716475fd096ad77eee0ed1b47c3a1431"],["img/covers/CRB-33.webp","d7ef321523e2f1321fe8a5324ed4643c"],["img/covers/CRB.webp","bfc8f8b52b8faeee86027947182edcf8"],["img/covers/GMG-100.webp","75c327c893ef10c786f963236b4fe9d0"],["img/covers/GMG-25.webp","a67231c72c04e4a4c018bbd33110198b"],["img/covers/GMG-33.webp","6b05c52c0af37ef6ae43cf6f5d719a9c"],["img/covers/GMG.webp","d3610c80b6d79213177340f0c5f8db06"],["img/covers/LOWG-100.webp","266ffa70d70230e300ed454c612e59cf"],["img/covers/LOWG-25.webp","61855c40cd160dcf3bc8c39dc10844c3"],["img/covers/LOWG-33.webp","138e39219a0a4da133f3519125e9bc3f"],["img/covers/LOWG.webp","1adccec87cc1324fecd5e34ebeef69d4"],["img/covers/SoM-100.webp","ed511ca0c38bbe1644ec1b8729e7fb9b"],["img/covers/SoM-25.webp","51f0a78fa32ece446abc13ada184a2bc"],["img/covers/SoM-33.webp","675e9f72483daeaf814cd1ac38e232c7"],["img/covers/SoM.webp","880dd82ad81eda61b903d28e4bdde4f9"],["img/gmscreen/moon.webp","c18c5f06b696ed2d4c1e5eda8cc204ca"],["img/letter-dark.webp","183504177c2f7e2ccc6b88461af6000d"],["img/letter.webp","43877a1bc57da60ca9a9aafeac9d8e2f"],["img/patreon.webp","4279516591cee28c697c6d2f84d84da1"],["img/logo/Background.svg","c6ec599d06aa5b773e600881ceeb0460"],["img/logo/No%20Background.svg","6d3b2f0a213f7bc5beba9e88f20667f7"],["android-chrome-192x192.png","9c862118ab3423bc2d01ab42f755e07b"],["android-chrome-256x256.png","fad8c4a79079fa54737cb9532e141aa0"],["android-chrome-384x384.png","4f2267d39b6bd3389138f074c45dfe67"],["apple-touch-icon-120x120.png","fe434a800beb3381ad59197e29e68a2a"],["apple-touch-icon-152x152.png","3b23873f540b0c5271201c5f91a0c7ed"],["apple-touch-icon-167x167.png","e19815500c57552e18f8218fbdb5cb72"],["apple-touch-icon-180x180.png","c9ecf9df6e7f7f55974f45f7110d9890"],["apple-touch-icon-360x360.png","b5d0e83a94f7fbea21006b7479d8a898"],["favicon-128x128.png","c7b2e3d1de45c84588bc4711a4b50c6d"],["favicon-144x144.png","6770b376fb68b50e546e60d4a0dae9aa"],["favicon-16x16.png","3dbac8b48aaa087a66f7e3a16af56994"],["favicon-256x256.png","e31f4ad5d254f7faedf87bd8ac8e3d1c"],["favicon-32x32.png","61f449203da4d72d7669df93ef5d1a0c"],["favicon-48x48.png","5144e32c3e7170887ec5c99adeeaaed2"],["favicon-64x64.png","be61a655807353c6f8dcb86ff896c581"],["mstile-144x144.png","9f6d0f9700426867bddb7614da8ece66"],["mstile-150x150.png","ba04e45075fa41f85441a1d070b40710"],["mstile-310x150.png","e37a7cc30a0283d5357fd38901cb6f56"],["mstile-310x310.png","80a2fed08dac45aa2cfc55ddaa5b69fa"],["mstile-70x70.png","798a4847c77967a489d66a40ef1d8801"],["favicon.svg","959b9c72ddadfdf4a067012231a84afb"],["safari-pinned-tab.svg","e84a2ecd6fd15fb32fc3f75293ef467c"]].map(([a,e])=>[`${self.location.origin}/${a}`,e])),Oe=new le;N(({request:a})=>J.has(a.url),Oe);addEventListener("activate",Oe.activate);N(({request:a})=>a.destination==="font",new P({cacheName:"font-cache"}));N(({request:a})=>a.destination==="image",new q({cacheName:"external-image-cache",plugins:[new M({maxAgeSeconds:7*24*60*60,maxEntries:100,purgeOnQuotaError:!0})]}));addEventListener("install",()=>{self.skipWaiting()});addEventListener("activate",a=>{a.waitUntil((async()=>{let e=await caches.keys();for(let r of e)/\d+\.\d+\.\d+/.test(r)&&await caches.delete(r)})())});})(); diff --git a/test/schema-template/utils.json b/test/schema-template/utils.json index ce5b83475e..d57c0cd2bd 100644 --- a/test/schema-template/utils.json +++ b/test/schema-template/utils.json @@ -1335,7 +1335,10 @@ } }, "additionalProperties": false, - "required": ["stage", "entry"] + "required": [ + "stage", + "entry" + ] }, "minItems": 1 }