diff --git a/.github/workflows/main.yml b/.github/workflows/main.yml
index bf5ed6235f..e12b3b9da2 100644
--- a/.github/workflows/main.yml
+++ b/.github/workflows/main.yml
@@ -35,8 +35,11 @@ jobs:
- name: Generate Release Notes
run: bash ./.github/generate-release-notes.sh ${{ env.RELEASE_VERSION }} | tee RELEASE_NOTES.md
- - name: Post Changelogs to Discord
- run: bash ./.github/discord.sh --webhook-url="${{ secrets.DISCORD_WEBHOOK }}" --text "<@&901146147480043520>" --title "Version $(head -n 1 RELEASE_NOTES.md)" --description "$(jq -Rs . <<< $(tail -n +2 "RELEASE_NOTES.md") | cut -c 2- | rev | cut -c 2- | rev)" --color "0x6f1c17" --url "https://github.com/Pf2eToolsOrg/Pf2eTools/releases/tag/v${{ env.RELEASE_VERSION }}" --timestamp
+ - name: 'Upload Changelog MD'
+ uses: actions/upload-artifact@v2
+ with:
+ name: 'changelog'
+ path: RELEASE_NOTES.md
- name: Archive Release
run: |
@@ -111,4 +114,7 @@ jobs:
[[ "${{ github.ref }}" == "refs/tags/"* ]] && docker tag $IMAGE_NAME $IMAGE_ID:latest
docker push $IMAGE_ID:$VERSION
docker push $IMAGE_ID:latest
- # endregion
\ No newline at end of file
+ # endregion
+
+ - name: Post Changelogs to Discord
+ run: bash ./.github/discord.sh --webhook-url="${{ secrets.DISCORD_WEBHOOK }}" --text "<@&901146147480043520>" --title "Version $(head -n 1 RELEASE_NOTES.md)" --description "$(jq -Rs . <<< $(tail -n +2 "RELEASE_NOTES.md") | cut -c 2- | rev | cut -c 2- | rev)" --color "0x6f1c17" --url "https://github.com/Pf2eToolsOrg/Pf2eTools/releases/tag/v${{ env.RELEASE_VERSION }}" --timestamp
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
index 083bdd135a..f5aa0f436d 100644
--- a/.gitignore
+++ b/.gitignore
@@ -13,6 +13,7 @@ secrets
# Generated files
sitemap.xml
js/sw-files.js
+search/
*.DS_Store
RELEASE_NOTES.md
diff --git a/README.md b/README.md
index 528f2bb47f..2213bb657d 100644
--- a/README.md
+++ b/README.md
@@ -47,6 +47,8 @@ Targeting ES6 was the original intent, but more modern features have long since
### JSON Cleaning
+Parts of the JSON cleaning & style guidelines are also automated and can be applied using `npm run clean-jsons`. Additionally, this cleanup script is also run automatically as part of `npm run build`.
+
#### Trailing commas
To remove trailing commas in JSON:
@@ -95,6 +97,27 @@ Avoid binding ALT-modified events, as these are not available under MacOS or var
Do `npm run serve:dev` to launch a local dev server that serves the project files on [`http://localhost:8080/index.html`](http://localhost:8080/index.html).
+### JSON Schema
+
+The repository contains a JSON Schema for the data files in `test/schema-template/schema.json`. The schema is currently a work in progress.
+
+Details for how to make use of the schema vary based on what setup you are using to work with the repo.
+
+#### Visual Studio Code
+
+To use the JSON Schema with Visual Studio Code, head to Settings and locate the `JSON: Schemas` setting. It is recommended you add this configuration only for the local workspace.
+
+```json
+"json.schemas": [
+ {
+ "fileMatch": [
+ "data/**/*.json"
+ ],
+ "url": "./test/schema-template/schema.json"
+ }
+]
+```
+
### Version bump
Do `npm run version-bump -- [OPTION]`, where `[OPTION]` is one of the following:
diff --git a/book.html b/book_deprecated.html
similarity index 100%
rename from book.html
rename to book_deprecated.html
diff --git a/books.html b/books_deprecated.html
similarity index 100%
rename from books.html
rename to books_deprecated.html
diff --git a/data/abilities.json b/data/abilities.json
index 3c17289bdf..1f290c4d4b 100644
--- a/data/abilities.json
+++ b/data/abilities.json
@@ -91,7 +91,7 @@
],
"page": 236,
"entries": [
- "The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its {@action Strike||Strikes} deal additional {@condition persistent damage ||persistent fire damage} equal to half the skeleton's level (minimum 1 damage)."
+ "The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its {@action Strike||Strikes} deal additional {@condition persistent damage||persistent fire damage} equal to half the skeleton's level (minimum 1 damage)."
]
},
{
@@ -117,7 +117,7 @@
],
"page": 236,
"entries": [
- "When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take {@damage 1d6} {@condition persistent damage ||persistent poison damage} (plus an additional {@dice 1d6} for every 6 levels the skeleton has)."
+ "When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take {@damage 1d6} {@condition persistent damage||persistent poison damage} (plus an additional {@dice 1d6} for every 6 levels the skeleton has)."
]
},
{
@@ -154,7 +154,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -886,6 +886,135 @@
"entries": [
"This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid."
]
+ },
+ {
+ "name": "Site Bound",
+ "source": "B1",
+ "page": 166,
+ "creature": [
+ "Ghost"
+ ],
+ "entries": [
+ "A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location."
+ ]
+ },
+ {
+ "name": "Rejuvenation",
+ "source": "B1",
+ "page": 166,
+ "creature": [
+ "Ghost"
+ ],
+ "traits": [
+ "divine",
+ "necromancy"
+ ],
+ "entries": [
+ "When a ghost is destroyed, it re-forms after {@dice 2d4} days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+ ],
+ "add_hash": "Ghost"
+ },
+ {
+ "name": "Corrupting Gaze",
+ "source": "B1",
+ "page": 166,
+ "creature": [
+ "Ghost"
+ ],
+ "activity": {
+ "unit": "action",
+ "number": 2
+ },
+ "entries": [
+ "The ghost stares at a creature it can see within 30 feet. The target takes {@damage 1d6} negative damage + {@damage 1d6} per 2 levels with a basic Will save. A creature that fails its save is also {@condition stupefied 1} for 1 minute."
+ ]
+ },
+ {
+ "name": "Draining Touch",
+ "source": "B1",
+ "page": 166,
+ "creature": [
+ "Ghost"
+ ],
+ "activity": {
+ "unit": "action",
+ "number": 2
+ },
+ "entries": [
+ "With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand {@action Strike} but deals no damage on a hit. Instead, the target becomes {@condition drained 1} for 1 day, and the ghost regains HP equal to half its own level."
+ ]
+ },
+ {
+ "name": "Frightful Moan",
+ "source": "B1",
+ "page": 166,
+ "creature": [
+ "Ghost"
+ ],
+ "traits": [
+ "auditory",
+ "divine",
+ "emotion",
+ "enchantment",
+ "fear",
+ "mental"
+ ],
+ "activity": {
+ "unit": "action",
+ "number": 2
+ },
+ "entries": [
+ "The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes {@condition frightened 2} (or {@condition frightened 3} on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute."
+ ]
+ },
+ {
+ "name": "Inhabit Object",
+ "source": "B1",
+ "page": 166,
+ "creature": [
+ "Ghost"
+ ],
+ "activity": {
+ "unit": "action",
+ "number": 1
+ },
+ "entries": [
+ "The ghost possesses an object of size {@trait Large} or smaller within 20 feet, making it an animated object (pages 20\u201321). This animated object's level can be no higher than the ghost's level \u2013 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds."
+ ]
+ },
+ {
+ "name": "Malevolent Possession",
+ "source": "B1",
+ "page": 167,
+ "creature": [
+ "Ghost"
+ ],
+ "activity": {
+ "unit": "action",
+ "number": 2
+ },
+ "entries": [
+ "The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the {@spell possession} spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell."
+ ]
+ },
+ {
+ "name": "Telekinetic Assault",
+ "source": "B1",
+ "page": 167,
+ "traits": [
+ "divine",
+ "evocation"
+ ],
+ "creature": [
+ "Ghost"
+ ],
+ "activity": {
+ "unit": "action",
+ "number": 2
+ },
+ "entries": [
+ "The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take {@damage 1d6} bludgeoning damage + {@damage 1d6} per 2 levels, subject to a basic Reflex save."
+ ]
}
]
}
diff --git a/data/actions.json b/data/actions.json
index f93327bda2..e0a3c3e91c 100644
--- a/data/actions.json
+++ b/data/actions.json
@@ -1,5 +1,72 @@
{
"action": [
+ {
+ "name": "Grow",
+ "source": "TV",
+ "page": 165,
+ "traits": [
+ "rare",
+ "downtime",
+ "manipulate"
+ ],
+ "entries": [
+ "You can grow an item from a living thing, most commonly a plant. You need the {@feat Alchemical Crafting} skill feat to Grow an alchemical item, the {@feat Magical Crafting} skill feat to Grow a magic item, and the {@feat Snare Crafting} feat to Grow a snare. To Grow an item, you must meet the following requirements.",
+ {
+ "type": "list",
+ "items": [
+ "The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in {@skill Crafting}, and if it's 16th or higher, you must be legendary. ",
+ "You have the formula for the item; see {@quickref Getting Formulas|CRB|1|Formulas} for more information. ",
+ "You have an appropriate set of tools for growing the item. While cultivation and gardening tools are typical for plants, you might also use a different technique that requires a different set of tools. For instance, if you play music to help your plants grow, you might use a musical instrument instead. ",
+ "You must supply special fertilizers or other magical nutrients worth at least half the item's Price. You always expend at least that quantity of fertilizers and magical nutrients when you Grow successfully. If you're in a settlement, you can usually spend currency to get the amount of magical nutrients you need, except in the case of rarer precious materials. You can also bring them with you in advance or forage for them with a skill like {@skill Lore||Herbalism Lore}, gaining an amount of value based on the rules for {@action Earn Income}."
+ ]
+ },
+ "You must spend 4 days at work, at which point you attempt a {@skill Crafting} check. The GM determines the DC to Grow the item based on its level, rarity, and other circumstances. Depending on the specifics of the type of item, it might be easier to Grow than it is to Craft, or vice versa; typically, the GM can represent that by making an easy or hard DC adjustment.",
+ "If your attempt to create the item is successful, you expend the fertilizers and other magical nutrients you supplied. You can pay the remaining portion of the item's Price in additional growth accelerants to complete the item immediately, or you can spend additional downtime days cultivating the item. For each additional day taken, reduce the value of the accelerants you need to complete the item. This amount is determined using Core Rulebook {@table Income Earned||Table 4\u20132: Income Earned}, based on your proficiency rank in {@skill Crafting} and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in accelerants. If the downtime days you spend are interrupted, you can return to finish the item later, continuing where you left off.",
+ "You also have the option to allow the item to grow mostly untended, only stopping to supervise it occasionally, though the pace is much slower without your direct intervention. At the end of each season in which you spent at least 1 day of downtime to Grow the item, roll an additional {@skill Crafting} check and reduce the value of accelerants you need to expend to complete the item by the corresponding amount.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in {@skill Crafting}. ",
+ "Success": "Your attempt is successful. Each additional day spent Growing reduces the materials needed to complete the item by an amount based on your level and your proficiency rank. ",
+ "Failure": "You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over. ",
+ "Critical Failure": "You fail to complete the item. You ruin 10% of the fertilizers and nutrients you supplied, but you can salvage the rest. If you want to try again, you must start over."
+ }
+ }
+ ]
+ },
+ {
+ "name": "Deconstruct",
+ "source": "TV",
+ "page": 162,
+ "traits": [
+ "rare",
+ "downtime"
+ ],
+ "entries": [
+ "You deconstruct an item to provide the starting point to convert it into a new item. You need the {@feat Alchemical Crafting} skill feat to deconstruct alchemical items and the {@feat Magical Crafting} skill feat to deconstruct magic items.",
+ "To Deconstruct an item, you must meet the following requirements.",
+ {
+ "type": "list",
+ "items": [
+ "The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in Crafting, and if it's 16th or higher, you must be legendary. ",
+ "The item isn't a cursed item, artifact, or other item that is similarly hard to destroy. The item isn't a consumable item. ",
+ "The item has a listed Price. ",
+ "You must have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to deconstruct a metal shield or an alchemist's lab to de-concoct alchemical items."
+ ]
+ },
+ "At the start of this process, you must decide if you're using the deconstructed item to build a new, similar item, of if you are simply breaking it down for raw ingredients that can be used at a later date for any item. In either case, this activity takes 1 day to perform, but if you're using the item to create a new, similar item, that day can be counted as one of the crafting days for the new item.",
+ "At the end of the activity, you must attempt a Crafting check. The GM sets the DC of this check based on the level of the item you are attempting to deconstruct, its rarity, and other circumstances.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "If you are deconstructing the item to make a new, similar item, you can apply 80% of the cost of the deconstructed item to the new item. If you are deconstructing the item for raw materials alone, you can apply 55% of the cost of the deconstructed item to a single new item. In either case, if this is in excess of the new item's cost, the remainder is lost. ",
+ "Success": "As critical success, but you can only apply 75% of the deconstructed item's cost to the new similar item and 50% of the deconstructed item's cost to any single item. ",
+ "Failure": "You fail to deconstruct the item, wasting your time. You can try again. ",
+ "Critical Failure": "You fail to deconstruct the item and damage it in the process. You must either repair it before attempting again, or you can attempt to deconstruct it again but lose 5% of the value of the item."
+ }
+ }
+ ]
+ },
{
"name": "Harvest Heartsliver",
"activity": {
@@ -138,7 +205,7 @@
"thaumaturge"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "You are holding your implement.",
@@ -172,7 +239,7 @@
],
"prerequisites": "{@action Exploit Vulnerability|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "You're benefiting from {@action Exploit Vulnerability|DA}, you can see the subject, and you haven't used {@action Exploit Vulnerability|DA} this round.",
@@ -257,7 +324,7 @@
"thaumaturge"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "You are holding your {@subclassFeature First Implement and Esoterica|Thaumaturge|DA|chalice|DA|1||chalice implement}.",
@@ -481,7 +548,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You make a {@action Strike} with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being {@condition concealed} or {@condition hidden}."
@@ -507,7 +574,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.",
@@ -742,7 +809,7 @@
"manipulate"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -835,7 +902,7 @@
},
"trigger": "You're hit with an unarmed {@action Strike} or a {@action Strike} with a non-reach melee weapon.",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1078,7 +1145,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are hit with an unarmed strike or a strike with a non-reach melee weapon.",
"entries": [
@@ -1243,7 +1310,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are about to attempt a check to {@action Recall Knowledge}.",
"entries": [
@@ -1557,7 +1624,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "Another creature attempts a check to investigate a lead you're pursuing.",
"entries": [
@@ -2152,7 +2219,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a {@dice d20}. If you {@action Strike} the chosen creature later this round, you must use the result of the roll you made to {@action Devise a Stratagem|APG} for your {@action Strike}'s attack roll instead of rolling. You make this substitution only for the first {@action Strike} you make against the creature this round, not any subsequent attacks.",
@@ -2313,7 +2380,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
@@ -2491,7 +2558,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Energy bursts forth from your body. You deal {@damage 1d6} damage of your chosen type to all adjacent creatures (basic Reflex save using your class DC or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by {@damage 1d6}."
@@ -2571,7 +2638,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"You observe and assess your surroundings with great speed. You {@action Recall Knowledge}, {@action Seek}, or {@action Sense Motive}."
@@ -3454,7 +3521,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A creature within 60 feet gains the {@condition frightened} condition.",
"entries": [
@@ -3928,7 +3995,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "Your {@action Strike} hits a {@condition flat-footed} creature and deals damage.",
"entries": [
@@ -4004,7 +4071,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You experience a brief resurgence of a mutagen. Choose one mutagen you've consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute."
@@ -4074,7 +4141,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a {@skill Crafting} check that has a {@table DCs by Level||standard DC for your level}.",
@@ -4297,7 +4364,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a {@skill Diplomacy} check against the creature's Will DC. The creature is then temporarily immune for 1 hour.",
@@ -4341,7 +4408,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.",
@@ -4769,8 +4836,7 @@
"page": 300,
"activity": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"traits": [
"concentrate",
@@ -5896,7 +5962,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"requirements": "You are wielding a piercing or slashing weapon.",
"entries": [
@@ -6076,7 +6142,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you.",
"entries": [
@@ -6241,8 +6307,7 @@
"page": 248,
"activity": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"traits": [
"exploration",
@@ -6461,6 +6526,28 @@
"entries": [
"Your foes are but dross from which you carve and shoot your legend. Make a melee {@action Strike} and then a ranged {@action Strike} with a combination weapon, both against the same enemy; you don't need to change modes to do so. If the melee {@action Strike} hits, you gain a +1 circumstance bonus to the attack roll with the ranged {@action Strike}. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you've made both attacks. If both {@action Strike||Strikes} hit, you deal an additional {@damage 2d6} {@condition persistent damage||persistent bleed damage} to the enemy, and they're {@condition dazzled} until this {@condition persistent damage||persistent bleed damage} ends."
]
+ },
+ {
+ "name": "Befriend a Local",
+ "source": "AoA0",
+ "page": 9,
+ "traits": [
+ "concentrate",
+ "downtime",
+ "linguistic"
+ ],
+ "entries": [
+ "You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a {@skill Diplomacy} check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a {@skill Crafting} check to make friends. Or if you seek to befriend an herbalist, you could attempt a {@skill Medicine} check or a {@skill Nature} check. As you interact with an NPC, you might discover other personality traits that suggest other skill check options\u2014for example, after a few days of chatting with a local hunter you might learn that they have a deep appreciation of music, allowing you to attempt a {@skill Performance} check to befriend them. If you elect to attempt a skill check other than {@skill Diplomacy}, your GM will decide if the check you chose is applicable\u2014if not, the outcome of your check is one degree of success worse. Regardless of the skill you choose, the DC is 20.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is not a merchant, their friendship instead grants you a +1 circumstance bonus to {@skill Diplomacy} checks you attempt as part of downtime activities in Breachill, as long as they favor you. These benefits are permanent, as long as you don't take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC's favor in this way, the GM might decide the NPC helps you in other ways as well.",
+ "Success": "Per critical success, except the NPC's favor lasts for a number of weeks equal to your Charisma modifier (minimum of 1 week).",
+ "Failure": "The NPC does not favor you.",
+ "Critical Failure": "The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5."
+ }
+ }
+ ]
}
]
}
diff --git a/data/afflictions.json b/data/afflictions.json
index 2d7c8356b7..8e9332b73a 100644
--- a/data/afflictions.json
+++ b/data/afflictions.json
@@ -949,6 +949,7 @@
"DC": 37,
"savingThrow": "Fortitude",
"onset": "{@dice 1d6×10} minutes",
+ "note": "Non-humans can't progress beyond Stage 1",
"stages": [
{
"stage": 1,
@@ -957,7 +958,7 @@
},
{
"stage": 2,
- "entry": "The target dies and transforms into an ooze with a level no greater than the target's level plus 1 for each day since the target contracted the curse"
+ "entry": "The target dies and transforms into an ooze with a level no greater than the target's level plus 1 for each day since the target contracted the curse."
}
]
}
diff --git a/data/ancestries/ancestry-conrasu.json b/data/ancestries/ancestry-conrasu.json
index 61fd72588f..17eb534302 100644
--- a/data/ancestries/ancestry-conrasu.json
+++ b/data/ancestries/ancestry-conrasu.json
@@ -168,7 +168,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are about to attempt a check to {@action Recall Knowledge}.",
"entries": [
diff --git a/data/ancestries/ancestry-dwarf.json b/data/ancestries/ancestry-dwarf.json
index 9b9f090b79..8909300bd5 100644
--- a/data/ancestries/ancestry-dwarf.json
+++ b/data/ancestries/ancestry-dwarf.json
@@ -405,7 +405,7 @@
"name": "Energy Emanation",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
}
]
diff --git a/data/ancestries/ancestry-grippli.json b/data/ancestries/ancestry-grippli.json
index c13fb5afdb..5fab6c74eb 100644
--- a/data/ancestries/ancestry-grippli.json
+++ b/data/ancestries/ancestry-grippli.json
@@ -165,7 +165,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A creature touches you, such as by Grappling you, successfully hitting you with an unarmed attack, or using a touch-range spell against you.",
"entries": [
diff --git a/data/ancestries/ancestry-kitsune.json b/data/ancestries/ancestry-kitsune.json
index 223a8b68b3..09c4c73ce6 100644
--- a/data/ancestries/ancestry-kitsune.json
+++ b/data/ancestries/ancestry-kitsune.json
@@ -262,7 +262,7 @@
"name": "Invigorating Fear",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A creature within 60 feet gains the {@condition frightened} condition."
}
diff --git a/data/ancestries/ancestry-kobold.json b/data/ancestries/ancestry-kobold.json
index 250a3b309f..830424285f 100644
--- a/data/ancestries/ancestry-kobold.json
+++ b/data/ancestries/ancestry-kobold.json
@@ -399,7 +399,7 @@
"requirements": "You are wielding a piercing or slashing weapon.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
}
]
diff --git a/data/ancestries/ancestry-shisk.json b/data/ancestries/ancestry-shisk.json
index ee4c9c755a..7f960a6be5 100644
--- a/data/ancestries/ancestry-shisk.json
+++ b/data/ancestries/ancestry-shisk.json
@@ -168,7 +168,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are hit with an unarmed strike or a strike with a non-reach melee weapon.",
"entries": [
diff --git a/data/archetypes.json b/data/archetypes.json
index 615f38e827..fbcadf1278 100644
--- a/data/archetypes.json
+++ b/data/archetypes.json
@@ -1,5 +1,19 @@
{
"archetype": [
+ {
+ "name": "Reanimator",
+ "source": "BotD",
+ "page": 34,
+ "entries": [
+ "Most cultures revere the bodies of the deceased, laying to rest the mortal remains of their companions according to tradition formed generations before. Such customs assume a common conclusion: once the spirit that inhabited it has gone on to the Boneyard, the empty shell of a corpse has no purpose beyond its eventual return to the elements that formed it. You know differently. As the vessels that once housed immortal souls, corpses hold great power and potential, perfect construction materials for creations of unsurpassed wonder. As a reanimator, you have chosen to focus your study of the necromantic arts on the transformation of dead flesh into innumerable varieties of undead, from the lowliest shuffling corpses and brittle skeletons to abominations of ghastly splendor barely conceived of by only the most fanatical\u2014or brilliant\u2014mortal minds."
+ ],
+ "dedicationLevel": 2,
+ "extraFeats": [
+ "4|Undying Conviction|BotD",
+ "12|Necromancer's Visage|BotD",
+ "14|Sepulchral Sublimation|BotD"
+ ]
+ },
{
"name": "Pactbound Initiate",
"source": "LOMM",
@@ -7,7 +21,7 @@
"rarity": "rare",
"entries": [
"Saumen kar can initiate a member of another ancestry into their pact, imbuing the creature with their power and their curse. Over time, this pact slowly changes the initiate internally and, sometimes, externally as well. The initiate's mind slowly fills with ancient pieces of lore and techniques that are as much part of the saumen kar as their hands and feet. As the initiate's mind adapts to this knowledge and power, their body sometimes evolves in kind\u2014sprouting sweeping horns, gaining heightened olfactory senses, and growing additional height and muscle\u2014becoming a hybrid between their old ancestry and saumen kar, wrapped in runic tattoos.",
- "An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the {@feat Bound in Ice|LOMM} feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the {@feat Pactbound Dedication|LOMM}, {@feat Frostbite Runes|LOMM}, or {@feat Bound in Ice|LOMM} feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time. "
+ "An unwilling creature can never be forced to become a pactbound initiate, and only those with deep bonds of mutual friendship with a saumen kar can even attempt the process. Befriending a saumen kar can be enough to begin one's initiation into the pact, though they must choose to accept the burden and can change their minds about undertaking the pact at any point until their final transition (represented by the {@feat Bound in Ice|LOMM} feat). Once a creature has completed the pact by accepting the full burden of a saumen kar and taking the Bound in Ice feat, all transformations are permanent. At that point, they can't retrain the {@feat Pactbound Dedication|LOMM}, {@feat Frostbite Runes|LOMM}, or {@feat Bound in Ice|LOMM} feats and must live out the rest of their lives as something between their old ancestry and a saumen kar. If their normal lifespan was less than 400 years, it's increased to at least 400 years. If their natural lifespan was greater than 400 years, it's instead reduced to approximately that amount of time."
],
"dedicationLevel": 2
},
@@ -48,7 +62,8 @@
"entries": [
"The mental landscape of the psychic duel rises to meet your steps and reshapes at your touch. You understand the binary mindscape links two minds, making its foundation only as strong as the wills of those involved. Two psychic castles in a siege\u2014patch every loose brick in your walls and single out every flaw in your foe's defenses."
],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "rare"
},
{
"name": "Chronoskimmer",
@@ -59,7 +74,8 @@
"Now you stand on the banks of the river, watching the flow, choosing where to dive in, or even defying the current, at least for a short while, as you skim its surface and skip from moment to moment. As a chronoskimmer, time is yours to exploit.",
"You have the means to see the timelines of all creatures, including your own. You can use this insight to manipulate the flow of time for creatures, much like you can pluck the leaf from the river and place it elsewhere. Manipulating timelines can be dangerous, however, and the {@place Dimension of Time} won't allow these transgressions against time to stand forever. The threat always looms of time dimensionals coming to correct your actions or of you becoming removed from time forever."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Time Mage",
@@ -76,7 +92,8 @@
"16|Plot the Future|APG",
"20|Echoing Spell|APG"
],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Curse Maelstrom",
@@ -95,7 +112,8 @@
"Living with a curse every day, you become intimately familiar with the workings of curses, getting a sense of when bad luck is about to befall those around you. You might try to avoid further bad fortune\u2014which rarely pans out as you'd like\u2014or you could come to terms with your lot in life and regard your curse as something akin to an old friend. Either way, fate cares little.",
"Misery loves company, so your curse can even be a beacon for more misfortune. You might have multiple curses all tied to you, all fighting to make your life as hellish as possible."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Pactbinder",
@@ -106,7 +124,8 @@
"As a pactbinder, you make deals with strange entities, otherworldly beings, and all sorts of multiversal denizens, amiable and unapproachable alike. Over the course of your many negotiations, you've learned something important: while such beings always seek a bargain tilted in their own favor, sometimes your definition of value differs enough from theirs that you can still come out ahead. In fact, sometimes, those who don't understand pacts like you do might mistake the payment for the benefit, or vice versa. Perhaps an ancient being of nightmare demanded to consume something you sought to be rid of, like a painful memory or a negative personality trait, priding itself on how it was taking something personal from you. Little did it know, you let it win on haggling your end of the deal. Of course, this practice isn't without its own risks, as who knows what you might become without that part of you.",
"All these things, you can and must consider in every pact. In addition to pacts, you might also pursue magical contracts. While less of a metaphysical commitment than a pact, contracts offer similar benefits you just can't resist\u2014 and you can employ your skill set as a pactbinder to manipulate the precise wording of the bargain."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Living Vessel",
@@ -118,7 +137,8 @@
"Beings of any alignment can inhabit a living vessel. Evil-aligned beings, especially demons, are most likely to be interested in such an arrangement, especially if it involves forcefully taking over and changing the body and mind of a sapient being. Part of being a living vessel is learning more about your entity and finding what assuages them best and what their ultimate plans might be for your body and the world. Few vessels can fully dictate the terms of the arrangement, but the fact that you give the entity a corporeal form does give you some amount of leverage. Use it wisely.",
"{@b Additional Feats:} Your GM might determine that you can take a pact feat from the {@archetype pactbinder|DA} archetype as an additional feat, as long as the pact is made to the entity within you. For instance, if you're hosting a fey, you could make a pact involving fey. These pact feats are at the same level as for a pactbinder. "
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Alter Ego",
@@ -137,7 +157,8 @@
"A highly guarded castle in the middle of an extravagant ball, the headquarters of a city's infamous thieves' guild, the locked room in the back of a cultist hideout\u2014all perfect targets for you to use your expertise at blending in. Rather than skulking through the shadows, you use your training and latent supernatural abilities to become a mirror, playing on the perceptions of others and taking on whatever role necessary to get in and out of your destination before anyone has a chance to think something is amiss.",
"Performing an alter ego means going unregarded. Passing as just a face in the crowd is crucial, and accolades come as the gratitude from your leaders or coin from your clients, rather than the awed adoration from a crowd. This arrangement might suit you fine, as you thrive in a job well done and on the thrill of walking flagrantly past your duped adversaries. Or it might become pent up, until you can't resist a dramatic reveal or a signature calling card that shows you were there. One final word before speeding away from the castle, a gloating message left behind, or some other sign reveals your skill\u2014usually too late for your victims to do anything about it."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Thaumaturge",
@@ -220,10 +241,8 @@
"entries": [
"You have sworn the Aldori swordpact and study the art of Aldori dueling, a famed school of bladecraft which has been passed down for over a millennium from the teachings of Baron Sirian Aldori. One day, you hope to demonstrate your skill at swordplay in order to become acknowledged as a true swordlord."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Animal Trainer",
@@ -232,10 +251,8 @@
"entries": [
"You have befriended an animal to serve as an able assistant and loyal guardian."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Archaeologist",
@@ -335,7 +352,8 @@
"10|Snap Shot|CRB",
"18|Instant Opening|CRB"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Clockwork Reanimator",
@@ -347,7 +365,8 @@
"The secret to your success is a combination of alchemy and clockwork, machines and magic, science and spellcasting. Of course, crafting the shell of a wind-up zombie is one matter\u2014your primary focus is on the craftwork necessary to make the whole thing work together. To you, the magic involved is only a means to an end, a way to make science more efficient through necromancy and potentially a little bit of evocation for some electric power.",
"While some think your creations are vile, you see beauty in utility and believe animated corpses are tools that can be used for good or ill. For better or worse, when it comes to results, the science you've cobbled together fulfills the most important criterium for any new innovation: it works, plain and simple. Your reanimated clockwork corpses are stable, effective, and, more importantly, they don't rampage or crave the flesh of the living in the same way an undead would. Plus, they aren't vulnerable to positive energy, making them easier to use around good clerics and their ilk without your minions taking friendly fire. (Except Pharasmins, always so inconveniently up in arms about the whole \"desecrating the bodies of the dead\" thing. They can't learn the difference between the stench of undeath and the smell of progress.)"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Bard",
@@ -407,10 +426,8 @@
"extraFeats": [
"8|Call Gun|G&G"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Beastmaster",
@@ -453,10 +470,8 @@
"entries": [
"Bellflower tillers handle most of the ground-level efforts of freeing slaves and escorting them to safety. They use farming-related code words to hide their work: a tiller's freed slaves are her \"crop,\" which she moves along secretive paths termed \"rows,\" taking shelter in secret hideouts referred to as \"barns.\""
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Blessed One",
@@ -497,7 +512,8 @@
"entries": [
"You are one of the Bright Lions, part revolutionary warrior, part undercover spy."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Bullet Dancer",
@@ -515,10 +531,8 @@
"16|Showstopper|G&G",
"16|Two-Weapon Fusillade|G&G"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Butterfly Blade",
@@ -533,10 +547,8 @@
"4|Quick Draw (Ranger)|CRB",
"4|Dread Striker|CRB"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "uncommon"
},
{
"name": "Captivator",
@@ -778,10 +790,8 @@
"benefits": [
"Spellcasting"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Cavalier",
@@ -866,10 +876,8 @@
"entries": [
"In the era before Earthfall, the elven people of Golarion exhibited a wide range of mastery over magic. A sect of elves who venerated the goddess Yuelral first developed the techniques of the crystal keeper, but this tradition has since been long forgotten by most of the world. There are those who still remember, though\u2014PCs can gain access to the crystal keeper archetype from the tragic figure that haunts Jewelgate waystation in \"Fires of the Haunted City.\""
],
- "traits": [
- "rare"
- ],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "rare"
},
{
"name": "Dandy",
@@ -893,10 +901,8 @@
"8|Directional Bombs|CRB",
"12|Expanded Splash|CRB"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Dragon Disciple",
@@ -915,10 +921,8 @@
]
}
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Drow Shootist",
@@ -927,10 +931,8 @@
"entries": [
"Some drow take skill with the hand crossbow to new heights. You've learned the secrets of these fabled drow shootists. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Druid",
@@ -994,10 +996,8 @@
"entries": [
"You're a specially trained detective for the Edgewatch guard precinct in Absalom."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Eldritch Archer",
@@ -1032,10 +1032,8 @@
"You've been particularly enlightened by the accumulated lore in Thresholds of Truth, and you know Zarmavdian was a kindred soul in occult research. With this book in hand, you feel like you stand at the doorway to unprecedented occult discoveries.",
"You scoff at those fools who claim you meddle in things mortals aren't meant to know\u2014for isn't it the duty of the enlightened to gather the universe's deepest truths?"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Elementalist",
@@ -1117,10 +1115,8 @@
"entries": [
"Many Firebrands travel the Inner Sea region drawing attention to themselves, making great shows of their exploits, and proclaiming their great deeds."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "uncommon"
},
{
"name": "Firework Technician",
@@ -1138,10 +1134,8 @@
]
}
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Flexible Spellcaster",
@@ -1217,10 +1211,8 @@
"entries": [
"Folklorists are welcome across the Mwangi Expanse for the entertaining stories they tell and the counsel they impart. However, those who take the art of storytelling to the next level can produce magical effects based on their understanding of stories and their firm belief that life conforms to the contours of these tales. While many such folklorists are benevolent, terms like hero and villain are notoriously relative, changing to fit the perspective of the storyteller."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Geomancer",
@@ -1239,10 +1231,8 @@
"entries": [
"The warriors of Minata frequently contend with lost spirits of the Taumatan people that haunt their shattered lands to this day. These Minatan warriors, known as ghost eaters around Bonmu, travel the countless islands of Minata and offer their skills to exorcists and priests. When working in such a partnership, ghost eater's main task is to destroy a spirit in order to give their holy comrade time to learn about the individual soul and finally put it to rest."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Ghost Hunter",
@@ -1252,10 +1242,8 @@
"Ghosts have a wide range of capabilities and features\u2014 no two ghosts are exactly alike, as the nature of their abilities depends as much upon who they were in life as on how they died. Haunts, the spectral phenomena remaining in a site of death or powerful emotions, are related to but distinct from ghosts.",
"The ghost hunter knows that ghosts and haunts share many features. By focusing on these similarities, they can track down, confront, and defeat all manner of unquiet souls, helping them to find peace and move on to the afterlife."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Gladiator",
@@ -1274,10 +1262,8 @@
"entries": [
"You've become a xun, a powerful gang enforcer."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 8
+ "dedicationLevel": 8,
+ "rarity": "uncommon"
},
{
"name": "Golem Grafter",
@@ -1286,10 +1272,8 @@
"entries": [
"You have replaced a portion of your body with artifice of the kind used to create golems, fortifying your flesh with the unyielding might of magical constructs."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 8
+ "dedicationLevel": 8,
+ "rarity": "uncommon"
},
{
"name": "Gray Gardener",
@@ -1300,10 +1284,8 @@
"The following is suitable for heroes to take after the events of Night of the Gray Death. You might be a member of the old organization who tried to uphold order despite vindictive directives from above, or you might be someone who recently donned a mask to enforce the law in Galt's new age. Either way, as a Gray Gardener you draw power and authority from being masked and have a reputation for dispassionate justice.",
"Your vigilante identity is that of a Gray Gardener, and you must be wearing a mask to use any of your vigilante feats or you risk exposing your social identity, as described in the {@archetype vigilante|APG} archetype."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Gunslinger",
@@ -1322,7 +1304,8 @@
"miscTags": [
"Multiclass"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Halcyon Speaker",
@@ -1331,10 +1314,8 @@
"entries": [
"One of Old-Mage Jatembe's central lessons was that magic was magic, no matter what the source. Though the Magaambya seeks to hold true to Jatembe's teachings by aiming to understand magic of all kinds, the mages of the Magaambya have found the most success with magic rooted in the material world. Halcyon speakers are powerful conversants who epitomize the Magaambyan practice of blending arcane and primal magic, seeing both traditions as flowing from the same wellspring."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Hellknight",
@@ -1343,10 +1324,8 @@
"entries": [
"Hellknights are among the fiercest warriors in the Inner Sea region, as they have emerged from hell-forged trials ready to serve as faceless bastions of law wherever chaos might threaten to rear."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Hellknight Armiger",
@@ -1355,10 +1334,8 @@
"entries": [
"You have presented yourself to a Hellknight citadel as a candidate to become a fearsome Hellknight. You believe that all who live must be forced to obey law, and you adventure as a test of your loyalty, discipline, and courage. Someday you will take the Hellknight test and battle a devil in single combat to prove your strength and join the Hellknight ranks."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Hellknight Signifer",
@@ -1367,10 +1344,8 @@
"entries": [
"Signifers are the powerful and enigmatic Hellknight spellcasters who support and sometimes lead other Hellknights on their missions to enforce unwavering law. Formidable in their own right, signifers are trained to be unstoppable forces of order and authority when they stand alongside their martial counterparts."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Herbalist",
@@ -1415,7 +1390,8 @@
"miscTags": [
"Multiclass"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Investigator",
@@ -1443,10 +1419,8 @@
"entries": [
"Certain martial artists dedicate themselves to fighting in Jalmeray's Challenge of Sky and Heaven; these individuals devote themselves to the esoteric mysteries of the sky and incorporate these lofty abilities into their martial arts maneuvers. You may have learned these skills from the Houses of Perfection in Jalmeray, or from a practitioner of this style who left Jalmeray bearing its secrets (such as Shristi Melipdra). The Houses of Perfection focus on honing elemental powers, but the Jalmeri heavenseeker isn't limited by the powers of air alone. This style's attacks emulate darting flashes of lightning and the crash of thunder from roiling storm clouds. A true practitioner masters control even over dense matter, causing the air to support its weight or bring it crashing down."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "uncommon"
},
{
"name": "Juggler",
@@ -1455,10 +1429,8 @@
"entries": [
"You're a skilled performer, with impressive balance and coordination that help you greatly in battle."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Knight Reclaimant",
@@ -1467,9 +1439,6 @@
"entries": [
"Knights reclaimant spend much of their time amid the horrors of the Gravelands, rescuing civilians that remain and striking back against the Whispering Tyrant's agents. Accomplishing these goals requires the adoption of subtle tactics, with a focus on stealth and survival."
],
- "traits": [
- "uncommon"
- ],
"otherSources": {
"Expanded": [
"LOKL|76"
@@ -1481,7 +1450,8 @@
"12|Camouflage|CRB",
"12|Sneak Savant|CRB"
],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Knight Vigilant",
@@ -1490,9 +1460,6 @@
"entries": [
"Taking their lead from heroic stories of the Shining Crusade, the knights vigilant stand as a courageous example of morality and honor."
],
- "traits": [
- "uncommon"
- ],
"otherSources": {
"Expanded": [
"LOKL|74"
@@ -1502,7 +1469,8 @@
"8|Shield Warden (Fighter)|CRB",
"12|Mirror Shield|CRB"
],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Lastwall Sentry",
@@ -1511,10 +1479,8 @@
"entries": [
"While the nation of Lastwall is gone, leaving only the horror of the Gravelands behind, you refuse to give up and renounce your oaths. You've renewed your vows, swearing to combat the influence of the Whispering Tyrant wherever it might strike across Golarion."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Linguist",
@@ -1532,10 +1498,8 @@
"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."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Living Monolith",
@@ -1544,10 +1508,8 @@
"entries": [
"You have delved into ancient sphinx magic to imbue your body and soul with the patience and strength of stone, as you work to create a special magical ka stone to finalize your oaths."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Loremaster",
@@ -1571,10 +1533,8 @@
"entries": [
"Magaambyans attendants have become full members of the Magaambya and begun to learn the secrets of the university. Not all Magaambyan attendants necessarily have this archetype, and this archetype doesn't represent the abilities of all attendants; rather, the archetype represents many of those who have affiliated with a branch and are pursuing conversant rank."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Magic Warrior",
@@ -1583,10 +1543,8 @@
"entries": [
"You mix magic and martial prowess, following in the tradition of the Ten Magic Warriors of Old-Mage Jatembe."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Magus",
@@ -1703,10 +1661,8 @@
"entries": [
"The Chime-Ringers serve as Nantambu's elite town guard, keeping the peace while carrying on ancient traditions of crafting chimes in metal, bamboo, or glass."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Oozemorph",
@@ -1715,10 +1671,8 @@
"entries": [
"You have suffered from the deadly touch of an ooze or other amorphous creature, like a gibbering mouther or a shoggoth, and have come away changed. Alternatively, you might have been exposed to some alchemical accident involving experiments with oozes, such as those performed in the city of Oenopion in Nex. Parts of your body occasionally liquefy and threaten to slough off, and only through force of will can you keep your natural form intact. Your affliction is plainly supernatural in origin and distressingly permanent."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Oracle",
@@ -1744,10 +1698,8 @@
"As a group's overwatch, you might let the position go to your head. In such cases, you might think of yourself as the mastermind behind the chessboard and feel detached from your allies, thinking of them as little more than pawns on the field.",
"But more likely your role allows you to feel a deeper connection to your allies, and your coordination and heroics stand out most when you subsume your individual ego to serve the group's needs. In that case, you might think of yourself as a part of a functional whole\u2014if your party was a single living body, you serve as the eyes, but that doesn't mean you're the brain, the heart, or other vital organs. Everyone has a crucial role to play."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Pathfinder Agent",
@@ -1756,10 +1708,8 @@
"entries": [
"You're a field agent of the globe-trotting Pathfinder Society, sworn to report, explore, and cooperate. You explore the world, gathering artifacts and antiquities, and record your adventures for posterity."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Pirate",
@@ -1799,10 +1749,8 @@
"12|Trick Shot|G&G",
"16|Showstopper|G&G"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Poisoner",
@@ -1834,10 +1782,8 @@
"entries": [
"The provocator is a gladiator who mixes brilliant performance with mastery of weapons."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 10
+ "dedicationLevel": 10,
+ "rarity": "uncommon"
},
{
"name": "Ranger",
@@ -1875,10 +1821,8 @@
"entries": [
"You are a Red Mantis assassin, inducted by the mantis god and sworn to chase your prey to the end of the world and beyond."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Ritualist",
@@ -1887,10 +1831,8 @@
"entries": [
"While some learn the art of ritual casting through rigorous study, other gifted individuals may find that a combination of natural talent and luck gives them surprising skill at performing rituals, whether they want that power or not."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "uncommon"
},
{
"name": "Rogue",
@@ -2015,15 +1957,13 @@
}
],
"extraFeats": [
- "2|Tattoo Artist|SoM"
+ "2|Tattoo Artist|TV"
],
"miscTags": [
"Class Archetype"
],
- "traits": [
- "rare"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Runescarred",
@@ -2032,10 +1972,8 @@
"entries": [
"The rune magic of Thassilon and its descendant nations has left its mark on your very flesh. As a runescarred, you have an unusually close connection to this ancient magic, which has become a newly emerging field of study for small pockets of interested scholars in both Varisia and New Thassilon."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Scout",
@@ -2068,10 +2006,8 @@
"entries": [
"Members who align themselves with the Scrolls branch of the Pathfinder Society are fervent seekers of lore, experts in esoterica, and masters of the wealth of knowledge at the Society's disposal. In addition to maintaining and researching the Society's massive collection of tomes and artifacts, these scholars are also eager to adventure in order to add to the Pathfinder's archives. They take tremendous pride in their ability to thoroughly observe, research, and catalog creatures and events. Members of the Scrolls value knowledge and preparation above strength and cunning, and they work to hone their intellectual skills. As a Scrollmaster, you are an elite member of this arm of the Society."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Scrounger",
@@ -2080,10 +2016,8 @@
"entries": [
"You have spent countless hours disassembling and rebuilding complex items to learn how they work, giving you the skill to create just about anything from the most unlikely materials. While your improvised items don't last long, they tend to be just what you need in a pinch, and your enemies find that while they might be able to disarm you, the real challenge is keeping you that way. Locked rooms, diabolical traps, and desperate situations are each their own sort of puzzle to you, and the mundane objects around you are the pieces you use to improvise your own solution."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Sentinel",
@@ -2113,10 +2047,8 @@
"14|Shadow Illusion|APG",
"16|Shadow Power|APG"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Shadowdancer",
@@ -2151,10 +2083,8 @@
"entries": [
"The Sixth Pillar follows a tradition that blends martial arts with magic. Traditionally, this is a way to better focus and harness innate or bloodline magic, but it can be used by anyone who can cast spells."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 8
+ "dedicationLevel": 8,
+ "rarity": "uncommon"
},
{
"name": "Snarecrafter",
@@ -2248,10 +2178,8 @@
]
}
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Spell Trickster",
@@ -2278,10 +2206,8 @@
"entries": [
"Those who train under the Master of Spells concern themselves with all matters related to magic. Though not all members of the School of Spells are spellcasters, those who would become Spellmasters of the highest rank and influence have at least some spellcasting capabilities."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Spellshot",
@@ -2511,10 +2437,8 @@
"miscTags": [
"Class Archetype"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Staff Acrobat",
@@ -2523,10 +2447,8 @@
"entries": [
"You can perform amazing acts in and out of combat when you have a spear, staff, or polearm."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Sterling Dynamo",
@@ -2538,10 +2460,8 @@
"With the sterling dynamo archetype, you both use a sterling dynamo prosthesis and truly understand its advantages, limitations, and limitless potential. You don't have to literally be your own mechanic, as there's no requirement for a sterling dynamo to be particularly skilled at crafting, but even if you aren't, you can still \"feel\" what's right when it comes to adjusting and optimizing your dynamo. Whether you implement these improvements yourself or present your mechanic with ideas and insights that allow them to achieve something special on your behalf, your strength and ingenuity are what make you a sterling dynamo.",
"As you train to use your dynamo in all sorts of adventures, you may become capable of feats its original inventors never dreamed possible. In fact, as you progress in the archetype and explore the possibilities, you might find that these inventors want to interview you in order to apply your insights and help them create a new generation of the technology with even greater capabilities. The sterling dynamo's adaptability grants it vast potential, so the sky's the limit!"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Student of Perfection",
@@ -2550,10 +2470,8 @@
"entries": [
"You studied martial arts at Jalmeray's Houses of Perfection."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Summoner",
@@ -2620,10 +2538,8 @@
"entries": [
"Though the ultimate goal of the Pathfinder society is to learn, knowledge cannot be spread if those who discover it fail to come back alive. The Master of Swords teaches recruits to survive, to defend other Pathfinders, and to defeat the Society's enemies. The swordmaster embodies these skills, focusing on practicality and ignoring ideals or methods that interfere with their ability to overcome any challenge."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 6
+ "dedicationLevel": 6,
+ "rarity": "uncommon"
},
{
"name": "Talisman Dabbler",
@@ -2642,10 +2558,8 @@
"Wielding a wrench or blowtorch, you manufacture snares that whir and tick with delicate precision. Your best work requires the right materials\u2014a glorious set of brass fittings and cogwheels\u2014with which you create snares that are as elegantly lethal as they are subtle. As a trapsmith, you're always improving your snares: adjusting timing, tweaking triggers, and finding new ways to hide them from foes.",
"You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the {@archetype snarecrafter|APG} archetype."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 4
+ "dedicationLevel": 4,
+ "rarity": "uncommon"
},
{
"name": "Trick Driver",
@@ -2654,10 +2568,8 @@
"entries": [
"While cavaliers follow an old and tired tradition of mounted combat, you take a more modern road. Through aggressive use of vehicles, you roll across the battlefield, taking down your opponents. You go beyond simply operating a vehicle, pushing it to perform stunts that its builders never intended, transforming the vehicle into something much greater than a mere conveyance."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Turpin Rowe Lumberjack",
@@ -2666,10 +2578,8 @@
"entries": [
"You are a feller of trees and a skilled axe wielder, trained in the art of forestry by the hard-working loggers of Turpin Rowe."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Unexpected Sharpshooter",
@@ -2700,10 +2610,8 @@
"4|Risky Reload|G&G",
"10|Trick Shot|G&G"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Vehicle Mechanic",
@@ -2713,10 +2621,8 @@
"You have always felt that vehicles are as much works of art as they are means of transportation. It doesn't matter if it's as common as a chariot or as complex as an airship, there's always some aspect of the vehicle you can improve upon. Pilots, drivers, and sailors alike value your expertise, and many seek you out to work on their vehicles. While you can make a great profit working on custom vehicles for wealthy clients, you still keep a vehicle of your own to tinker with as your personal passion project.",
"You might be part of a vehicle mechanic union, working with other mechanics and engineers to find fair jobs and support each other's labor. While some vehicle mechanic unions are secular, many realize the benefits of organizing alongside a sympathetic religion, and so they typically adopt the ideals of economically-focused gods like Abadar or deities interested in crafting such as the goddess Brigh\u2014the Whisper in Bronze\u2014the goddess of invention. Whether religious or secular, vehicle mechanic unions take the bonds between fellow union members seriously. While this might mean your character becomes obligated to help a fellow union member who needs your help, it also means you have steadfast allies you can fall back on in your own time of need. In dire straits, such a connection can be worth its weight in gold."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Vigilante",
@@ -2728,10 +2634,8 @@
"extraFeats": [
"4|Quick Draw (Rogue)|CRB"
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Viking",
@@ -2917,10 +2821,8 @@
"miscTags": [
"Class Archetype"
],
- "traits": [
- "rare"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Witch",
@@ -2991,10 +2893,8 @@
"entries": [
"You are one of the Zephyr Guard, professional soldiers who protect Katapesh from military threats, economic sabotage, and elite thieves."
],
- "traits": [
- "uncommon"
- ],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Undead Master",
@@ -3013,7 +2913,8 @@
"14|Specialized Beastmaster Companion|APG",
"16|Lead the Pack|APG"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Exorcist",
@@ -3086,7 +2987,8 @@
"The exact origin of hallowed necromancers' abilities may vary from one to the next. Some are granted their gifts directly by a sympathetic deity such as {@deity Sarenrae} or {@deity Pharasma}, while others might use their knowledge of religion and the planes to learn such abilities on their own. Though rarer, it's even possible these practitioners might discover they possess an intuitive understanding and control over abilities that manifest spontaneously as their capabilities grow. Despite this variance, all share a fundamental understanding that undeath is an aberration to be quickly remedied.",
"Though the majority of hallowed necromancers have similar goals and are willing to work together, they tend not to form their own organizations. More often, these necromancers attach themselves to existing groups\u2014such as the {@organization Knights of Lastwall} or Voices of the Spire\u2014and use their powers in support of those groups' causes. Otherwise, they plan and carry out their own personal vendettas against the forces of undeath, often enlisting the help of trusted friends and allies."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "uncommon"
},
{
"name": "Soul Warden",
@@ -3153,7 +3055,8 @@
},
"Your ties to the living world cling to you in death, your unfinished business reducing you to a spirit. Your soul carries on, but your body is gone. Your mind, too, may have changed: though death can impact thoughts and desires in all sorts of ways, most ghosts experience stronger, more volatile emotions and are frequently overcome by their past ties. A need to reconcile the past overwhelms other needs. Motivations can change over time but are always strong. Pragmatism, compassion, and foresight fall before a ghost's fundamental desires. "
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Ghoul",
@@ -3181,7 +3084,8 @@
"6|Reactive Pursuit|CRB",
"10|Wall Run|CRB"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Lich",
@@ -3206,7 +3110,8 @@
"extraFeats": [
"14|Magic Sense (Wizard)|CRB"
],
- "dedicationLevel": 12
+ "dedicationLevel": 12,
+ "rarity": "rare"
},
{
"name": "Mummy",
@@ -3219,7 +3124,8 @@
"Very rarely, mummies are created by natural processes occurring in locations that are cursed or inundated by negative energy. These mummies most often rise in deserts, bogs, swamps, at high altitudes, or in frigid locales. Although the process through which they are created is less painful and far shorter in duration, the spiritual shift from living to undead is no less traumatizing.",
"Mummies are most commonly found in Geb and Osirion, as well as the surrounding nations of Thuvia, Katapesh, and Qadira. They have a foothold in the Gravelands, the Realm of the Mammoth Lords, and the Mwangi Expanse, particularly around Mzali. Outside the Inner Sea, mummies are found in Vudra and Arcadia, particularly in places once ruled by the Razatlani empire."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Vampire",
@@ -3239,7 +3145,8 @@
},
"After being exsanguinated by a vampire, you've risen again, pulling yourself from the earth as an immortal undead. You're a creature of the night, harmed by the light of day and thirsting for blood."
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
},
{
"name": "Zombie",
@@ -3257,7 +3164,8 @@
"4|Crushing Grab|CRB",
"14|Corpse Stench|BotD"
],
- "dedicationLevel": 2
+ "dedicationLevel": 2,
+ "rarity": "rare"
}
]
}
diff --git a/data/backgrounds/backgrounds-aoa0.json b/data/backgrounds/backgrounds-aoa0.json
index 0f96863734..63a8238026 100644
--- a/data/backgrounds/backgrounds-aoa0.json
+++ b/data/backgrounds/backgrounds-aoa0.json
@@ -21,7 +21,7 @@
"lore": [
"Dragon"
],
- "feat": [
+ "feats": [
"Intimidating Glare"
]
},
@@ -30,7 +30,8 @@
"source": "AoA0",
"page": 4,
"entries": [
- "Until recently, the nation of Ravounel was part of the larger nation of Cheliax, where the church of {@deity Asmodeus} is the law and slaves are traded freely in the open market. You had the poor fortune to be born into slavery, but the good luck to have grown up in the city of Kintargo. When Ravounel seceded from Cheliax, the leaders of this new nation freed all slaves, and you've wasted no time in exploring and establishing your new life. How and why you've come to Breachill is left to you to decide\u2014but the fact that you feel empowered to determine your own destiny continues to drive you! The chance to become an adventurer has excited you for some time, as you hope to build a new life for yourself as a hero rewarded with fame and fortune. Joining the Call for Heroes is a great opportunity to find a group to adventure with.",
+ "Until recently, the nation of Ravounel was part of the larger nation of Cheliax, where the church of {@deity Asmodeus} is the law and slaves are traded freely in the open market. You had the poor fortune to be born into slavery, but the good luck to have grown up in the city of Kintargo. When Ravounel seceded from Cheliax, the leaders of this new nation freed all slaves, and you've wasted no time in exploring and establishing your new life. How and why you've come to Breachill is left to you to decide\u2014but the fact that you feel empowered to determine your own destiny continues to drive you!",
+ "The chance to become an adventurer has excited you for some time, as you hope to build a new life for yourself as a hero rewarded with fame and fortune. Joining the Call for Heroes is a great opportunity to find a group to adventure with.",
"Choose two ability boosts. One must be Dexterity or Charisma, and one is a free ability boost.",
"You're trained in the {@skill Stealth} skill and the {@skill Lore||Kintargo Lore} skill. You gain the {@feat Terrain Stalker} skill feat."
],
@@ -45,7 +46,7 @@
"lore": [
"Kintargo"
],
- "feat": [
+ "feats": [
"Terrain Stalker"
]
},
@@ -70,7 +71,7 @@
"lore": [
"Dahak"
],
- "feat": [
+ "feats": [
"Student of the Canon"
]
},
@@ -95,7 +96,7 @@
"lore": [
"Architecture"
],
- "feat": [
+ "feats": [
"Courtly Graces"
]
},
@@ -104,7 +105,7 @@
"source": "AoA0",
"page": 5,
"entries": [
- "You're from Breachill and have lived there most, if not all, of your life. You might be the son or daughter of a wellknown local adventuring family, or a family with a storied tradition of military or other martial service. You likely also have some sort of skill with your hands, as the people of Breachill are very self-sufficient.",
+ "You're from Breachill and have lived there most, if not all, of your life. You might be the son or daughter of a well-known local adventuring family, or a family with a storied tradition of military or other martial service. You likely also have some sort of skill with your hands, as the people of Breachill are very self-sufficient.",
"The Call for Heroes is one of your hometown's most iconic traditions, and you want to attend so you can prove your own merits to the council\u2014beyond simply those of your family's name.",
"Choose two ability boosts. One must be Constitution or Charisma, and one is a free ability boost.",
"You're trained in the {@skill Crafting} skill and the {@skill Lore||Breachill Lore} skill. You gain the {@feat Specialty Crafting} skill feat."
@@ -120,17 +121,16 @@
"lore": [
"Breachill"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
{
- "name": "Out-of-towner",
+ "name": "Out-of-Towner",
"source": "AoA0",
"page": 5,
"entries": [
- "You've never been to Breachill, nor do you have roots in the town, but as chance has it you find yourself visiting.",
- "You might be here traveling with a friend, visiting an old acquaintance, or merely here to see a new part of the world. Before coming to town, though, you spent many years living with an ancestry other than your own, and your diverse childhood has left you with an open mind and a curious nature.",
+ "You've never been to Breachill, nor do you have roots in the town, but as chance has it you find yourself visiting. You might be here traveling with a friend, visiting an old acquaintance, or merely here to see a new part of the world. Before coming to town, though, you spent many years living with an ancestry other than your own, and your diverse childhood has left you with an open mind and a curious nature.",
"You're excited to meet new people and cultures, and answering the Call for Heroes seems to be an interesting way to do so.",
"Choose two ability boosts. One must be Constitution or Intelligence, and one is a free ability boost.",
"You're trained in the {@skill Diplomacy} skill and one of the following {@skill Lore} skills thematically associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling. You gain the {@feat Hobnobber} skill feat."
@@ -150,7 +150,7 @@
"Goblin",
"Halfling"
],
- "feat": [
+ "feats": [
"Hobnobber"
]
},
@@ -159,8 +159,7 @@
"source": "AoA0",
"page": 5,
"entries": [
- "You're likely from Breachill, but unlike the Local Scion, your family has no notable legacy in the area. You might not even have much of a family at all to call your own, and could be an orphan. You've seen so many people make names for themselves that you set out on your own and spent some time abroad in the jungles or deserts of Garund or in the upper reaches of the Darklands\u2014regions that proved too dangerous to remain in for long on your own.",
- "You returned home with more caution and knowledge of the world beyond Breachill's borders, but still determined to win fame.",
+ "You're likely from Breachill, but unlike the Local Scion, your family has no notable legacy in the area. You might not even have much of a family at all to call your own, and could be an orphan. You've seen so many people make names for themselves that you set out on your own and spent some time abroad in the jungles or deserts of Garund or in the upper reaches of the Darklands\u2014regions that proved too dangerous to remain in for long on your own. You returned home with more caution and knowledge of the world beyond Breachill's borders, but still determined to win fame.",
"You've decided that joining an adventuring group would be the best way to secure aid in your quest to build your own reputation, and are attending the Call for Heroes to find such allies.",
"Choose two ability boosts. One must be Dexterity or Intelligence, and one is a free ability boost.",
"You're trained in the {@skill Survival} skill and the Darklands, Desert, or {@skill Lore||Jungle Lore} skill. You gain the {@feat Terrain Expertise} skill feat (underground if you have {@skill Lore||Darklands Lore}, desert if you have {@skill Lore||Desert Lore}, or forest if you have {@skill Lore||Jungle Lore})."
@@ -178,7 +177,7 @@
"Darklands",
"Desert"
],
- "feat": [
+ "feats": [
"Terrain Expertise"
]
},
@@ -203,7 +202,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Pickpocket"
]
},
@@ -212,9 +211,9 @@
"source": "AoA0",
"page": 6,
"entries": [
- "Whether you are a local or from out of town, you've heard rumors that Breachill's past contains a hidden secret.",
- "Perhaps you've heard strange rumors that the town's founder, Lamond Breachton, was not the hero everyone touts, or maybe your grandmother heard stories from her own grandmother that contradict the town's accepted narrative of its establishment. In the pursuit of the truth, you've learned to navigate the tangles of politics, and to never take anyone's word at face value.",
- "You plan to join the Call for Heroes so that you can make yourself known to the council, or perhaps even ingratiating yourself to them, so you can seek the truth and eventually uncover Breachill's secrets! Choose two ability boosts. One must be Strength or Wisdom, and one is a free ability boost.",
+ "Whether you are a local or from out of town, you've heard rumors that Breachill's past contains a hidden secret. Perhaps you've heard strange rumors that the town's founder, Lamond Breachton, was not the hero everyone touts, or maybe your grandmother heard stories from her own grandmother that contradict the town's accepted narrative of its establishment. In the pursuit of the truth, you've learned to navigate the tangles of politics, and to never take anyone's word at face value.",
+ "You plan to join the Call for Heroes so that you can make yourself known to the council, or perhaps even ingratiating yourself to them, so you can seek the truth and eventually uncover Breachill's secrets!",
+ "Choose two ability boosts. One must be Strength or Wisdom, and one is a free ability boost.",
"You're trained in the {@skill Deception} skill and the {@skill Lore||Politics Lore} skill. You gain the {@feat Lie to Me} skill feat."
],
"boosts": [
@@ -228,7 +227,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Lie to Me"
]
}
diff --git a/data/backgrounds/backgrounds-aoa4.json b/data/backgrounds/backgrounds-aoa4.json
index 568a22e18d..258ea34ece 100644
--- a/data/backgrounds/backgrounds-aoa4.json
+++ b/data/backgrounds/backgrounds-aoa4.json
@@ -17,7 +17,7 @@
"lore": [
"Droskar|LOGM"
],
- "feat": [
+ "feats": [
"Skill Training"
]
}
diff --git a/data/backgrounds/backgrounds-aoa6.json b/data/backgrounds/backgrounds-aoa6.json
index 2b45491760..5e797d67fc 100644
--- a/data/backgrounds/backgrounds-aoa6.json
+++ b/data/backgrounds/backgrounds-aoa6.json
@@ -23,7 +23,7 @@
"lore": [
"Portal"
],
- "feat": [
+ "feats": [
"Quick Identification"
]
},
@@ -51,7 +51,7 @@
"lore": [
"Legal"
],
- "feat": [
+ "feats": [
"Multilingual"
]
},
@@ -78,7 +78,7 @@
"lore": [
"Genealogy"
],
- "feat": [
+ "feats": [
"Group Coercion"
]
},
@@ -105,7 +105,7 @@
"lore": [
"Dragon"
],
- "feat": [
+ "feats": [
"Titan Wrestler"
]
}
diff --git a/data/backgrounds/backgrounds-aoe0.json b/data/backgrounds/backgrounds-aoe0.json
index 0749bf655c..ef3ddccbb6 100644
--- a/data/backgrounds/backgrounds-aoe0.json
+++ b/data/backgrounds/backgrounds-aoe0.json
@@ -23,7 +23,7 @@
"Legal",
"Underworld"
],
- "feat": [
+ "feats": [
"Pickpocket"
],
"miscTags": [
@@ -81,7 +81,7 @@
"Labor",
"Underworld"
],
- "feat": [
+ "feats": [
"Experienced Tracker"
],
"miscTags": [
@@ -111,7 +111,7 @@
"Sailing",
"Hunting"
],
- "feat": [
+ "feats": [
"Quick Jump"
],
"miscTags": [
@@ -140,7 +140,7 @@
"lore": [
"Legal"
],
- "feat": [
+ "feats": [
"Recognize Spell"
],
"miscTags": [
@@ -170,7 +170,7 @@
"lore": [
"Legal"
],
- "feat": [
+ "feats": [
"Hobnobber"
],
"miscTags": [
@@ -196,7 +196,7 @@
"skills": [
"Performance"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
],
"miscTags": [
@@ -252,7 +252,7 @@
"Gladiatorial",
"Genealogy"
],
- "feat": [
+ "feats": [
"Multilingual"
],
"miscTags": [
@@ -281,7 +281,7 @@
"Art",
"Underworld"
],
- "feat": [
+ "feats": [
"Charming Liar"
],
"miscTags": [
diff --git a/data/backgrounds/backgrounds-aoe4.json b/data/backgrounds/backgrounds-aoe4.json
index e083fc815c..7bccce796f 100644
--- a/data/backgrounds/backgrounds-aoe4.json
+++ b/data/backgrounds/backgrounds-aoe4.json
@@ -27,7 +27,7 @@
"lore": [
"Harrow"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
}
diff --git a/data/backgrounds/backgrounds-apg.json b/data/backgrounds/backgrounds-apg.json
index f419e4ad89..1f1194135c 100644
--- a/data/backgrounds/backgrounds-apg.json
+++ b/data/backgrounds/backgrounds-apg.json
@@ -39,7 +39,7 @@
"Desert",
"Plains"
],
- "feat": [
+ "feats": [
"Group Coercion"
]
},
@@ -63,7 +63,7 @@
"lore": [
"Surgery"
],
- "feat": [
+ "feats": [
"Risky Surgery"
]
},
@@ -112,7 +112,7 @@
"lore": [
"Accounting"
],
- "feat": [
+ "feats": [
"Eye for Numbers"
]
},
@@ -136,7 +136,7 @@
"lore": [
"Cooking"
],
- "feat": [
+ "feats": [
"Seasoned"
]
},
@@ -160,7 +160,7 @@
"lore": [
"City"
],
- "feat": [
+ "feats": [
"Glean Contents"
]
},
@@ -184,7 +184,7 @@
"lore": [
"Deity or Cult"
],
- "feat": [
+ "feats": [
"Schooled in Secrets"
]
},
@@ -212,7 +212,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You attempt a saving throw against a {@trait magical} effect, but you haven't rolled yet",
"entries": [
@@ -256,7 +256,7 @@
"Nature",
"Survival"
],
- "feat": [
+ "feats": [
"Forager"
],
"miscTags": [
@@ -288,7 +288,7 @@
"fortune)"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You attempt a skill check and haven't yet rolled",
@@ -353,7 +353,7 @@
"lore": [
"Warfare"
],
- "feat": [
+ "feats": [
"Lengthy Diversion"
]
},
@@ -378,7 +378,7 @@
"lore": [
"Plains"
],
- "feat": [
+ "feats": [
"Express Rider"
]
},
@@ -402,7 +402,7 @@
"lore": [
"Deity"
],
- "feat": [
+ "feats": [
"Pilgrim's Token"
]
},
@@ -424,7 +424,7 @@
"skills": [
"Society"
],
- "feat": [
+ "feats": [
"Streetwise"
]
},
@@ -448,7 +448,7 @@
"lore": [
"Boneyard"
],
- "feat": [
+ "feats": [
"Additional Lore",
"Diehard"
]
@@ -473,7 +473,7 @@
"lore": [
"Herbalism"
],
- "feat": [
+ "feats": [
"Root Magic"
]
},
@@ -497,7 +497,7 @@
"skills": [
"Society"
],
- "feat": [
+ "feats": [
"Courtly Graces"
]
},
@@ -521,7 +521,7 @@
"lore": [
"Settlement"
],
- "feat": [
+ "feats": [
"Forager"
]
},
@@ -546,7 +546,7 @@
"lore": [
"Labor"
],
- "feat": [
+ "feats": [
"Read Lips"
]
},
@@ -571,7 +571,7 @@
"Heraldry",
"Warfare"
],
- "feat": [
+ "feats": [
"Armor Assist"
]
},
@@ -638,7 +638,7 @@
"lore": [
"Genealogy"
],
- "feat": [
+ "feats": [
"Fascinating Performance"
]
}
diff --git a/data/backgrounds/backgrounds-av0.json b/data/backgrounds/backgrounds-av0.json
index 283aa7705a..abcb27c510 100644
--- a/data/backgrounds/backgrounds-av0.json
+++ b/data/backgrounds/backgrounds-av0.json
@@ -20,7 +20,7 @@
"lore": [
"Library"
],
- "feat": [
+ "feats": [
"Arcane Sense"
]
},
@@ -45,7 +45,7 @@
"lore": [
"Fleshwarp"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -69,7 +69,7 @@
"lore": [
"Swamp"
],
- "feat": [
+ "feats": [
"Titan Wrestler"
]
},
@@ -93,7 +93,7 @@
"lore": [
"Otari"
],
- "feat": [
+ "feats": [
"Hobnobber"
]
},
@@ -118,7 +118,7 @@
"lore": [
"Roseguard"
],
- "feat": [
+ "feats": [
"Cat Fall"
]
},
@@ -142,7 +142,7 @@
"lore": [
"Astrology"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -167,7 +167,7 @@
"lore": [
"Wisp"
],
- "feat": [
+ "feats": [
"Terrain Expertise"
]
}
diff --git a/data/backgrounds/backgrounds-botd.json b/data/backgrounds/backgrounds-botd.json
index 654a5645c1..0e50d159bf 100644
--- a/data/backgrounds/backgrounds-botd.json
+++ b/data/backgrounds/backgrounds-botd.json
@@ -190,7 +190,7 @@
"unit": "reaction"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You're reduced to 0 Hit Points",
@@ -231,7 +231,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
diff --git a/data/backgrounds/backgrounds-crb.json b/data/backgrounds/backgrounds-crb.json
index f86eca6ece..1db1b184aa 100644
--- a/data/backgrounds/backgrounds-crb.json
+++ b/data/backgrounds/backgrounds-crb.json
@@ -20,7 +20,7 @@
"lore": [
"Scribing"
],
- "feat": [
+ "feats": [
"Student of the Canon"
]
},
@@ -44,7 +44,7 @@
"lore": [
"Circus"
],
- "feat": [
+ "feats": [
"Steady Balance"
]
},
@@ -69,7 +69,7 @@
"Plains",
"Swamp"
],
- "feat": [
+ "feats": [
"Train Animal"
]
},
@@ -94,7 +94,7 @@
"lore": [
"Guild"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
@@ -119,7 +119,7 @@
"lore": [
"Art"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
@@ -143,7 +143,7 @@
"lore": [
"Alcohol"
],
- "feat": [
+ "feats": [
"Hobnobber"
]
},
@@ -168,7 +168,7 @@
"lore": [
"Legal"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -193,7 +193,7 @@
"lore": [
"Legal"
],
- "feat": [
+ "feats": [
"Experienced Tracker"
]
},
@@ -217,7 +217,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Charming Liar"
]
},
@@ -241,7 +241,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Experienced Smuggler"
]
},
@@ -265,7 +265,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Streetwise"
]
},
@@ -286,7 +286,7 @@
"skills": [
"Society"
],
- "feat": [
+ "feats": [
"Multilingual"
]
},
@@ -310,7 +310,7 @@
"lore": [
"Theater"
],
- "feat": [
+ "feats": [
"Fascinating Performance"
]
},
@@ -334,7 +334,7 @@
"lore": [
"Farming"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -359,7 +359,7 @@
"lore": [
"Warfare"
],
- "feat": [
+ "feats": [
"Battle Medicine"
]
},
@@ -384,7 +384,7 @@
"lore": [
"Fortune-Telling"
],
- "feat": [
+ "feats": [
"Oddity Identification"
]
},
@@ -408,7 +408,7 @@
"lore": [
"Games"
],
- "feat": [
+ "feats": [
"Lie to Me"
]
},
@@ -433,7 +433,7 @@
"lore": [
"Gladiatorial"
],
- "feat": [
+ "feats": [
"Impressive Performance"
]
},
@@ -459,7 +459,7 @@
"Legal",
"Warfare"
],
- "feat": [
+ "feats": [
"Quick Coercion"
]
},
@@ -485,7 +485,7 @@
"lore": [
"Herbalism"
],
- "feat": [
+ "feats": [
"Natural Medicine"
]
},
@@ -512,7 +512,7 @@
"Cave",
"Desert"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -536,7 +536,7 @@
"lore": [
"Tanning"
],
- "feat": [
+ "feats": [
"Survey Wildlife"
]
},
@@ -561,7 +561,7 @@
"lore": [
"Labor"
],
- "feat": [
+ "feats": [
"Hefty Hauler"
]
},
@@ -607,7 +607,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Bargain Hunter"
]
},
@@ -631,7 +631,7 @@
"lore": [
"Mining"
],
- "feat": [
+ "feats": [
"Terrain Expertise"
]
},
@@ -656,7 +656,7 @@
"Genealogy",
"Heraldry"
],
- "feat": [
+ "feats": [
"Courtly Graces"
]
},
@@ -681,7 +681,7 @@
"Desert",
"Swamp"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -706,7 +706,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Experienced Smuggler"
]
},
@@ -731,7 +731,7 @@
"lore": [
"Sailing"
],
- "feat": [
+ "feats": [
"Underwater Marauder"
]
},
@@ -759,7 +759,7 @@
"lore": [
"Academia"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -784,7 +784,7 @@
"Forest",
"Cavern"
],
- "feat": [
+ "feats": [
"Forager"
]
},
@@ -809,7 +809,7 @@
"Absalom",
"Magnimar"
],
- "feat": [
+ "feats": [
"Pickpocket"
]
},
@@ -834,7 +834,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
@@ -858,7 +858,7 @@
"lore": [
"Warfare"
],
- "feat": [
+ "feats": [
"Intimidating Glare"
]
}
diff --git a/data/backgrounds/backgrounds-ec0.json b/data/backgrounds/backgrounds-ec0.json
index 8142c40378..f62f324911 100644
--- a/data/backgrounds/backgrounds-ec0.json
+++ b/data/backgrounds/backgrounds-ec0.json
@@ -20,7 +20,7 @@
"lore": [
"Rope"
],
- "feat": [
+ "feats": [
"Cat Fall"
]
},
@@ -68,7 +68,7 @@
"lore": [
"Crowd"
],
- "feat": [
+ "feats": [
"Group Coercion"
]
},
@@ -94,7 +94,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Lengthy Diversion",
"Subtle Theft"
]
@@ -119,7 +119,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Read Lips"
]
},
@@ -143,7 +143,7 @@
"lore": [
"Circus"
],
- "feat": [
+ "feats": [
"Experienced Professional"
]
},
@@ -167,7 +167,9 @@
"lore": [
"Clown"
],
- "feat": "Virtuosic Performer (comedy)"
+ "feats": [
+ "Virtuosic Performer (comedy)"
+ ]
},
{
"name": "Mystic Seer",
@@ -190,7 +192,7 @@
"lore": [
"Scam"
],
- "feat": [
+ "feats": [
"Arcane Sense"
]
},
@@ -215,7 +217,7 @@
"lore": [
"Circus"
],
- "feat": [
+ "feats": [
"Combat Climber"
]
}
diff --git a/data/backgrounds/backgrounds-ec3.json b/data/backgrounds/backgrounds-ec3.json
index 3d4327677c..9955fd5054 100644
--- a/data/backgrounds/backgrounds-ec3.json
+++ b/data/backgrounds/backgrounds-ec3.json
@@ -23,7 +23,7 @@
"lore": [
"Zevgavizeb"
],
- "feat": [
+ "feats": [
"Ravening's Desperation"
]
}
diff --git a/data/backgrounds/backgrounds-frp0.json b/data/backgrounds/backgrounds-frp0.json
index e56742f6c3..14c024e90f 100644
--- a/data/backgrounds/backgrounds-frp0.json
+++ b/data/backgrounds/backgrounds-frp0.json
@@ -21,7 +21,7 @@
"lore": [
"Goka"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -47,7 +47,7 @@
"lore": [
"Gladiatorial"
],
- "feat": [
+ "feats": [
"Impressive Performance"
]
},
@@ -73,7 +73,7 @@
"lore": [
"Goka"
],
- "feat": [
+ "feats": [
"Streetwise"
]
},
@@ -100,7 +100,7 @@
"Gladiatorial",
"Goka"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -128,7 +128,7 @@
"lore": [
"Gladiatorial"
],
- "feat": [
+ "feats": [
"Cat Fall"
]
},
@@ -154,7 +154,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Lengthy Diversion"
]
}
diff --git a/data/backgrounds/backgrounds-g&g.json b/data/backgrounds/backgrounds-g&g.json
index ed3c0ddb6a..5bbf88f652 100644
--- a/data/backgrounds/backgrounds-g&g.json
+++ b/data/backgrounds/backgrounds-g&g.json
@@ -24,7 +24,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Subtle Theft"
]
},
@@ -52,7 +52,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Streetwise"
]
},
@@ -76,7 +76,7 @@
"lore": [
"Guild"
],
- "feat": [
+ "feats": [
"Group Coercion"
]
},
@@ -121,7 +121,7 @@
"lore": [
"Warfare"
],
- "feat": [
+ "feats": [
"Hefty Hauler"
]
},
@@ -169,7 +169,7 @@
"lore": [
"Gladiatorial"
],
- "feat": [
+ "feats": [
"Experienced Professional"
]
},
@@ -193,7 +193,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Eye for Numbers"
]
},
@@ -239,7 +239,7 @@
"lore": [
"Hunting"
],
- "feat": [
+ "feats": [
"Experienced Tracker"
]
},
@@ -281,7 +281,7 @@
"lore": [
"Deity"
],
- "feat": [
+ "feats": [
"Quick Repair"
]
},
@@ -306,7 +306,7 @@
"Piloting",
"Piloting"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -329,7 +329,7 @@
"lore": [
"Farming"
],
- "feat": [
+ "feats": [
"Forager"
]
},
@@ -354,7 +354,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Fascinating Performance"
]
},
@@ -381,7 +381,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -430,7 +430,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Terrain Stalker"
]
},
@@ -454,7 +454,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Pickpocket"
]
},
@@ -479,7 +479,7 @@
"Engineering",
"Mining"
],
- "feat": [
+ "feats": [
"Crafter's Appraisal"
]
},
@@ -503,7 +503,7 @@
"lore": [
"Terrain"
],
- "feat": [
+ "feats": [
"Hefty Hauler"
]
},
@@ -526,7 +526,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Quick Repair"
]
},
@@ -576,7 +576,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Risky Surgery"
]
},
@@ -627,7 +627,7 @@
"lore": [
"Labor"
],
- "feat": [
+ "feats": [
"Armor Assist"
]
},
@@ -651,7 +651,7 @@
"lore": [
"Scribing"
],
- "feat": [
+ "feats": [
"Multilingual"
]
},
@@ -699,7 +699,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Concealing Legerdemain"
]
},
@@ -720,7 +720,7 @@
"skills": [
"Performance"
],
- "feat": [
+ "feats": [
"Virtuosic Performer"
]
},
@@ -773,7 +773,7 @@
"lore": [
"Hunting"
],
- "feat": [
+ "feats": [
"Group Coercion"
]
},
@@ -797,7 +797,7 @@
"lore": [
"Scouting"
],
- "feat": [
+ "feats": [
"Terrain Stalker"
]
},
@@ -821,7 +821,7 @@
"skills": [
"Performance"
],
- "feat": [
+ "feats": [
"Impressive Performance"
]
},
@@ -845,7 +845,7 @@
"skills": [
"Crafting"
],
- "feat": [
+ "feats": [
"Battle Medicine"
],
"miscTags": [
@@ -875,7 +875,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
@@ -917,7 +917,7 @@
"lore": [
"Pharasmin"
],
- "feat": [
+ "feats": [
"Pilgrim's Token"
]
},
@@ -941,7 +941,7 @@
"lore": [
"Mana Wastes"
],
- "feat": [
+ "feats": [
"Forager"
]
},
diff --git a/data/backgrounds/backgrounds-logm.json b/data/backgrounds/backgrounds-logm.json
index 68d234ed6c..47fdfc9c17 100644
--- a/data/backgrounds/backgrounds-logm.json
+++ b/data/backgrounds/backgrounds-logm.json
@@ -34,7 +34,7 @@
"lore": [
"Any"
],
- "feat": [
+ "feats": [
"Assurance"
]
}
diff --git a/data/backgrounds/backgrounds-lopsg.json b/data/backgrounds/backgrounds-lopsg.json
index e23439b956..fa72b0803c 100644
--- a/data/backgrounds/backgrounds-lopsg.json
+++ b/data/backgrounds/backgrounds-lopsg.json
@@ -22,7 +22,7 @@
"Azlanti",
"History"
],
- "feat": [
+ "feats": [
"Additional Lore"
]
},
@@ -44,7 +44,7 @@
"Diplomacy",
"Society"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -69,7 +69,7 @@
"lore": [
"Library"
],
- "feat": [
+ "feats": [
"Recognize Spell"
]
},
@@ -94,7 +94,7 @@
"lore": [
"Cartography"
],
- "feat": [
+ "feats": [
"Terrain Expertise"
]
},
@@ -118,7 +118,7 @@
"lore": [
"Scribing"
],
- "feat": [
+ "feats": [
"Multilingual"
]
}
diff --git a/data/backgrounds/backgrounds-lotg.json b/data/backgrounds/backgrounds-lotg.json
index 9c7e404358..a508f50dce 100644
--- a/data/backgrounds/backgrounds-lotg.json
+++ b/data/backgrounds/backgrounds-lotg.json
@@ -49,7 +49,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature you can see is about to attempt a saving throw, attack roll, or skill check",
"requirements": "You must be under the night sky with the stars visible",
@@ -282,7 +282,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are about to attempt a check and are affected by a {@trait fortune} or {@trait misfortune} effect that modifies the triggering effect",
"entries": [
@@ -325,7 +325,7 @@
"skills": [
"Performance"
],
- "feat": [
+ "feats": [
"Fascinating Performance"
],
"miscTags": [
diff --git a/data/backgrounds/backgrounds-lowg.json b/data/backgrounds/backgrounds-lowg.json
index edd342a0fd..5f29e4aefb 100644
--- a/data/backgrounds/backgrounds-lowg.json
+++ b/data/backgrounds/backgrounds-lowg.json
@@ -20,7 +20,7 @@
"lore": [
"Engineering"
],
- "feat": [
+ "feats": [
"Alchemical Crafting"
]
},
@@ -45,7 +45,7 @@
"lore": [
"Sailing"
],
- "feat": [
+ "feats": [
"Group Coercion"
]
},
@@ -69,7 +69,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Courtly Graces"
]
},
@@ -93,7 +93,7 @@
"lore": [
"Animal"
],
- "feat": [
+ "feats": [
"Train Animal"
]
},
@@ -118,7 +118,7 @@
"lore": [
"Abyss"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -143,7 +143,7 @@
"lore": [
"Orc"
],
- "feat": [
+ "feats": [
"Intimidating Glare"
]
},
@@ -167,7 +167,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Experienced Smuggler"
]
},
@@ -192,7 +192,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Experienced Smuggler"
]
},
@@ -216,7 +216,7 @@
"lore": [
"Ocean"
],
- "feat": [
+ "feats": [
"Underwater Marauder"
]
},
@@ -242,7 +242,7 @@
"lore": [
"Mzali"
],
- "feat": [
+ "feats": [
"Lie to Me"
]
},
@@ -266,7 +266,7 @@
"lore": [
"Kintargo"
],
- "feat": [
+ "feats": [
"Streetwise"
]
},
@@ -290,7 +290,7 @@
"lore": [
"Absalom"
],
- "feat": [
+ "feats": [
"Steady Balance"
]
},
@@ -314,7 +314,7 @@
"lore": [
"Westcrown"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -359,7 +359,7 @@
"lore": [
"Desert"
],
- "feat": [
+ "feats": [
"Experienced Tracker"
]
},
@@ -384,7 +384,7 @@
"lore": [
"Ocean"
],
- "feat": [
+ "feats": [
"Underwater Marauder"
]
},
@@ -408,7 +408,7 @@
"lore": [
"Revolution"
],
- "feat": [
+ "feats": [
"Charming Liar"
]
},
@@ -433,7 +433,7 @@
"lore": [
"Absalom"
],
- "feat": [
+ "feats": [
"Streetwise"
]
},
@@ -458,7 +458,7 @@
"lore": [
"Undead"
],
- "feat": [
+ "feats": [
"Student of the Canon"
]
},
@@ -482,7 +482,7 @@
"lore": [
"Goblin"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -506,7 +506,7 @@
"lore": [
"Government"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -531,7 +531,7 @@
"lore": [
"Dragon"
],
- "feat": [
+ "feats": [
"Skill Training"
]
},
@@ -556,7 +556,7 @@
"Hills",
"Mountains"
],
- "feat": [
+ "feats": [
"Survey Wildlife"
]
},
@@ -581,7 +581,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Charming Liar"
]
},
@@ -605,7 +605,7 @@
"lore": [
"Kalistrade"
],
- "feat": [
+ "feats": [
"Bargain Hunter"
]
},
@@ -629,7 +629,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Multilingual"
]
},
@@ -675,7 +675,7 @@
"lore": [
"Forest"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -721,7 +721,7 @@
"lore": [
"Animal"
],
- "feat": [
+ "feats": [
"Train Animal"
]
},
@@ -746,7 +746,7 @@
"lore": [
"Wilderness"
],
- "feat": [
+ "feats": [
"Trick Magic Item"
]
},
@@ -771,7 +771,7 @@
"lore": [
"Assassin"
],
- "feat": [
+ "feats": [
"Assurance"
]
},
@@ -795,7 +795,7 @@
"lore": [
"Animal"
],
- "feat": [
+ "feats": [
"Train Animal"
]
},
@@ -820,7 +820,7 @@
"lore": [
"Alchemical"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
@@ -862,7 +862,7 @@
"skills": [
"Arcana"
],
- "feat": [
+ "feats": [
"Arcane Sense"
]
},
@@ -886,7 +886,7 @@
"lore": [
"Forest"
],
- "feat": [
+ "feats": [
"Terrain Stalker"
]
},
@@ -910,7 +910,7 @@
"lore": [
"Ooze"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -934,7 +934,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Multilingual"
]
},
@@ -959,7 +959,7 @@
"lore": [
"Osirion"
],
- "feat": [
+ "feats": [
"Oddity Identification"
]
},
@@ -984,7 +984,7 @@
"lore": [
"Pathfinder Society"
],
- "feat": [
+ "feats": [
"Additional Lore"
]
},
@@ -1008,7 +1008,7 @@
"lore": [
"Warfare"
],
- "feat": [
+ "feats": [
"Cat Fall"
]
},
@@ -1034,7 +1034,7 @@
"lore": [
"Sailing"
],
- "feat": [
+ "feats": [
"Experienced Professional"
]
},
@@ -1059,7 +1059,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Quick Identification"
]
},
@@ -1084,7 +1084,7 @@
"lore": [
"Undead"
],
- "feat": [
+ "feats": [
"Charming Liar"
]
},
@@ -1130,7 +1130,7 @@
"lore": [
"Spirit"
],
- "feat": [
+ "feats": [
"Recognize Spell"
]
},
@@ -1155,7 +1155,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Group Impression"
]
},
@@ -1180,7 +1180,7 @@
"lore": [
"Abyssal"
],
- "feat": [
+ "feats": [
"Battle Medicine"
]
},
@@ -1204,7 +1204,7 @@
"lore": [
"History"
],
- "feat": [
+ "feats": [
"Forager"
]
},
@@ -1228,7 +1228,7 @@
"lore": [
"Azlant"
],
- "feat": [
+ "feats": [
"Quick Identification"
]
},
@@ -1253,7 +1253,7 @@
"lore": [
"Anatomy"
],
- "feat": [
+ "feats": [
"Battle Medicine"
]
},
@@ -1277,7 +1277,7 @@
"lore": [
"Sailing"
],
- "feat": [
+ "feats": [
"Quick Repair"
]
},
@@ -1301,7 +1301,7 @@
"lore": [
"Plane"
],
- "feat": [
+ "feats": [
"Quick Coercion"
]
},
@@ -1325,7 +1325,7 @@
"lore": [
"Quah"
],
- "feat": [
+ "feats": [
"Combat Climber"
]
},
@@ -1349,7 +1349,7 @@
"lore": [
"Shory"
],
- "feat": [
+ "feats": [
"Specialty Crafting"
]
},
@@ -1374,7 +1374,7 @@
"lore": [
"Swamp"
],
- "feat": [
+ "feats": [
"Forager"
]
},
@@ -1399,7 +1399,7 @@
"lore": [
"Weather"
],
- "feat": [
+ "feats": [
"Forager"
]
},
@@ -1423,7 +1423,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Hobnobber"
]
},
@@ -1448,7 +1448,7 @@
"lore": [
"Thassilon"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -1472,7 +1472,7 @@
"lore": [
"Hell"
],
- "feat": [
+ "feats": [
"Student of the Canon"
]
},
@@ -1496,7 +1496,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Quick Coercion"
]
},
@@ -1521,7 +1521,7 @@
"lore": [
"Business"
],
- "feat": [
+ "feats": [
"Experienced Professional"
]
},
@@ -1546,7 +1546,7 @@
"lore": [
"Sailing"
],
- "feat": [
+ "feats": [
"Intimidating Glare"
]
},
@@ -1571,7 +1571,7 @@
"lore": [
"Ocean"
],
- "feat": [
+ "feats": [
"Underwater Marauder"
]
},
@@ -1595,7 +1595,7 @@
"lore": [
"Academia"
],
- "feat": [
+ "feats": [
"Skill Training"
]
},
@@ -1619,7 +1619,7 @@
"lore": [
"Circus"
],
- "feat": [
+ "feats": [
"Fascinating Performance"
]
},
@@ -1644,7 +1644,7 @@
"lore": [
"Politics"
],
- "feat": [
+ "feats": [
"Hobnobber"
]
},
@@ -1669,7 +1669,7 @@
"lore": [
"Undead"
],
- "feat": [
+ "feats": [
"Canon"
]
},
@@ -1695,7 +1695,7 @@
"lore": [
"Forest"
],
- "feat": [
+ "feats": [
"Natural Medicine"
]
},
@@ -1719,7 +1719,7 @@
"lore": [
"Weather"
],
- "feat": [
+ "feats": [
"Arcane Sense"
]
},
@@ -1743,7 +1743,7 @@
"lore": [
"Curse"
],
- "feat": [
+ "feats": [
"Oddity Identification"
]
},
@@ -1767,7 +1767,7 @@
"lore": [
"Alchemical"
],
- "feat": [
+ "feats": [
"Alchemical Crafting"
]
}
diff --git a/data/backgrounds/backgrounds-som.json b/data/backgrounds/backgrounds-som.json
index ccb5068bc4..1ee9fea780 100644
--- a/data/backgrounds/backgrounds-som.json
+++ b/data/backgrounds/backgrounds-som.json
@@ -20,7 +20,7 @@
"lore": [
"Academia"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -63,7 +63,7 @@
"lore": [
"Astrology"
],
- "feat": [
+ "feats": [
"Oddity Identification"
]
},
@@ -135,7 +135,7 @@
"Angel",
"Dragon"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -182,7 +182,7 @@
"lore": [
"Fortune-Telling"
],
- "feat": [
+ "feats": [
"Deceptive Worship"
]
},
@@ -213,7 +213,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are about to roll an attack roll, saving throw, or skill check",
"entries": [
@@ -290,7 +290,7 @@
"lore": [
"Mercantile"
],
- "feat": [
+ "feats": [
"Crafter's Appraisal"
]
},
@@ -314,7 +314,7 @@
"lore": [
"Underworld"
],
- "feat": [
+ "feats": [
"Trick Magic Item"
]
},
@@ -338,7 +338,7 @@
"lore": [
"Music"
],
- "feat": [
+ "feats": [
"Virtuosic Performer"
]
},
@@ -388,7 +388,7 @@
"lore": [
"Academia"
],
- "feat": [
+ "feats": [
"Schooled in Secrets"
]
},
@@ -412,7 +412,7 @@
"lore": [
"Plant"
],
- "feat": [
+ "feats": [
"Natural Medicine"
]
},
@@ -488,7 +488,7 @@
"lore": [
"Deity"
],
- "feat": [
+ "feats": [
"Dubious Knowledge"
]
},
@@ -515,7 +515,7 @@
"lore": [
"Academia"
],
- "feat": [
+ "feats": [
"Recognize Spell"
]
},
@@ -569,7 +569,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Your turn begins",
"entries": [
diff --git a/data/bestiary/creatures-afof.json b/data/bestiary/creatures-afof.json
new file mode 100644
index 0000000000..d88070e59c
--- /dev/null
+++ b/data/bestiary/creatures-afof.json
@@ -0,0 +1,952 @@
+{
+ "_meta": {
+ "dependencies": {
+ "creature": [
+ "B1"
+ ]
+ }
+ },
+ "creature": [
+ {
+ "name": "Glimmer",
+ "source": "AFoF",
+ "page": 4,
+ "description": "Female {@creature pixie|b1}",
+ "_copy": {
+ "name": "Pixie",
+ "source": "B1"
+ }
+ },
+ {
+ "name": "Darius",
+ "source": "AFoF",
+ "page": 8,
+ "level": 3,
+ "traits": [
+ "unique",
+ "n",
+ "medium",
+ "human",
+ "humanoid"
+ ],
+ "description": "Male human alchemist",
+ "perception": {
+ "std": 7
+ },
+ "languages": {
+ "languages": [
+ "common"
+ ]
+ },
+ "skills": {
+ "athletics": {
+ "std": 10
+ },
+ "crafting": {
+ "std": 10
+ },
+ "deception": {
+ "std": 8
+ },
+ "occultism": {
+ "std": 8
+ },
+ "society": {
+ "std": 10
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 1,
+ "con": 2,
+ "int": 3,
+ "wis": 0,
+ "cha": 1
+ },
+ "items": [
+ "key to basement",
+ "singed leather apron and clothing",
+ "{@item moderate bestial mutagen||moderate bestial mutagens} (2)",
+ "improvised wax sprayer",
+ "wax stirring stick"
+ ],
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 11
+ },
+ "ref": {
+ "std": 8
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 45
+ }
+ ]
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "unarmed"
+ ],
+ "name": "jaws",
+ "attack": 12,
+ "damage": "{@damage 1d8+5} piercing"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "unarmed"
+ ],
+ "name": "claw",
+ "attack": 12,
+ "damage": "{@damage 1d10+5} slashing"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "nonlethal",
+ "unarmed"
+ ],
+ "name": "wax stirring stick",
+ "attack": 10,
+ "damage": "{@damage 1d6+5} bludgeoning"
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Metabolize Mutagen",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate",
+ "manipulate"
+ ],
+ "entries": [
+ "Darius metabolizes the power of an active mutagen to regain {@dice 2d6} Hit Points. If he does so (or if he's confronted by a stealthy party before he's had a chance to drink a mutagen), he loses his jaws and claw unarmed attacks, his bonus on {@skill Athletics} checks decreases by 2, his AC increases by 1, and his Reflex save bonus increases by 2."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Crystalline Mutation",
+ "entries": [
+ "When Darius drinks any mutagen, his teeth and fingernails grow sharp crystalline edges."
+ ]
+ },
+ {
+ "name": "Spray Hot Wax",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "Darius sprays hot wax from his improvised wax sprayer in a 15-foot cone. All creatures in the area must attempt a DC 20 Reflex save. Scented candle homunculi in the area take no damage, instead healing {@dice 2d6} damage. After using the hot wax cannon, Darius can't use it again until he takes two {@action Interact} actions while adjacent to the cauldron of bubbling wax to reload the sprayer.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature takes no damage."
+ ],
+ "Success": [
+ "The creature takes {@damage 2d6} fire damage."
+ ],
+ "Failure": [
+ "The creature takes {@damage 3d6} fire damage plus {@damage 1d6} {@condition persistent damage||persistent fire damage}."
+ ],
+ "Critical Failure": [
+ "The creature takes {@damage 5d6} fire damage plus {@damage 2d6} {@condition persistent damage||persistent fire damage}."
+ ]
+ }
+ }
+ ]
+ }
+ ]
+ }
+ },
+ {
+ "name": "Scented Candle Homunculus",
+ "source": "AFoF",
+ "page": 9,
+ "level": 1,
+ "traits": [
+ "rare",
+ "ne",
+ "tiny",
+ "construct"
+ ],
+ "description": "Variant {@creature homunculus}",
+ "perception": {
+ "std": 3
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "languages": {
+ "languages": [
+ "common (can't speak any language)"
+ ],
+ "abilities": [
+ "master link"
+ ]
+ },
+ "skills": {
+ "acrobatics": {
+ "std": 5
+ },
+ "stealth": {
+ "std": 5
+ }
+ },
+ "abilityMods": {
+ "str": -1,
+ "dex": 3,
+ "con": 0,
+ "int": 1,
+ "wis": 1,
+ "cha": -2
+ },
+ "defenses": {
+ "ac": {
+ "std": 17
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 2
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 3
+ }
+ },
+ "hp": [
+ {
+ "hp": 17
+ }
+ ],
+ "immunities": [
+ "bleed",
+ "death effects",
+ "disease",
+ "doomed",
+ "drained",
+ "fatigued",
+ "healing",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
+ ]
+ },
+ "speed": {
+ "walk": 15,
+ "fly": 40
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "finesse",
+ "magical"
+ ],
+ "name": "jaws",
+ "attack": 7,
+ "damage": "{@damage 1d4} piercing plus {@damage 1d4} {@condition persistent damage||persistent fire}"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "magical",
+ "range increment <20 feet>"
+ ],
+ "name": "wax glob",
+ "attack": 8,
+ "damage": "{@damage 1d4} {@condition persistent damage||persistent fire}"
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Master Link",
+ "traits": [
+ "arcane",
+ "divination",
+ "mental"
+ ],
+ "entries": [
+ "As homunculus."
+ ]
+ }
+ ],
+ "mid": [
+ {
+ "name": "Perfume Aura",
+ "traits": [
+ "aura",
+ "olfactory",
+ "poison"
+ ],
+ "entries": [
+ "5 feet. The scented candle homunculus's fragrance of lavender is overwhelmingly intense. Any creature other than the homunculus's master who enters the aura must attempt a DC 15 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is temporarily immune to the homunculus's aura for 24 hours."
+ ],
+ "Success": [
+ "The creature is unaffected."
+ ],
+ "Failure": [
+ "The creature is {@condition sickened||sickened 1}."
+ ],
+ "Critical Failure": [
+ "The creature is {@condition stupefied||stupefied 1} for 1 round and {@condition sickened||sickened 1}."
+ ]
+ }
+ }
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Dunk in Wax",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "move"
+ ],
+ "entries": [
+ "A scented candle homunculus who is adjacent to the large wax cauldron can dunk itself in wax, healing {@dice 2d6} damage."
+ ]
+ }
+ ]
+ }
+ },
+ {
+ "name": "Golden Bamboo Leshy",
+ "source": "AFoF",
+ "page": 11,
+ "level": 2,
+ "traits": [
+ "unique",
+ "n",
+ "small",
+ "leshy",
+ "plant"
+ ],
+ "perception": {
+ "std": 8
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "languages": {
+ "languages": [
+ "common",
+ "druidic",
+ "sylvan"
+ ],
+ "abilities": [
+ "{@spell speak with plants} (same type as leshy)"
+ ]
+ },
+ "skills": {
+ "athletics": {
+ "std": 6
+ },
+ "nature": {
+ "std": 6
+ },
+ "stealth": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 2,
+ "int": -1,
+ "wis": 2,
+ "cha": 0
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 30
+ }
+ ]
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "name": "fist",
+ "attack": 10,
+ "damage": "{@damage 1d6+4} bludgeoning"
+ }
+ ],
+ "spellcasting": [
+ {
+ "tradition": "primal",
+ "type": "Innate",
+ "DC": 16,
+ "entry": {
+ "4": {
+ "spells": [
+ {
+ "name": "speak with plants"
+ }
+ ]
+ }
+ }
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Verdant Burst",
+ "traits": [
+ "healing"
+ ],
+ "entries": [
+ "When a leshy dies, a burst of primal energy explodes from its body, restoring {@dice 2d8} Hit Points to each plant creature in a 30-foot emanation. This area is filled with plants of the same type as the leshy, becoming difficult terrain. If the terrain isn't a viable environment for these plants, they wither after 24 hours."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Change Shape",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate",
+ "polymorph",
+ "primal",
+ "transmutation"
+ ],
+ "entries": [
+ "The leshy transforms into a {@trait Small} plant.",
+ "This ability otherwise uses the effects of {@spell tree shape}."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
+ "name": "Bend Back",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The golden bamboo leshy uses an action to bend itself back, ready to whip forward, increasing its reach with its fist to 10 feet. After the golden bamboo leshy {@action Strikes} with its fist, it's no longer Bent Back."
+ ]
+ },
+ {
+ "name": "Coiled Opportunity",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "As {@ability Attack of Opportunity}, but the golden bamboo leshy can use this reaction only if it's Bent Back."
+ ]
+ }
+ ]
+ }
+ },
+ {
+ "name": "Minkaian Honeysuckle Leshy",
+ "source": "AFoF",
+ "page": 11,
+ "level": 2,
+ "traits": [
+ "unique",
+ "n",
+ "small",
+ "leshy",
+ "plant"
+ ],
+ "perception": {
+ "std": 8
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "languages": {
+ "languages": [
+ "common",
+ "druidic",
+ "sylvan"
+ ],
+ "abilities": [
+ "{@spell speak with plants} (same type as leshy)"
+ ]
+ },
+ "skills": {
+ "athletics": {
+ "std": 6
+ },
+ "nature": {
+ "std": 6
+ },
+ "stealth": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 2,
+ "int": -1,
+ "wis": 2,
+ "cha": 0
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 6
+ },
+ "abilities": "+1 status bonus to Reflex and Fortitude saves and DCs against {@action trip} and {@quickref forced movement|CRB|3|forced movement|0}"
+ },
+ "hp": [
+ {
+ "hp": 30
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 3,
+ "name": "physical"
+ }
+ ]
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "name": "fist",
+ "attack": 10,
+ "damage": "{@damage 1d6+4} bludgeoning"
+ }
+ ],
+ "spellcasting": [
+ {
+ "tradition": "primal",
+ "type": "Innate",
+ "DC": 16,
+ "entry": {
+ "4": {
+ "spells": [
+ {
+ "name": "speak with plants"
+ }
+ ]
+ }
+ }
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Verdant Burst",
+ "traits": [
+ "healing"
+ ],
+ "entries": [
+ "When a leshy dies, a burst of primal energy explodes from its body, restoring {@dice 2d8} Hit Points to each plant creature in a 30-foot emanation. This area is filled with plants of the same type as the leshy, becoming difficult terrain. If the terrain isn't a viable environment for these plants, they wither after 24 hours."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Change Shape",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate",
+ "polymorph",
+ "primal",
+ "transmutation"
+ ],
+ "entries": [
+ "The leshy transforms into a {@trait Small} plant.",
+ "This ability otherwise uses the effects of {@spell tree shape}."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ }
+ },
+ {
+ "name": "Mint Leshy",
+ "source": "AFoF",
+ "page": 11,
+ "level": 2,
+ "traits": [
+ "unique",
+ "n",
+ "medium",
+ "leshy",
+ "plant"
+ ],
+ "perception": {
+ "std": 8
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "languages": {
+ "languages": [
+ "common",
+ "druidic",
+ "sylvan"
+ ],
+ "abilities": [
+ "{@spell speak with plants} (same type as leshy)"
+ ]
+ },
+ "skills": {
+ "athletics": {
+ "std": 6
+ },
+ "nature": {
+ "std": 6
+ },
+ "stealth": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 2,
+ "int": -1,
+ "wis": 2,
+ "cha": 0
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 30
+ }
+ ]
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "name": "fist",
+ "attack": 10,
+ "damage": "{@damage 1d8+4} bludgeoning"
+ }
+ ],
+ "spellcasting": [
+ {
+ "tradition": "primal",
+ "type": "Innate",
+ "DC": 16,
+ "entry": {
+ "4": {
+ "spells": [
+ {
+ "name": "speak with plants"
+ }
+ ]
+ }
+ }
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Verdant Burst",
+ "traits": [
+ "healing"
+ ],
+ "entries": [
+ "When a leshy dies, a burst of primal energy explodes from its body, restoring {@dice 2d8} Hit Points to each plant creature in a 30-foot emanation. This area is filled with plants of the same type as the leshy, becoming difficult terrain. If the terrain isn't a viable environment for these plants, they wither after 24 hours."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Change Shape",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate",
+ "polymorph",
+ "primal",
+ "transmutation"
+ ],
+ "entries": [
+ "The leshy transforms into a {@trait Small} plant.",
+ "This ability otherwise uses the effects of {@spell tree shape}."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
+ "name": "Engulf",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "DC 18, {@damage 1d6} bludgeoning plus {@damage 1d6} poison, {@action Escape} DC 18, Rupture 6"
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ }
+ },
+ {
+ "name": "Wisteria Leshy",
+ "source": "AFoF",
+ "page": 11,
+ "level": 2,
+ "traits": [
+ "unique",
+ "n",
+ "small",
+ "leshy",
+ "plant"
+ ],
+ "perception": {
+ "std": 8
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "languages": {
+ "languages": [
+ "common",
+ "druidic",
+ "sylvan"
+ ],
+ "abilities": [
+ "{@spell speak with plants} (same type as leshy)"
+ ]
+ },
+ "skills": {
+ "athletics": {
+ "std": 6
+ },
+ "nature": {
+ "std": 6
+ },
+ "stealth": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 2,
+ "int": -1,
+ "wis": 2,
+ "cha": 0
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 30
+ }
+ ]
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "name": "fist",
+ "attack": 10,
+ "damage": "{@damage 1d6+4} bludgeoning plus Grab"
+ }
+ ],
+ "spellcasting": [
+ {
+ "tradition": "primal",
+ "type": "Innate",
+ "DC": 16,
+ "entry": {
+ "4": {
+ "spells": [
+ {
+ "name": "speak with plants"
+ }
+ ]
+ }
+ }
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Verdant Burst",
+ "traits": [
+ "healing"
+ ],
+ "entries": [
+ "When a leshy dies, a burst of primal energy explodes from its body, restoring {@dice 2d8} Hit Points to each plant creature in a 30-foot emanation. This area is filled with plants of the same type as the leshy, becoming difficult terrain. If the terrain isn't a viable environment for these plants, they wither after 24 hours."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Change Shape",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate",
+ "polymorph",
+ "primal",
+ "transmutation"
+ ],
+ "entries": [
+ "The leshy transforms into a {@trait Small} plant.",
+ "This ability otherwise uses the effects of {@spell tree shape}."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
+ "name": "Constrict",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "{@damage 1d6+4} bludgeoning, DC 18"
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ }
+ }
+ ]
+}
diff --git a/data/bestiary/creatures-aoa1.json b/data/bestiary/creatures-aoa1.json
index f6a42a8e20..eb81856290 100644
--- a/data/bestiary/creatures-aoa1.json
+++ b/data/bestiary/creatures-aoa1.json
@@ -1,8 +1,12 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Alak Stagram",
- "isNpc": false,
"source": "AoA1",
"page": 19,
"level": 2,
@@ -13,6 +17,7 @@
"human",
"humanoid"
],
+ "description": "Male human fighter 2",
"perception": {
"std": 7
},
@@ -139,7 +144,6 @@
},
{
"name": "Anadi Elder",
- "isNpc": false,
"source": "AoA1",
"page": 85,
"level": 6,
@@ -250,7 +254,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 25,
@@ -383,8 +386,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -562,7 +564,6 @@
},
{
"name": "Anadi Sage",
- "isNpc": false,
"source": "AoA1",
"page": 85,
"level": 4,
@@ -653,7 +654,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 22,
@@ -702,14 +702,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Diplomacy} +10, {@skill Nature} +12, {@skill Survival} +10 Str +0, Dex +2, Con +0, Int +1, Wis +4, Cha +2 Items hide armor, shortsword."
- ],
- "name": "Deception"
- }
- ],
"bot": [
{
"type": "affliction",
@@ -777,8 +769,7 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
},
@@ -786,7 +777,6 @@
},
{
"name": "Bloody Blade Mercenary",
- "isNpc": false,
"source": "AoA1",
"page": 50,
"level": 1,
@@ -798,6 +788,7 @@
"humanoid",
"orc"
],
+ "description": "Human (half-orc) ranger 1",
"perception": {
"std": 6
},
@@ -838,6 +829,12 @@
"wis": 1,
"cha": -1
},
+ "items": [
+ "longsword",
+ "shortbow (20 arrows)",
+ "studded leather",
+ "15 sp"
+ ],
"speed": {
"walk": 25
},
@@ -870,33 +867,26 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+6, {@skill Survival} +4, {@skill Thievery} +6 Str +4, Dex +3, Con +1, Int +0, Wis +1, Cha \u20131 Items longsword, shortbow (20 arrows), studded leather, 15 sp."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
"number": 1,
"unit": "action"
},
- "entries": [],
- "name": "Hunt Prey"
+ "name": "Hunt Prey",
+ "generic": {
+ "tag": "action"
+ }
},
{
"activity": {
"number": 1,
"unit": "action"
},
- "traits": [
- "pathfinder core rulebook 171"
- ],
- "entries": [],
- "name": "Hunted Shot"
+ "name": "Hunted Shot",
+ "generic": {
+ "tag": "feat"
+ }
},
{
"entries": [
@@ -923,15 +913,13 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
}
},
{
"name": "Calmont",
- "isNpc": false,
"source": "AoA1",
"page": 27,
"level": 3,
@@ -942,6 +930,7 @@
"halfling",
"humanoid"
],
+ "description": "Male halfling rogue 3",
"perception": {
"std": 6
},
@@ -994,6 +983,13 @@
"wis": -1,
"cha": 2
},
+ "items": [
+ "dagger",
+ "leather armor",
+ "lesser healing potion (2)",
+ "+1 shortbow (20 arrows)",
+ "thieves' tools"
+ ],
"speed": {
"walk": 25
},
@@ -1042,37 +1038,23 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+7, {@skill Intimidation} +7, {@skill Lore||Mercantile Lore} +4"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+7, {@skill Stealth} +11, {@skill Thievery} +11 Str +2, Dex +4, Con +1, Int \u20131, Wis \u20131, Cha +2 Items dagger, leather armor, lesser healing potion (2), +1 shortbow (20 arrows), thieves' tools."
- ],
- "name": "Society"
- }
- ],
"mid": [
{
"entries": [
- "Advantage Calmont isn't {@condition flat-footed} to {@condition hidden}, {@condition undetected}, or flanking creatures of level 3 or lower."
+ "Calmont isn't {@condition flat-footed} to {@condition hidden}, {@condition undetected}, or flanking creatures of level 3 or lower."
],
- "name": "Deny"
+ "name": "Deny Advantage"
},
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "pathfinder core rulebook 183"
- ],
- "entries": [],
- "name": "Nimble Dodge"
+ "name": "Nimble Dodge",
+ "generic": {
+ "tag": "feat",
+ "name": "Nimble Dodge (Rogue)"
+ }
}
],
"bot": [
@@ -1081,17 +1063,20 @@
"number": 1,
"unit": "action"
},
- "traits": [
- "pathfinder core rulebook 184"
- ],
- "entries": [],
- "name": "Quick Draw"
+ "name": "Quick Draw",
+ "generic": {
+ "tag": "feat",
+ "name": "Quick Draw (Rogue)"
+ }
},
{
"entries": [
- "Attack Calmont deals {@damage 1d6} extra damage to flatfooted creatures."
+ "Calmont deals {@damage 1d6} extra damage to flat-footed creatures."
],
- "name": "Sneak"
+ "name": "Sneak Attack",
+ "generic": {
+ "tag": "ability"
+ }
},
{
"entries": [
@@ -1118,15 +1103,13 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
}
},
{
"name": "Dmiri Yoltosha",
- "isNpc": false,
"source": "AoA1",
"page": 51,
"level": 4,
@@ -1137,6 +1120,7 @@
"goblin",
"humanoid"
],
+ "description": "Female hobgoblin ranger 4",
"perception": {
"std": 14
},
@@ -1182,6 +1166,13 @@
"wis": 1,
"cha": -1
},
+ "items": [
+ "item composite shortbow (20 arrows)",
+ "item dagger",
+ "key to chest (see Treasure)",
+ "+1 leather armor",
+ "+1 striking rapier"
+ ],
"speed": {
"walk": 25
},
@@ -1256,41 +1247,41 @@
"number": 1,
"unit": "action"
},
- "entries": [],
- "name": "Hunt Prey"
+ "name": "Hunt Prey",
+ "generic": {
+ "tag": "action"
+ }
},
{
"activity": {
"number": 2,
"unit": "action"
},
- "traits": [
- "pathfinder core rulebook 172"
- ],
- "entries": [],
- "name": "Hunter's Aim"
+ "name": "Hunter's Aim",
+ "generic": {
+ "tag": "feat"
+ }
},
{
"activity": {
"number": 1,
"unit": "action"
},
- "traits": [
- "pathfinder core rulebook 172"
- ],
- "entries": [],
- "name": "Twin Parry"
+ "name": "Twin Parry",
+ "generic": {
+ "tag": "feat",
+ "name": "Twin Parry (Ranger)"
+ }
},
{
"activity": {
"number": 1,
"unit": "action"
},
- "traits": [
- "pathfinder core rulebook 171"
- ],
- "entries": [],
- "name": "Twin Takedown"
+ "name": "Twin Takedown",
+ "generic": {
+ "tag": "feat"
+ }
}
]
},
@@ -1311,15 +1302,13 @@
},
"hp": [
{
- "hp": 52,
- "abilities": null
+ "hp": 52
}
]
}
},
{
"name": "Doorwarden",
- "isNpc": false,
"source": "AoA1",
"page": 86,
"level": 5,
@@ -1361,6 +1350,10 @@
"wis": 1,
"cha": 2
},
+ "items": [
+ "longsword",
+ "steel shield (Hardness 5, HP 20, BT 10) with shield boss"
+ ],
"speed": {
"walk": 20
},
@@ -1399,7 +1392,6 @@
],
"spellcasting": [
{
- "name": "Innate Arcane",
"type": "Innate",
"tradition": "arcane",
"DC": 19,
@@ -1421,7 +1413,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1434,7 +1425,7 @@
},
"trigger": "An enemy hits the doorwarden with a melee {@action Strike}.",
"entries": [
- "The doorwarden can Raise its Shield and gain its shield's benefit to AC against the triggering attack."
+ "The doorwarden can {@action Raise a Shield||Raise its Shield} and gain its shield's benefit to AC against the triggering attack."
],
"name": "Reactive Shield"
},
@@ -1462,16 +1453,10 @@
"concentrate"
],
"entries": [
- "Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31."
+ "Until the next time it acts, the doorwarden appears to be a door. It has an automatic result of 31 on {@skill Deception} checks and DCs to pass as a door."
],
"name": "Imitate Door"
},
- {
- "entries": [
- "{@skill Deception} checks and DCs to pass as a door."
- ],
- "name": "on"
- },
{
"activity": {
"number": 2,
@@ -1505,19 +1490,29 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
"bleed",
"death effects",
"disease",
- "doomed"
+ "doomed",
+ "drained",
+ "fatigued",
+ "healing",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
],
"resistances": [
{
- "name": "physical"
+ "amount": 5,
+ "name": "physical",
+ "note": "except bludgeoning"
}
]
},
@@ -1525,7 +1520,6 @@
},
{
"name": "Emperor Bird",
- "isNpc": false,
"source": "AoA1",
"page": 87,
"level": 2,
@@ -1641,8 +1635,7 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
},
@@ -1650,7 +1643,6 @@
},
{
"name": "Grauladon",
- "isNpc": false,
"source": "AoA1",
"page": 88,
"level": 2,
@@ -1746,16 +1738,10 @@
},
"requirements": "More than one enemy is adjacent to the grauladon.",
"entries": [
- "The grauladon swings its tail at each adjacent enemy and attempts."
+ "The grauladon swings its tail at each adjacent enemy and attempts to {@action Trip} each creature adjacent to it. It rolls only a single {@skill Athletics} check and compares the result to the Fortitude DC of each target."
],
"name": "Body Slam"
},
- {
- "entries": [
- "{@action Trip} each creature adjacent to it. It rolls only a single {@skill Athletics} check and compares the result to the Fortitude DC of each target."
- ],
- "name": "to"
- },
{
"entries": [
"A grauladon can hold its breath for 225 rounds (22-1/2 minutes)."
@@ -1768,18 +1754,9 @@
"unit": "action"
},
"entries": [
- "The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be {@condition sickened|CRB|sickened 1} ({@condition sickened|CRB|sickened 2} on a critical failure). The grauladon can't use."
+ "The grauladon hisses and unleashes a nauseating cloud of halitosis in a 15-foot cone. Each creature in the area must succeed at a DC 18 Fortitude saving throw or be {@condition sickened|CRB|sickened 1} ({@condition sickened|CRB|sickened 2} on a critical failure). The grauladon can't use Noxious Breath or Reactive Breath again for {@dice 1d4} rounds."
],
"name": "Noxious Breath"
- },
- {
- "traits": [
- "again"
- ],
- "entries": [
- "for {@dice 1d4} rounds."
- ],
- "name": "Noxious Breath or Reactive Breath"
}
]
},
@@ -1800,8 +1777,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -1813,7 +1789,6 @@
},
{
"name": "Graveshell",
- "isNpc": false,
"source": "AoA1",
"page": 89,
"level": 1,
@@ -1914,7 +1889,7 @@
},
"trigger": "The graveshell takes damage from a physical attack while withdrawn into its shell (see Shell Game below).",
"entries": [
- "The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a {@condition Broken} Threshold of 5. If its shell is {@condition broken}, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week."
+ "The graveshell reduces the damage from the attack by an amount equal to its shell's Hardness. A graveshell's shell has a Hardness of 6, 10 Hit Points, and a Broken Threshold of 5. If its shell is {@condition broken}, the graveshell can't attack with shell spikes, nor can it use Shell Game. If the shell is destroyed, the graveshell's AC is reduced to 16. As long as a graveshell is alive, its shell naturally repairs itself after a week."
],
"name": "Shell Block"
}
@@ -1932,15 +1907,9 @@
"unit": "action"
},
"entries": [
- "The graveshell withdraws into its shell, gaining a +2 circumstance bonus."
+ "The graveshell withdraws into its shell, gaining a +2 circumstance bonus to AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can't take this action or get any benefit from it if its shell is {@condition broken}."
],
"name": "Shell Game"
- },
- {
- "entries": [
- "AC and allowing it to use Shell Block. This lasts until the graveshell moves or attacks with any attack other than its shell spikes. The graveshell can't take this action or get any benefit from it if its shell is {@condition broken}."
- ],
- "name": "to"
}
]
},
@@ -1962,8 +1931,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -1971,7 +1939,6 @@
},
{
"name": "Hellcrown",
- "isNpc": false,
"source": "AoA1",
"page": 90,
"level": 1,
@@ -2034,7 +2001,7 @@
"bot": [
{
"entries": [
- "If the hellcrown hits with a nail {@action Strike}, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it {@condition enfeebled|CRB|enfeebled 1} for 1 minute and giving it 1 {@condition persistent damage ||persistent bleed damage} ({@condition enfeebled|CRB|enfeebled 2} and {@damage 1d4} {@condition persistent damage ||persistent bleed damage} on a critical failure). Each additional embedded nail increases the {@condition enfeebled} value by 1 (to a maximum of {@condition enfeebled|CRB|enfeebled 4}) and the bleed damage by 1. A creature can remove a nail with an {@action Interact} action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions."
+ "If the hellcrown hits with a nail {@action Strike}, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it {@condition enfeebled|CRB|enfeebled 1} for 1 minute and giving it 1 {@condition persistent damage||persistent bleed damage} ({@condition enfeebled|CRB|enfeebled 2} and {@damage 1d4} {@condition persistent damage||persistent bleed damage} on a critical failure). Each additional embedded nail increases the {@condition enfeebled} value by 1 (to a maximum of {@condition enfeebled|CRB|enfeebled 4}) and the bleed damage by 1. A creature can remove a nail with an {@action Interact} action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions."
],
"name": "Bleeding Nail"
},
@@ -2049,8 +2016,7 @@
"visual"
],
"entries": [
- "All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw.",
- "A creature that fails is {@condition frightened|CRB|frightened 1}, and on a critical failure becomes {@condition fleeing} for as long as it's {@condition frightened}. Any creature that attempts a save is then temporarily immune for 10 minutes."
+ "All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is {@condition frightened|CRB|frightened 1}, and on a critical failure becomes {@condition fleeing} for as long as it's {@condition frightened}. Any creature that attempts a save is then temporarily immune for 10 minutes."
],
"name": "Terrifying Stare"
}
@@ -2082,14 +2048,15 @@
"immunities": [
"death effects",
"disease",
- "paralyzed"
+ "paralyzed",
+ "poison",
+ "unconscious"
]
},
"hasImages": true
},
{
"name": "Malarunk",
- "isNpc": false,
"source": "AoA1",
"page": 58,
"level": 5,
@@ -2100,6 +2067,7 @@
"charau-ka",
"humanoid"
],
+ "description": "Male charau-ka cleric 5",
"perception": {
"std": 13
},
@@ -2145,6 +2113,13 @@
"wis": 4,
"cha": 2
},
+ "items": [
+ "+1 chain shirt",
+ "{@item Cinderclaw gauntlet|AoA1}",
+ "gold religious symbol of {@deity Dahak|LOGM} (worth 20 gp)",
+ "hatchet",
+ "{@item hunter's arrowhead|AoA1}"
+ ],
"speed": {
"walk": 25,
"climb": 25
@@ -2208,12 +2183,27 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 23,
"attack": 13,
"entry": {
+ "0": {
+ "spells": [
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "guidance"
+ },
+ {
+ "name": "prestidigitation"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -2250,7 +2240,10 @@
},
{
"name": "harm",
- "amount": 3
+ "amount": 3,
+ "notes": [
+ "deals d10s for damage instead of d8s"
+ ]
}
]
}
@@ -2258,25 +2251,16 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13, {@skill Stealth} +8 Str +3, Dex +2, Con +2, Int +0, Wis +4, Cha +2 Items +1 chain shirt, Cinderclaw gauntlet (page 77), gold religious symbol of {@deity Dahak|LOGM} (worth 20 gp), hatchet, hunter's arrowhead (page 77)"
- ],
- "name": "Religion"
- }
- ],
"bot": [
{
"activity": {
"number": 2,
"unit": "action"
},
- "traits": [
- "pathfinder core rulebook 122"
- ],
- "entries": [],
- "name": "Channel Smite"
+ "name": "Channel Smite",
+ "generic": {
+ "tag": "feat"
+ }
},
{
"activity": {
@@ -2313,15 +2297,13 @@
},
"hp": [
{
- "hp": 63,
- "abilities": null
+ "hp": 63
}
]
}
},
{
"name": "Renali",
- "isNpc": false,
"source": "AoA1",
"page": 79,
"level": 4,
@@ -2343,7 +2325,8 @@
},
"skills": {
"athletics": {
- "std": 6
+ "std": 6,
+ "to Climb in true or spider form": 8
},
"crafting": {
"std": 10,
@@ -2396,7 +2379,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 22,
@@ -2445,35 +2427,28 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+7, {@skill Medicine} +12, {@skill Nature} +10"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+10, {@skill Survival} +10 Str +0, Dex +2, Con +0, Int +2, Wis +4, Cha +1."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
+ "type": "affliction",
+ "name": "Anadi Venom",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 20 Fortitude"
- ],
- "name": "Anadi Venom"
- },
- {
- "entries": [
- "4 rounds; Stage 1 {@damage 1d6} poison damage and {@condition flat-footed} (1 round); Stage 2 {@damage 1d6} poison damage, {@condition flat-footed}, and {@condition clumsy|CRB|clumsy 1} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 20,
+ "savingThrow": "Fortitude",
+ "maxDuration": "4 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 1d6} poison damage and {@condition flat-footed}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 1d6} poison damage, {@condition flat-footed}, and {@condition clumsy|CRB|clumsy 1}",
+ "duration": "1 round"
+ }
+ ]
},
{
"activity": {
@@ -2519,15 +2494,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Skeletal Hellknight",
- "isNpc": false,
"source": "AoA1",
"page": 40,
"level": 2,
@@ -2613,7 +2586,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2673,13 +2645,28 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
- "name": "Skorp And Venak",
- "isNpc": false,
+ "name": "Venak",
+ "source": "AoA1",
+ "page": 37,
+ "_copy": {
+ "name": "Skorp",
+ "source": "AoA1",
+ "_preserve": {
+ "description": true
+ }
+ }
+ },
+ {
+ "name": "Skorp",
"source": "AoA1",
"page": 37,
"level": 1,
@@ -2689,6 +2676,7 @@
"charau-ka",
"humanoid"
],
+ "description": "Charau-ka",
"perception": {
"std": 6
},
@@ -2727,6 +2715,11 @@
"wis": 1,
"cha": 0
},
+ "items": [
+ "hide armor",
+ "sickle",
+ "whip"
+ ],
"speed": {
"walk": 25,
"climb": 25
@@ -2790,7 +2783,7 @@
"trigger": "The charau-ka's turn begins.",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The charau-ka is {@condition quickened} until the end of its turn, and can use the extra action to {@action Stride} or {@action Strike}. Due to its loud wailing while in a shrieking frenzy, the charau-ka can't speak and automatically critically fails all {@skill Stealth} checks."
@@ -2822,15 +2815,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Tixitog",
- "isNpc": false,
"source": "AoA1",
"page": 91,
"level": 3,
@@ -2904,9 +2895,7 @@
],
"effects": [
"tongue pull"
- ],
- "damage": "tongue pull",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -2923,12 +2912,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+9, {@skill Stealth} +10 Str +3, Dex +3, Con +2, Int +0, Wis +2, Cha \u20131."
- ],
- "name": "Spider Lore"
- },
{
"entries": [
"The tixitog can detect the vibrations of creatures touching a web that the tixitog is also touching."
@@ -2943,7 +2926,7 @@
"unit": "action"
},
"entries": [
- "Small, {@damage 1d12+3} bludgeoning, Rupture 10."
+ "Small, {@damage 1d12+3} bludgeoning, Rupture 10"
],
"name": "Swallow Whole",
"generic": {
@@ -2976,16 +2959,17 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
+ ],
+ "immunities": [
+ "poison"
]
},
"hasImages": true
},
{
"name": "Voz Lirayne",
- "isNpc": false,
"source": "AoA1",
"page": 81,
"level": 5,
@@ -3087,13 +3071,13 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 23,
"attack": 15,
"entry": {
"0": {
+ "level": 3,
"spells": [
{
"name": "chill touch"
@@ -3239,14 +3223,15 @@
"hp": [
{
"hp": 56,
- "abilities": null
+ "notes": [
+ "plus 10 temporary from false life"
+ ]
}
]
}
},
{
"name": "Warbal Bumblebrasher",
- "isNpc": false,
"source": "AoA1",
"page": 83,
"level": 1,
@@ -3299,6 +3284,11 @@
"wis": 0,
"cha": 3
},
+ "items": [
+ "book titled {@i History of the Bumblebrashers in Isger}",
+ "religious symbol of Desna",
+ "scholar's robes"
+ ],
"speed": {
"walk": 25
},
@@ -3342,12 +3332,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+7, {@skill Survival} +3 Str \u20131, Dex +2, Con +2, Int +2, Wis +0, Cha +3 Items book titled History of the Bumblebrashers in Isger, religious symbol of {@deity Desna}, scholar's robes."
- ],
- "name": "Society"
- },
{
"activity": {
"number": 1,
@@ -3378,8 +3362,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
diff --git a/data/bestiary/creatures-aoa2.json b/data/bestiary/creatures-aoa2.json
index 792f47daae..02a947beee 100644
--- a/data/bestiary/creatures-aoa2.json
+++ b/data/bestiary/creatures-aoa2.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Asanbosam",
- "isNpc": false,
"source": "AoA2",
"page": 80,
"level": 6,
@@ -115,8 +114,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -124,7 +122,6 @@
},
{
"name": "Belmazog",
- "isNpc": false,
"source": "AoA2",
"page": 77,
"level": 9,
@@ -239,7 +236,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 27,
@@ -388,15 +384,13 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
]
}
},
{
"name": "Bida",
- "isNpc": false,
"source": "AoA2",
"page": 81,
"level": 8,
@@ -487,7 +481,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -517,7 +510,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6+6} bludgeoning, DC 26."
+ "{@damage 1d6+6} bludgeoning, DC 26"
],
"name": "Constrict",
"generic": {
@@ -559,8 +552,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -572,7 +564,6 @@
},
{
"name": "Biloko Veteran",
- "isNpc": false,
"source": "AoA2",
"page": 83,
"level": 4,
@@ -674,7 +665,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -690,21 +680,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+11 Str +4, Dex +4, Con +0, Int +0, Wis +3, Cha +2 Items longspear, shortbow (20 arrows)"
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -728,21 +709,10 @@
"unit": "action"
},
"entries": [
- "The veteran makes a melee {@action Strike} and compares the attack roll result."
+ "The veteran makes a melee {@action Strike} and compares the attack roll result to the AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit.",
+ "A Swipe counts as two attacks for the veteran's multiple attack penalty."
],
"name": "Swipe"
- },
- {
- "entries": [
- "AC of up to two foes, each of whom must be within their melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit."
- ],
- "name": "to the"
- },
- {
- "entries": [
- "Swipe counts as two attacks for the veteran's multiple attack penalty."
- ],
- "name": "A"
}
]
},
@@ -763,8 +733,7 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
},
@@ -772,7 +741,6 @@
},
{
"name": "Biloko Warrior",
- "isNpc": false,
"source": "AoA2",
"page": 82,
"level": 1,
@@ -862,7 +830,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -884,7 +851,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -921,8 +887,7 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
},
@@ -930,7 +895,6 @@
},
{
"name": "Charau-ka Acolyte Of Angazhan",
- "isNpc": false,
"source": "AoA2",
"page": 85,
"level": 3,
@@ -1044,7 +1008,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 21,
@@ -1114,7 +1077,7 @@
"name": "Shrieking Frenzy",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
}
},
{
@@ -1142,8 +1105,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -1151,7 +1113,6 @@
},
{
"name": "Charau-ka Butcher",
- "isNpc": false,
"source": "AoA2",
"page": 85,
"level": 6,
@@ -1274,7 +1235,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1298,7 +1258,7 @@
},
{
"entries": [
- "While the charau-ka butcher is raging, its melee {@action Strike||Strikes} deal {@damage 1d4} {@condition persistent damage ||persistent bleed damage}."
+ "While the charau-ka butcher is raging, its melee {@action Strike||Strikes} deal {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
],
"name": "Mauler"
},
@@ -1328,7 +1288,7 @@
"name": "Shrieking Frenzy",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
}
},
{
@@ -1356,8 +1316,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -1365,7 +1324,6 @@
},
{
"name": "Charau-ka Dragon Priest",
- "isNpc": false,
"source": "AoA2",
"page": 59,
"level": 6,
@@ -1378,6 +1336,7 @@
"humanoid",
"uncommon"
],
+ "description": "Male charau-ka priest",
"perception": {
"std": 15
},
@@ -1495,7 +1454,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 25,
@@ -1553,14 +1511,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15, {@skill Survival} +13 Str +4, Dex +3, Con +2, Int +0, Wis +5, Cha +3 Items leather armor, +1 striking longsword."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"activity": {
@@ -1612,8 +1562,9 @@
"evocation",
"fire"
],
+ "requirements": "The priest is standing on the ground.",
"entries": [
- "Requirement The priest is standing on the ground. The priest slams his fists into the ground, causing fire to erupt from the earth. Each non-worshipper of {@deity Dahak|LOGM} standing on the ground in a 15-foot emanation must succeed at a DC 25 Reflex save or fall {@condition prone} and take {@damage 1d6} bludgeoning damage and {@damage 2d6} fire damage."
+ "The priest slams his fists into the ground, causing fire to erupt from the earth. Each non-worshipper of {@deity Dahak|LOGM} standing on the ground in a 15-foot emanation must succeed at a DC 25 Reflex save or fall {@condition prone} and take {@damage 1d6} bludgeoning damage and {@damage 2d6} fire damage."
],
"name": "Volcanic Eruption"
}
@@ -1636,8 +1587,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -1649,7 +1599,6 @@
},
{
"name": "Charau-ka Warrior",
- "isNpc": false,
"source": "AoA2",
"page": 84,
"level": 1,
@@ -1799,7 +1748,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "The charau-ka's turn begins.",
"entries": [
@@ -1832,8 +1781,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
},
@@ -1841,7 +1789,6 @@
},
{
"name": "Ekujae Guardian",
- "isNpc": false,
"source": "AoA2",
"page": 11,
"level": 2,
@@ -1890,6 +1837,13 @@
"wis": 2,
"cha": 0
},
+ "items": [
+ "black adder venom (6)",
+ "cold iron dagger",
+ "silver dagger",
+ "longbow (20 arrows)",
+ "studded leather"
+ ],
"speed": {
"walk": 30
},
@@ -1942,7 +1896,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -1968,14 +1921,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+6 Str +3, Dex +3, Con +0, Int +1, Wis +2, Cha +0 Items black adder venom (6), cold iron dagger, silver dagger, longbow (20 arrows), studded leather."
- ],
- "name": "Survival"
- }
- ],
"bot": [
{
"activity": {
@@ -1983,8 +1928,7 @@
"unit": "action"
},
"entries": [
- "The Ekujae guardian makes two {@action Strike||Strikes} against the same target, one with each of their daggers. The guardian combines the damage of any attacks that hit and applies precision damage, resistance, and weaknesses only once. Both attacks count toward the guardian's multiple attack penalty, but the penalty increases only after both attacks.",
- "Primal Innate Spells DC 16; Cantrips (1st) dancing lights, detect magic, disrupt undead, tanglefoot."
+ "The Ekujae guardian makes two {@action Strike||Strikes} against the same target, one with each of their daggers. The guardian combines the damage of any attacks that hit and applies precision damage, resistance, and weaknesses only once. Both attacks count toward the guardian's multiple attack penalty, but the penalty increases only after both attacks."
],
"name": "Double Slice"
},
@@ -1993,7 +1937,7 @@
"precision"
],
"entries": [
- "{@dice 1d6}."
+ "{@dice 1d6}"
],
"name": "Sneak Attack",
"generic": {
@@ -2002,9 +1946,9 @@
},
{
"entries": [
- "Ekujae guardian ignores {@quickref difficult terrain||3|terrain} from plants."
+ "The Ekujae guardian ignores {@quickref difficult terrain||3|terrain} from plants."
],
- "name": "Woodland Stride The"
+ "name": "Woodland Stride"
}
]
},
@@ -2025,15 +1969,13 @@
},
"hp": [
{
- "hp": 26,
- "abilities": null
+ "hp": 26
}
]
}
},
{
"name": "Eloko",
- "isNpc": false,
"source": "AoA2",
"page": 83,
"level": 7,
@@ -2131,7 +2073,7 @@
"range increment <20 feet>",
"reload <1>"
],
- "damage": "1 piercing plus {@damage 2d4} {@condition persistent damage ||persistent poison}",
+ "damage": "1 piercing plus {@damage 2d4} {@condition persistent damage||persistent poison}",
"types": [
"persistent",
"piercing"
@@ -2155,7 +2097,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -2171,14 +2112,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13 Str +6, Dex +5, Con +1, Int +0, Wis +4, Cha +1 Items blowgun (10 poisoned darts), +1 dagger."
- ],
- "name": "Survival"
- }
- ],
"bot": [
{
"traits": [
@@ -2186,7 +2119,7 @@
"mental"
],
"entries": [
- "If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour."
+ "If a eloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour."
],
"name": "Inspired Feast"
},
@@ -2236,8 +2169,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
},
@@ -2245,7 +2177,6 @@
},
{
"name": "Gerhard Pendergrast",
- "isNpc": false,
"source": "AoA2",
"page": 37,
"level": 8,
@@ -2256,6 +2187,7 @@
"human",
"humanoid"
],
+ "description": "Male human explorer",
"perception": {
"std": 19
},
@@ -2266,12 +2198,18 @@
]
},
"skills": {
+ "azlanti lore": {
+ "std": 14
+ },
"deception": {
"std": 18
},
"diplomacy": {
"std": 12
},
+ "engineering lore": {
+ "std": 14
+ },
"intimidation": {
"std": 18
},
@@ -2283,9 +2221,6 @@
},
"survival": {
"std": 18
- },
- "azlanti lore": {
- "std": 14
}
},
"abilityMods": {
@@ -2296,6 +2231,17 @@
"wis": -1,
"cha": 6
},
+ "items": [
+ "bag of holding type I (containing three kegs of black powder he intends to use at area {@b A10}, or empty if the PCs already confronted him at {@b A10}; see that area for more details)",
+ "shoddy blunderbuss",
+ "daggers (10)",
+ "grapeshot (10)",
+ "gunpowder (10)",
+ "+1 leather armor",
+ "monocle",
+ "tindertwigs (5)",
+ "+1 striking whip"
+ ],
"speed": {
"walk": 30
},
@@ -2359,20 +2305,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+14, {@skill Intimidation} +18, {@skill Nature} +16"
- ],
- "name": "Engineering Lore"
- },
- {
- "entries": [
- "+16, {@skill Survival} +18 Str +3, Dex +4, Con +5, Int +0, Wis \u20131, Cha +6 Items bag of holding type I (containing three kegs of black powder he intends to use at area A10, or empty if the PCs already confronted him at A10; see that area for more details), shoddy blunderbuss, daggers (10), grapeshot (10), gunpowder (10), +1 leather armor, monocle, tindertwigs (5), +1 striking whip."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"activity": {
@@ -2399,7 +2331,7 @@
"unit": "action"
},
"entries": [
- "Gerhard fires an explosive shot from his blunderbuss that deals {@damage 4d6} bludgeoning damage plus {@damage 2d10} fire damage to all creatures in a 30- foot cone (DC 26 basic Reflex)",
+ "Gerhard fires an explosive shot from his blunderbuss that deals {@damage 4d6} bludgeoning damage plus {@damage 2d10} fire damage to all creatures in a 30-foot cone (DC 26 basic Reflex).",
"When firing the blunderbuss, Gerhard must succeed at a DC 20 {@skill Crafting} or {@skill Lore||Engineering Lore} check or the weapon explodes, damaging him for the same amount as the creatures in the cone and destroying itself. If someone other than Gerhard uses the weapon, they must critically succeed at the check. A successful DC 22 {@skill Crafting} check is enough to confirm the weapon's unstable nature if someone examines it beforehand.",
"Reloading the blunderbuss takes 3 {@action Interact} actions: adding 1 dose of gunpowder, adding 1 grapeshot canister, and packing the contents."
],
@@ -2438,15 +2370,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Grippli Archer",
- "isNpc": false,
"source": "AoA2",
"page": 87,
"level": 3,
@@ -2572,8 +2502,7 @@
},
"hp": [
{
- "hp": 44,
- "abilities": null
+ "hp": 44
}
]
},
@@ -2581,7 +2510,6 @@
},
{
"name": "Grippli Greenspeaker",
- "isNpc": false,
"source": "AoA2",
"page": 87,
"level": 5,
@@ -2676,7 +2604,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 23,
@@ -2745,14 +2672,7 @@
"top": [
{
"entries": [
- "+11, {@skill Stealth} +11, {@skill Survival} +11 Str +2, Dex +4, Con +1, Int +1, Wis +4, Cha +0."
- ],
- "name": "Religion"
- },
- {
- "entries": [
- "The greenspeaker can use {@skill Diplomacy} to {@action Make an Impression} on and make very simple Requests of plants and fungi.",
- "Items dart (4), staff."
+ "The greenspeaker can use {@skill Diplomacy} to {@action Make an Impression} on and make very simple {@action Request||Requests} of plants and fungi."
],
"name": "Green Empathy"
}
@@ -2783,8 +2703,7 @@
},
"hp": [
{
- "hp": 71,
- "abilities": null
+ "hp": 71
}
]
},
@@ -2792,7 +2711,6 @@
},
{
"name": "Grippli Scout",
- "isNpc": false,
"source": "AoA2",
"page": 86,
"level": 1,
@@ -2919,8 +2837,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -2928,7 +2845,6 @@
},
{
"name": "Hezle",
- "isNpc": false,
"source": "AoA2",
"page": 50,
"level": 8,
@@ -2939,6 +2855,7 @@
"humanoid",
"kobold"
],
+ "description": "Female kobold researcher",
"perception": {
"std": 14
},
@@ -2982,6 +2899,15 @@
"wis": 2,
"cha": 3
},
+ "items": [
+ "greater antidote",
+ "+1 crossbow (16 regular bolts and 4 wyvern poisoned bolts)",
+ "+1 dagger",
+ "moderate healing potions (2)",
+ "infused reagents (5)",
+ "leather armor",
+ "greater staff of fire"
+ ],
"speed": {
"walk": 25
},
@@ -3045,14 +2971,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Survival} +12 Str \u20131, Dex +4, Con +2, Int +6, Wis +2, Cha +3 Items greater antidote, +1 crossbow (16 regular bolts and 4 wyvern poisoned bolts), +1 dagger, moderate healing potions (2), infused reagents (5), leather armor, greater staff of fire."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -3064,8 +2982,9 @@
"fire",
"interact"
],
+ "cost": "1 batch of infused reagents.",
"entries": [
- "Cost 1 batch of infused reagents. Hezle quickly cobbles together an explosive bomb and lobs it up to 30 feet. All creatures in a 5-foot burst take {@damage 5d6} fire damage (DC 26 basic Reflex save)."
+ "Hezle quickly cobbles together an explosive bomb and lobs it up to 30 feet. All creatures in a 5-foot burst take {@damage 5d6} fire damage (DC 26 basic Reflex save)."
],
"name": "Kobold Explosives"
},
@@ -3078,8 +2997,19 @@
"manipulate"
],
"requirements": "Hezle must be adjacent to at least one enemy.",
+ "cost": "1 batch of infused reagents.",
"entries": [
- "Cost 1 batch of infused reagents. Hezle throws a mix of special powders centered on a corner of her space, creating a plume of smoke filling a 5-foot burst until the end of her turn that causes her to be {@condition hidden}. She then immediately {@action Sneak||Sneaks}, but must end her movement in a space that's not adjacent to any enemies. All creatures other than Hezle in the smoke cloud must attempt a DC 26 Fortitude save. Critical Success The creature is unaffected. Success The creature is {@condition sickened|CRB|sickened 1}. Failure The creature is {@condition sickened|CRB|sickened 2}. Critical Failure The creature is {@condition sickened|CRB|sickened 3} and {@condition stunned|CRB|stunned 1}."
+ "Hezle throws a mix of special powders centered on a corner of her space, creating a plume of smoke filling a 5-foot burst until the end of her turn that causes her to be {@condition hidden}. She then immediately {@action Sneak||Sneaks}, but must end her movement in a space that's not adjacent to any enemies.",
+ "All creatures other than Hezle in the smoke cloud must attempt a DC 26 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature is {@condition sickened|CRB|sickened 1}.",
+ "Failure": "The creature is {@condition sickened|CRB|sickened 2}.",
+ "Critical Failure": "The creature is {@condition sickened|CRB|sickened 3} and {@condition stunned|CRB|stunned 1}."
+ }
+ }
],
"name": "Smoky Retreat"
},
@@ -3088,7 +3018,7 @@
"precision"
],
"entries": [
- "{@dice 2d6}."
+ "{@dice 2d6}"
],
"name": "Sneak Attack",
"generic": {
@@ -3120,15 +3050,16 @@
},
"hp": [
{
- "hp": 122,
- "abilities": null
+ "hp": 122
}
+ ],
+ "immunities": [
+ "poison"
]
}
},
{
"name": "Jahsi",
- "isNpc": false,
"source": "AoA2",
"page": 11,
"level": 8,
@@ -3274,7 +3205,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 24,
@@ -3350,15 +3280,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Kishi",
- "isNpc": false,
"source": "AoA2",
"page": 88,
"level": 8,
@@ -3437,7 +3365,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 27,
@@ -3454,14 +3381,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15, {@skill Stealth} +18 Str +6, Dex +4, Con +1, Int +1, Wis +2, Cha +5."
- ],
- "name": "Society"
- }
- ],
"bot": [
{
"activity": {
@@ -3521,8 +3440,7 @@
},
"hp": [
{
- "hp": 138,
- "abilities": null
+ "hp": 138
}
],
"resistances": [
@@ -3530,13 +3448,18 @@
"amount": 10,
"name": "piercing"
}
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "cold iron"
+ }
]
},
"hasImages": true
},
{
"name": "Living Sap",
- "isNpc": false,
"source": "AoA2",
"page": 89,
"level": 6,
@@ -3649,8 +3572,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -3668,7 +3590,6 @@
},
{
"name": "Mokele-mbembe",
- "isNpc": false,
"source": "AoA2",
"page": 90,
"level": 9,
@@ -3760,7 +3681,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 28."
+ "Large or smaller, foot, DC 28"
],
"name": "Trample",
"generic": {
@@ -3808,8 +3729,7 @@
},
"hp": [
{
- "hp": 172,
- "abilities": null
+ "hp": 172
}
]
},
@@ -3817,7 +3737,6 @@
},
{
"name": "Nketiah",
- "isNpc": false,
"source": "AoA2",
"page": 79,
"level": 6,
@@ -3941,7 +3860,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 24,
@@ -4021,16 +3939,10 @@
"level": 3,
"spells": [
{
- "name": "inspire competence",
- "notes": [
- "Pathfinder Core Rulebook 386"
- ]
+ "name": "inspire competence"
},
{
- "name": "inspire courage",
- "notes": [
- "Pathfinder Core Rulebook 386"
- ]
+ "name": "inspire courage"
}
]
},
@@ -4044,7 +3956,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 24,
@@ -4117,15 +4028,13 @@
},
"hp": [
{
- "hp": 74,
- "abilities": null
+ "hp": 74
}
]
}
},
{
"name": "Racharak",
- "isNpc": false,
"source": "AoA2",
"page": 34,
"level": 8,
@@ -4310,8 +4219,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -4323,7 +4231,6 @@
},
{
"name": "Sabosan",
- "isNpc": false,
"source": "AoA2",
"page": 91,
"level": 5,
@@ -4386,7 +4293,7 @@
"range": "Melee",
"name": "jaws",
"attack": 14,
- "damage": "{@damage 2d8+4} piercing plus 1 {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d8+4} piercing plus 1 {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -4486,8 +4393,7 @@
},
"hp": [
{
- "hp": 78,
- "abilities": null
+ "hp": 78
}
]
},
diff --git a/data/bestiary/creatures-aoa3.json b/data/bestiary/creatures-aoa3.json
index b9e3127dee..c8eb15fa29 100644
--- a/data/bestiary/creatures-aoa3.json
+++ b/data/bestiary/creatures-aoa3.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Augur",
- "isNpc": false,
"source": "AoA3",
"page": 82,
"level": 1,
@@ -73,7 +72,7 @@
"finesse",
"versatile
"
],
- "damage": "{@dice 1d4-1} slashing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@dice 1d4-1} slashing plus {@damage 1d4} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -82,7 +81,6 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -228,7 +226,6 @@
},
{
"name": "Barushak Il-varashma",
- "isNpc": false,
"source": "AoA3",
"page": 44,
"level": 11,
@@ -248,7 +245,9 @@
"celestial",
"common",
"draconic",
- "gnoll"
+ "gnoll",
+ "infernal",
+ "shadowtongue"
]
},
"skills": {
@@ -261,6 +260,9 @@
"deception": {
"std": 21
},
+ "intimidation": {
+ "std": 19
+ },
"religion": {
"std": 15
},
@@ -282,7 +284,10 @@
"items": [
"dagger",
"+1 explorer's clothing",
- "The Extraplanar"
+ "The Extraplanar Registry (his arcane focus; see page 45 for more on this book)",
+ "keys to each dormitory door and slave manacles",
+ "good manacles (marked with the symbol of the Scarlet Triad)",
+ "+1 striking morningstar"
],
"speed": {
"walk": 25
@@ -331,7 +336,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 32,
@@ -452,32 +456,36 @@
]
}
}
+ },
+ {
+ "name": "Wizard School",
+ "type": "Focus",
+ "DC": 22,
+ "fp": 2,
+ "entry": {
+ "6": {
+ "spells": [
+ {
+ "name": "augment summoning"
+ },
+ {
+ "name": "dimensional steps"
+ }
+ ]
+ }
+ }
+ }
+ ],
+ "rituals": [
+ {
+ "rituals": [
+ {
+ "name": "planar binding"
+ }
+ ]
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Arcana} +22, {@skill Athletics} +15, {@skill Deception} +21, {@skill Intimidation} +19, {@skill Lore||Shadow Plane Lore} +26, {@skill Religion} +15, {@skill Thievery} +19 Str +2, Dex +4, Con +2, Int +5, Wis +2, Cha +4 Items dagger, +1 explorer's clothing, The Extraplanar."
- ],
- "name": "Infernal, Shadowtongue"
- },
- {
- "traits": [
- "his arcane focus; see page 45 for more on this book"
- ],
- "entries": [
- ", keys to each dormitory door and slave manacles, good manacles (marked with the symbol of the Scarlet."
- ],
- "name": "Registry"
- },
- {
- "entries": [
- "+1 striking morningstar."
- ],
- "name": "Triad)"
- }
- ],
"bot": [
{
"activity": {
@@ -487,7 +495,7 @@
"requirements": "Barushak hasn't acted yet on this turn.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"This turn, Barushak can cast one prepared spell he has already cast today without spending a spell slot. He must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
@@ -506,8 +514,9 @@
"attack",
"manipulate"
],
+ "requirements": "Barushak has manacles in hand and is adjacent to a creature.",
"entries": [
- "Requirements Barushak has manacles in hand and is adjacent to a creature. Barushak attempts to bind the creature's wrists or ankles with the manacles. He must succeed at an attack roll with a +21 modifier against the target's AC."
+ "Barushak attempts to bind the creature's wrists or ankles with the manacles. He must succeed at an attack roll with a +21 modifier against the target's AC."
],
"name": "Efficient Capture"
},
@@ -542,15 +551,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Blood Boar",
- "isNpc": false,
"source": "AoA3",
"page": 76,
"level": 6,
@@ -631,7 +638,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -690,8 +696,7 @@
},
"hp": [
{
- "hp": 98,
- "abilities": null
+ "hp": 98
}
]
},
@@ -699,7 +704,6 @@
},
{
"name": "Evangelist",
- "isNpc": false,
"source": "AoA3",
"page": 83,
"level": 6,
@@ -772,7 +776,7 @@
"effects": [
"impaling chain"
],
- "damage": "{@damage 2d8+7} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed} and impaling chain",
+ "damage": "{@damage 2d8+7} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed} and impaling chain",
"types": [
"persistent",
"piercing"
@@ -781,12 +785,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+11, {@skill Lore||Torture Lore} +12 Str +4, Dex +3, Con +2, Int +0, Wis +1, Cha +1."
- ],
- "name": "Religion"
- },
{
"traits": [
"divination",
@@ -817,7 +815,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -855,7 +852,7 @@
},
{
"entries": [
- "When the evangelist critically hits with a chain {@action Strike}, the target is impaled and anchored in place, becoming {@condition grabbed} by the chain. It's unable to recover from {@condition persistent damage ||persistent bleed damage} until it gets free ({@action Escape} DC 25)."
+ "When the evangelist critically hits with a chain {@action Strike}, the target is impaled and anchored in place, becoming {@condition grabbed} by the chain. It's unable to recover from {@condition persistent damage||persistent bleed damage} until it gets free ({@action Escape} DC 25)."
],
"name": "Impaling Chain"
}
@@ -874,7 +871,10 @@
},
"will": {
"std": 11
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
@@ -884,6 +884,9 @@
]
}
],
+ "immunities": [
+ "cold"
+ ],
"weaknesses": [
{
"amount": 10,
@@ -899,7 +902,6 @@
},
{
"name": "Ghastly Bear",
- "isNpc": false,
"source": "AoA3",
"page": 50,
"level": 9,
@@ -1093,7 +1095,6 @@
},
{
"name": "Heuberk Thropp",
- "isNpc": false,
"source": "AoA3",
"page": 7,
"level": 9,
@@ -1147,6 +1148,16 @@
"wis": 1,
"cha": 4
},
+ "items": [
+ "dagger (3)",
+ "keys to manacles",
+ "leather armor",
+ "+1 striking",
+ "mace",
+ "average manacles (marked with the symbol of the Scarlet Triad)",
+ "spellbook",
+ "infiltrator's thieves tools"
+ ],
"speed": {
"walk": 25
},
@@ -1193,7 +1204,6 @@
],
"spellcasting": [
{
- "name": "Occult Prepared",
"type": "Prepared",
"tradition": "occult",
"DC": 27,
@@ -1282,26 +1292,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Lore||Mercantile Lore} +16, {@skill Society} +16"
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "+16 Str +3, Dex +2, Con +3, Int +1, Wis +1, Cha +4 Items dagger (3), keys to manacles, leather armor, +1 striking mace, average manacles (marked with the symbol of the."
- ],
- "name": "Thievery"
- },
- {
- "entries": [
- "Triad), spellbook, infiltrator's thieves tools."
- ],
- "name": "Scarlet"
- }
- ],
"mid": [
{
"activity": {
@@ -1317,14 +1307,23 @@
],
"bot": [
{
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "auditory",
+ "linguistic"
+ ],
+ "requirements": "A creature is {@condition flat-footed} against Heuberk's next melee attack.",
"entries": [
- "Heuberk's next turn."
+ "Heuberk points out a lapse in the creature's defenses. The creature is {@condition flat-footed} against all melee attacks attempted by any of Heuberk's allies who hear and understand this instruction until the start of Heuberk's next turn."
],
- "name": "of"
+ "name": "Identify an Opening"
},
{
"entries": [
- "{@dice 2d6}."
+ "{@dice 2d6}"
],
"name": "Sneak Attack",
"generic": {
@@ -1350,15 +1349,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Interlocutor",
- "isNpc": false,
"source": "AoA3",
"page": 84,
"level": 12,
@@ -1431,7 +1428,7 @@
"deadly <2d10>",
"reach <10 feet>"
],
- "damage": "{@damage 3d10+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d10+13} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -1440,11 +1437,18 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"type": "Innate",
"tradition": "divine",
"DC": 33,
"entry": {
+ "0": {
+ "level": 6,
+ "spells": [
+ {
+ "name": "stabilize"
+ }
+ ]
+ },
"4": {
"spells": [
{
@@ -1480,12 +1484,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+26, {@skill Religion} +22, {@skill Stealth} +19, {@skill Lore||Torture Lore} +20 Str +7, Dex +3, Con +5, Int +2, Wis +6, Cha +5."
- ],
- "name": "Medicine"
- },
{
"traits": [
"divination",
@@ -1516,7 +1514,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1524,15 +1521,6 @@
}
],
"bot": [
- {
- "traits": [
- "6th"
- ],
- "entries": [
- "stabilize."
- ],
- "name": "Cantrips"
- },
{
"activity": {
"number": 1,
@@ -1575,25 +1563,37 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
"hp": 215,
"abilities": [
- "regeneration"
+ "regeneration 20 (deactivated by good or silver)"
]
}
],
"immunities": [
"cold"
+ ],
+ "weaknesses": [
+ {
+ "name": "good",
+ "amount": 15
+ },
+ {
+ "name": "silver",
+ "amount": 15
+ }
]
},
"hasImages": true
},
{
"name": "Kalavakus",
- "isNpc": false,
"source": "AoA3",
"page": 77,
"level": 10,
@@ -1686,7 +1686,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -1752,7 +1751,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1815,8 +1813,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"weaknesses": [
@@ -1837,7 +1834,6 @@
},
{
"name": "Laslunn",
- "isNpc": false,
"source": "AoA3",
"page": 87,
"level": 13,
@@ -1884,6 +1880,9 @@
},
"thievery": {
"std": 22
+ },
+ "slaver lore": {
+ "std": 20
}
},
"abilityMods": {
@@ -1894,6 +1893,14 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "+1 flaming striking composite longbow (40 arrows)",
+ "key ring (opens locks in Summershade Quarry)",
+ "+1 resilient leather armor",
+ "average manacles (3)",
+ "ring of fire resistance",
+ "+1 striking scimitar"
+ ],
"speed": {
"walk": 25
},
@@ -1942,26 +1949,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+20, {@skill Society} +20, {@skill Stealth} +22, {@skill Survival} +22"
- ],
- "name": "Lore"
- },
- {
- "entries": [
- "+22 Str +4, Dex +5, Con +3, Int +1, Wis +3, Cha +4 Items +1 flaming striking composite longbow (40 arrows), key ring (opens locks in Summershade."
- ],
- "name": "Thievery"
- },
- {
- "entries": [
- "+1 resilient leather armor, average manacles (3), ring of fire resistance, +1 striking scimitar."
- ],
- "name": "Quarry)"
- }
- ],
"mid": [
{
"activity": {
@@ -1969,26 +1956,20 @@
"unit": "reaction"
},
"entries": [
- "Laslunn can use."
+ "Laslunn can use Attack of Opportunity with ranged weapons if the triggering creature is within 5 feet."
],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
}
- },
- {
- "entries": [
- "Opportunity with ranged weapons if the triggering creature is within 5 feet."
- ],
- "name": "Attack of"
}
],
"bot": [
{
"entries": [
- "Expertise Laslunn doesn't take the penalty from the {@trait volley} trait, and her ranged {@action Strike||Strikes} don't trigger reactions."
+ "Laslunn doesn't take the penalty from the {@trait volley} trait, and her ranged {@action Strike||Strikes} don't trigger reactions."
],
- "name": "Archery"
+ "name": "Archery Expertise"
},
{
"activity": {
@@ -2021,15 +2002,15 @@
},
{
"entries": [
- "Attack Laslunn deals an extra {@dice 2d8} damage to any creature that's within reach of at least one of her allies."
+ "Laslunn deals an extra {@dice 2d8} damage to any creature that's within reach of at least one of her allies."
],
- "name": "Superior Pack"
+ "name": "Superior Pack Attack"
},
{
"entries": [
- "{@action Travel|GMG} Laslunn ignores the first square of {@quickref difficult terrain||3|terrain} she moves into each time she {@action Step||Steps} or {@action Stride||Strides}."
+ "Laslunn ignores the first square of {@quickref difficult terrain||3|terrain} she moves into each time she {@action Step||Steps} or {@action Stride||Strides}."
],
- "name": "Rugged"
+ "name": "Rugged Travel"
},
{
"activity": {
@@ -2060,8 +2041,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"resistances": [
@@ -2074,7 +2054,6 @@
},
{
"name": "Mercenary Sailor",
- "isNpc": false,
"source": "AoA3",
"page": 18,
"level": 5,
@@ -2203,15 +2182,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Mialari Docur",
- "isNpc": false,
"source": "AoA3",
"page": 89,
"level": 10,
@@ -2236,7 +2213,8 @@
"draconic",
"elven",
"halfling",
- "infernal"
+ "infernal",
+ "shadowtongue"
]
},
"skills": {
@@ -2266,6 +2244,9 @@
},
"thievery": {
"std": 22
+ },
+ "kintargo lore": {
+ "std": 16
}
},
"abilityMods": {
@@ -2276,6 +2257,12 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "+1 hand crossbow (20 bolts)",
+ "+1 leather armor",
+ "+1 striking rapier",
+ "infiltrator thieves' tools"
+ ],
"speed": {
"walk": 30
},
@@ -2310,7 +2297,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 29,
@@ -2379,32 +2365,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Arcana} +18, {@skill Acrobatics} +17, {@skill Deception} +22"
- ],
- "name": "Shadowtongue"
- },
- {
- "entries": [
- "+21, {@skill Intimidation} +18, Kintargo."
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+16, {@skill Occultism} +16, {@skill Society} +20, {@skill Stealth} +19"
- ],
- "name": "Lore"
- },
- {
- "entries": [
- "+22 Str +0, Dex +5, Con +1, Int +4, Wis +3, Cha +4 Items +1 hand crossbow (20 bolts), +1 leather armor, +1 striking rapier, infiltrator thieves' tools."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"entries": [
@@ -2425,6 +2385,12 @@
}
],
"bot": [
+ {
+ "entries": [
+ "Mialari can use telekinesis to perform manipulate actions that use the {@skill Thievery} skill at a range of 30 feet, but she takes a \u22122 circumstance penalty to her check when doing so."
+ ],
+ "name": "Ranged Legerdemain"
+ },
{
"traits": [
"precision"
@@ -2451,9 +2417,9 @@
},
{
"entries": [
- "Mialari hits with a critical hit are {@condition flat-footed} against her attacks until the end of her next turn."
+ "Creatures Mialari hits with a critical hit are {@condition flat-footed} against her attacks until the end of her next turn."
],
- "name": "Unbalancing Blow Creatures"
+ "name": "Unbalancing Blow"
}
]
},
@@ -2474,15 +2440,13 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
]
}
},
{
"name": "Nolly Peltry",
- "isNpc": false,
"source": "AoA3",
"page": 91,
"level": 11,
@@ -2535,6 +2499,12 @@
"wis": 4,
"cha": 3
},
+ "items": [
+ "dagger (2)",
+ "+1 leather armor",
+ "Nolly's hoe (+1 anarchic striking halfling sling staff; 10 bullets)",
+ "infiltrator thieves' tools"
+ ],
"speed": {
"abilities": [
"quick movements"
@@ -2588,20 +2558,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Society} +22, {@skill Stealth} +22"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+20 Str +2, Dex +5, Con +1, Int +1, Wis +4, Cha +3 Items dagger (2), +1 leather armor, Nolly's hoe (+1 anarchic striking halfling sling staff; 10 bullets), infiltrator thieves' tools."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"traits": [
@@ -2624,7 +2580,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Nolly fails a skill check or a saving throw.",
"entries": [
@@ -2692,15 +2648,13 @@
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
]
}
},
{
"name": "One-eye Amnin",
- "isNpc": false,
"source": "AoA3",
"page": 23,
"level": 10,
@@ -2711,6 +2665,7 @@
"human",
"humanoid"
],
+ "description": "Scarlet Triad bruiser",
"perception": {
"std": 19
},
@@ -2731,6 +2686,9 @@
},
"stealth": {
"std": 19
+ },
+ "sailing lore": {
+ "std": 18
}
},
"abilityMods": {
@@ -2741,6 +2699,13 @@
"wis": 5,
"cha": 2
},
+ "items": [
+ "chain shirt",
+ "+1 striking greatclub",
+ "keys to manacles",
+ "average manacles (3, marked with the symbol of the Scarlet Triad)",
+ "+1 shortbow (10 arrows)"
+ ],
"speed": {
"walk": 25
},
@@ -2789,27 +2754,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Stealth} +19 Str +5, Dex +3, Con +5, Int +0, Wis +5, Cha +2 Items chain shirt, +1 striking greatclub, keys to manacles, average manacles (3, marked with the symbol of the."
- ],
- "name": "Sailing Lore"
- },
- {
- "entries": [
- "+1 shortbow (10 arrows)"
- ],
- "name": "Scarlet Triad)"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2856,7 +2806,7 @@
},
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"Amnin makes a greatclub {@action Strike} and a kick {@action Strike}. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses."
@@ -2882,15 +2832,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Osyluth",
- "isNpc": false,
"source": "AoA3",
"page": 78,
"level": 9,
@@ -3000,7 +2948,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -3009,8 +2956,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -3131,8 +3079,7 @@
},
"hp": [
{
- "hp": 146,
- "abilities": null
+ "hp": 146
}
],
"immunities": [
@@ -3155,7 +3102,6 @@
},
{
"name": "Precentor",
- "isNpc": false,
"source": "AoA3",
"page": 85,
"level": 16,
@@ -3238,7 +3184,7 @@
"finesse",
"reach <10 feet>"
],
- "damage": "{@damage 4d10+6} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 4d10+6} slashing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -3247,7 +3193,6 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -3410,7 +3355,6 @@
},
{
"name": "Remnant Of Barzillai",
- "isNpc": false,
"source": "AoA3",
"page": 80,
"level": 10,
@@ -3516,7 +3460,7 @@
"requirements": "The remnant of Barzillai is within Ravounel",
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The remnant of Barzillai stirs up and amplifies unsettled spirits in the area to create a single haunt of 6th level or lower at his present location. This haunt is permanent until it is disabled or the remnant."
@@ -3548,8 +3492,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -3563,7 +3506,7 @@
{
"amount": 8,
"name": "all damage",
- "note": "(except force, {@item ghost touch}, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -3571,7 +3514,6 @@
},
{
"name": "Rusalka",
- "isNpc": false,
"source": "AoA3",
"page": 81,
"level": 12,
@@ -3655,7 +3597,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 35,
@@ -3707,14 +3648,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23 (+25 to sing), {@skill Stealth} +25 Str +4, Dex +5, Con +3, Int +1, Wis +3, Cha +7."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"entries": [
@@ -3757,7 +3690,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d8+10} bludgeoning, DC 32."
+ "{@damage 2d8+10} bludgeoning, DC 32"
],
"name": "Constrict",
"generic": {
@@ -3824,8 +3757,7 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
],
"weaknesses": [
@@ -3845,7 +3777,6 @@
},
{
"name": "Rusty Mae",
- "isNpc": false,
"source": "AoA3",
"page": 14,
"level": 10,
@@ -3943,21 +3874,9 @@
"top": [
{
"entries": [
- "+19, {@skill Diplomacy} +21, {@skill Intimidation} +17"
+ "Rusty Mae adds earthbind, passwall, and spellwrack to her coven's spells."
],
- "name": "Deception"
- },
- {
- "entries": [
- "+22, {@skill Stealth} +19 Str +7, Dex +5, Con +5, Int +4, Wis +6, Cha +5."
- ],
- "name": "Religion"
- },
- {
- "entries": [
- "Mae adds earthbind, passwall, and spellwrack to her coven's spells."
- ],
- "name": "Coven Rusty"
+ "name": "Coven"
}
],
"bot": [
@@ -4003,7 +3922,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -4031,19 +3949,27 @@
},
"will": {
"std": 19
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "physical",
+ "note": "except bludgeoning"
}
]
}
},
{
"name": "Scarlet Triad Poisoner",
- "isNpc": false,
"source": "AoA3",
"page": 41,
"level": 8,
@@ -4091,6 +4017,16 @@
"wis": 2,
"cha": 1
},
+ "items": [
+ "addlebrain (2 doses, page 71)",
+ "expanded alchemist's tools",
+ "greater antidote",
+ "+1 striking crossbow (10 bolts poisoned with giant scorpion venom)",
+ "keys to manacles",
+ "leather armor",
+ "good manacles (marked with the symbol of the Scarlet Triad)",
+ "+1 shortsword"
+ ],
"speed": {
"walk": 25
},
@@ -4127,26 +4063,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Deception} +15"
- ],
- "name": "Crafting"
- },
- {
- "entries": [
- "+16, {@skill Stealth} +16 Str +0, Dex +4, Con +3, Int +4, Wis +2, Cha +1 Items addlebrain (2 doses, page 71), expanded alchemist's tools, greater antidote, +1 striking crossbow (10 bolts poisoned with giant scorpion venom), keys to manacles, leather armor, good manacles (marked with the symbol of the Scarlet."
- ],
- "name": "Medicine"
- },
- {
- "entries": [
- "+1 shortsword."
- ],
- "name": "Triad)"
- }
- ],
"bot": [
{
"activity": {
@@ -4154,7 +4070,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -4177,19 +4093,26 @@
},
"will": {
"std": 14
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. poison"
+ ]
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "poison"
}
]
}
},
{
"name": "Scarlet Triad Sneak",
- "isNpc": false,
"source": "AoA3",
"page": 8,
"level": 6,
@@ -4236,6 +4159,15 @@
"wis": 0,
"cha": 2
},
+ "items": [
+ "bloodseeker beak (affixed to rapier)",
+ "dagger (3)",
+ "keys to manacles",
+ "leather armor",
+ "average manacles (marked with the symbol of the Scarlet Triad)",
+ "+1 rapier",
+ "thieves' tools"
+ ],
"speed": {
"walk": 25
},
@@ -4284,14 +4216,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+10, {@skill Stealth} +16, {@skill Thievery} +14 Str +2, Dex +4, Con +2, Int +0, Wis +0, Cha +2 Items bloodseeker beak (affixed to rapier), dagger (3), keys to manacles, leather armor, average manacles (marked with the symbol of the Scarlet Triad), +1 rapier, thieves' tools."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
@@ -4328,14 +4252,15 @@
"attack",
"manipulate"
],
+ "requirements": "The sneak has manacles in hand and is adjacent to a creature.",
"entries": [
- "Requirements The sneak has manacles in hand and is adjacent to a creature. The sneak attempts to bind the creature's wrists or ankles with the manacles. If the sneak succeeds at an attack roll with a +16 modifier against the target's AC, they apply the manacles."
+ "The sneak attempts to bind the creature's wrists or ankles with the manacles. If the sneak succeeds at an attack roll with a +16 modifier against the target's AC, they apply the manacles."
],
"name": "Efficient Capture"
},
{
"entries": [
- "{@dice 2d6}."
+ "{@dice 2d6}"
],
"name": "Sneak Attack",
"generic": {
@@ -4367,15 +4292,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Scarlet Triad Sniper",
- "isNpc": false,
"source": "AoA3",
"page": 56,
"level": 11,
@@ -4487,7 +4410,7 @@
},
{
"entries": [
- "{@dice 2d6}."
+ "{@dice 2d6}"
],
"name": "Sneak Attack",
"generic": {
@@ -4519,15 +4442,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Scarlet Triad Thug",
- "isNpc": false,
"source": "AoA3",
"page": 16,
"level": 7,
@@ -4577,6 +4498,13 @@
"wis": 2,
"cha": 2
},
+ "items": [
+ "chain mail",
+ "+1 flail",
+ "keys to manacles",
+ "javelin (3)",
+ "average manacles (marked with the symbol of the Scarlet Triad)"
+ ],
"speed": {
"walk": 20
},
@@ -4609,18 +4537,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13, {@skill Thievery} +13 Str +4, Dex +2, Con +3, Int +0, Wis +2, Cha +2 Items chain mail, +1 flail, keys to manacles, javelin (3), average manacles (marked with the symbol of the."
- ],
- "name": "Survival"
- },
- {
- "entries": [],
- "name": "Scarlet Triad)"
- }
- ],
"mid": [
{
"entries": [
@@ -4650,8 +4566,8 @@
"attack",
"manipulate"
],
+ "requirements": "The thug has manacles in hand and is next to a creature.",
"entries": [
- "Requirements The thug has manacles in hand and is next to a creature.",
"The thug attempts to bind the creature's wrists or ankles with the manacles. The thug must succeed at an attack roll with a +18 modifier against the target's AC."
],
"name": "Efficient Capture"
@@ -4677,19 +4593,20 @@
},
"will": {
"std": 15
- }
+ },
+ "abilities": [
+ "+2 circumstance on saves vs. {@action Shove}, {@action Trip}, or being knocked prone"
+ ]
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Shadow Giant",
- "isNpc": false,
"source": "AoA3",
"page": 79,
"level": 13,
@@ -4797,7 +4714,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4808,7 +4724,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -4845,7 +4760,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -4870,8 +4784,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
},
@@ -4879,7 +4792,6 @@
},
{
"name": "Vaklish",
- "isNpc": false,
"source": "AoA3",
"page": 54,
"level": 12,
@@ -4890,6 +4802,7 @@
"fiend",
"rakshasa"
],
+ "description": "Male raja rakshasa",
"perception": {
"std": 22
},
@@ -4918,12 +4831,12 @@
"intimidation": {
"std": 22
},
- "occultism": {
- "std": 25
- },
"performance": {
"std": 20
},
+ "occultism": {
+ "std": 25
+ },
"stealth": {
"std": 22
}
@@ -4973,7 +4886,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 32,
@@ -5086,7 +4998,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 32,
@@ -5114,18 +5025,16 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+22, {@skill Performance} +20, {@skill Occultism} +25"
- ],
- "name": "Intimidation"
- },
+ "mid": [
{
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
"entries": [
- "+22 Str +5, Dex +6, Con +4, Int +5, Wis +3, Cha +4 Items wand of vampiric exsanguination."
+ "As raja rakshasa."
],
- "name": "Stealth"
+ "name": "Scoff at the Divine"
}
],
"bot": [
@@ -5140,8 +5049,7 @@
"name": "Change Shape",
"generic": {
"tag": "ability"
- },
- "entries_as_xyz": "Ability not found: '{@action Change Shape|LOAG} As raja rakshasa.' in Vaklish, p.54"
+ }
},
{
"activity": {
@@ -5169,12 +5077,15 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. {@trait magical||magic}",
+ "+3 status to all saves vs. {@trait divine||divine magic}"
+ ]
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
],
"weaknesses": [
@@ -5186,7 +5097,8 @@
"resistances": [
{
"amount": 12,
- "name": "physical"
+ "name": "physical",
+ "note": "except piercing"
}
]
}
diff --git a/data/bestiary/creatures-aoa4.json b/data/bestiary/creatures-aoa4.json
index 6c9e1e2784..76ce19e39b 100644
--- a/data/bestiary/creatures-aoa4.json
+++ b/data/bestiary/creatures-aoa4.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Accursed Forge-spurned",
- "isNpc": false,
"source": "AoA4",
"page": 32,
"level": 15,
@@ -198,7 +197,6 @@
},
{
"name": "Adult Magma Dragon",
- "isNpc": false,
"source": "AoA4",
"page": 80,
"level": 13,
@@ -327,7 +325,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 31,
@@ -357,14 +354,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+22, {@skill Survival} +21 Str +8, Dex +2, Con +5, Int +2, Wis +4, Cha +4."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -374,7 +363,7 @@
"mental"
],
"entries": [
- "90 feet, DC 29."
+ "90 feet, DC 29"
],
"name": "Frightful Presence",
"generic": {
@@ -437,15 +426,9 @@
"unit": "action"
},
"entries": [
- "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the."
+ "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 3d6} {@condition persistent damage||persistent fire damage}, and as long as it has this {@condition persistent damage||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds."
],
"name": "Volcanic Purge"
- },
- {
- "entries": [
- "Weapon takes {@damage 3d6} {@condition persistent damage ||persistent fire damage}, and as long as it has this {@condition persistent damage ||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds."
- ],
- "name": "Breath"
}
]
},
@@ -462,12 +445,14 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -485,7 +470,6 @@
},
{
"name": "Ancient Magma Dragon",
- "isNpc": false,
"source": "AoA4",
"page": 81,
"level": 18,
@@ -615,7 +599,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -661,14 +644,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Survival} +29 Str +8, Dex +4, Con +6, Int +4, Wis +5, Cha +6."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -678,7 +653,7 @@
"mental"
],
"entries": [
- "90 feet, DC 36."
+ "90 feet, DC 36"
],
"name": "Frightful Presence",
"generic": {
@@ -741,16 +716,10 @@
"unit": "action"
},
"entries": [
- "Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals {@damage 10d6} fire damage and {@damage 4d12} bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40"
+ "Once per day, the dragon can spit a molten boulder at a target within 120 feet. This deals {@damage 10d6} fire damage and {@damage 4d12} bludgeoning damage, with a DC 42 basic Reflex save. If the creature fails its save, it's encased in magma that instantly cools and has Hardness 10, HP 40 and BT 20. The encased creature can't breathe and is {@condition restrained}."
],
"name": "Magma Tomb"
},
- {
- "entries": [
- "20. The encased creature can't breathe and is {@condition restrained}."
- ],
- "name": "and BT"
- },
{
"activity": {
"number": 1,
@@ -779,24 +748,31 @@
},
"will": {
"std": 30
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 390,
- "abilities": null
+ "hp": 390
}
],
"immunities": [
"fire",
"paralyzed",
"sleep"
+ ],
+ "weaknesses": [
+ {
+ "amount": 15,
+ "name": "cold"
+ }
]
}
},
{
"name": "Carnivorous Crystal",
- "isNpc": false,
"source": "AoA4",
"page": 76,
"level": 11,
@@ -950,8 +926,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -981,7 +956,6 @@
},
{
"name": "Corrupt Guard",
- "isNpc": false,
"source": "AoA4",
"page": 27,
"level": 12,
@@ -1031,6 +1005,12 @@
"wis": 4,
"cha": 1
},
+ "items": [
+ "+1 resilient breastplate",
+ "+1 composite shortbow (50 arrows)",
+ "key to Chiselrock's Prison",
+ "+1 striking maul"
+ ],
"speed": {
"walk": 20
},
@@ -1063,21 +1043,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+20, {@skill Stealth} +25 Str +7, Dex +3, Con +5, Int +0, Wis +4, Cha +1 Items +1 resilient breastplate, +1 composite shortbow (50 arrows), key to Chiselrock's Prison, +1 striking maul."
- ],
- "name": "Society"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1091,7 +1062,7 @@
"unit": "action"
},
"entries": [
- "A corrupt guard can dash their foe to the ground with a single blow. They attempt a single melee {@action Strike}. If this {@action Strike} hits, they also apply the critical success effect of a {@action Trip}. If they used a twohanded melee weapon (such as a maul) for the {@action Strike}, they can use the weapon's damage die size instead of the regular die size for the damage from a critical {@action Trip}, and they ignore {@action Trip}'s requirement to have a hand free."
+ "A corrupt guard can dash their foe to the ground with a single blow. They attempt a single melee {@action Strike}. If this {@action Strike} hits, they also apply the critical success effect of a {@action Trip}. If they used a two-handed melee weapon (such as a maul) for the {@action Strike}, they can use the weapon's damage die size instead of the regular die size for the damage from a critical {@action Trip}, and they ignore {@action Trip}'s requirement to have a hand free."
],
"name": "Improved Knockdown",
"generic": {
@@ -1117,15 +1088,13 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
]
}
},
{
"name": "Dalos",
- "isNpc": false,
"source": "AoA4",
"page": 77,
"level": 13,
@@ -1205,7 +1174,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 31,
@@ -1245,7 +1213,7 @@
],
"entries": [
"Whenever the dalos takes damage from a melee {@action Strike}, magma splashes from its open wound and sticks to nearby creatures.",
- "Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes {@damage 3d6} {@condition persistent damage ||persistent fire damage} as the superheated rock sticks to them and cools. The DC to end this {@condition persistent damage} decreases by 5 each turn after the first as the magma cools."
+ "Each creature in a 10-foot emanation must attempt a DC 31 Reflex save. On a failure, the creature takes {@damage 3d6} {@condition persistent damage||persistent fire damage} as the superheated rock sticks to them and cools. The DC to end this {@condition persistent damage} decreases by 5 each turn after the first as the magma cools."
],
"name": "Magma Splash"
}
@@ -1294,7 +1262,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -1319,8 +1286,7 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
],
"immunities": [
@@ -1346,7 +1312,6 @@
},
{
"name": "Deculi",
- "isNpc": false,
"source": "AoA4",
"page": 78,
"level": 12,
@@ -1425,7 +1390,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 32,
@@ -1464,7 +1428,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The deculi creates an extradimensional space adjacent to itself in any 10-foot-by-10-foot area of darkness and enters it. To non-deculis, the extradimensional space looks like an ordinary area of darkness (though effects such as true seeing can see through this illusion). The deculi's infrared vision functions normally between this extradimensional space and the area outside its confines, allowing the deculi to sense what is going on around it, and its innate {@spell darkness} spell also extends to the area around the shadow sanctuary. Attacks cannot be made into or from the extradimensional space. The deculi can {@action Dismiss} this effect to emerge from its shadow sanctuary, but the space it emerges into must be in darkness and must be unobstructed. If the area is obstructed, the deculi is shunted to the nearest available space and takes {@damage 1d6} bludgeoning damage per 5 feet shunted. If the area overlaying the shadow sanctuary becomes illuminated by magical light, the extradimensional space can no longer be accessed and the deculi is trapped within until the area is once again in darkness. The deculi can try to extinguish a magical {@trait light} effect obscuring its sanctuary once per day by attempting to counteract the {@trait light} effect with its darkness innate spell. If a deculi dies (including from hunger, thirst, or asphyxiation) while within the extradimensional space, the shadow sanctuary immediately ends and the deculi's corpse is expelled. If the area is illuminated, the corpse is not expelled until the sanctuary entrance is in darkness once again."
@@ -1507,8 +1471,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
]
},
@@ -1516,7 +1479,6 @@
},
{
"name": "Devourer",
- "isNpc": false,
"source": "AoA4",
"page": 79,
"level": 11,
@@ -1682,7 +1644,6 @@
},
{
"name": "Dragonscarred Dead",
- "isNpc": false,
"source": "AoA4",
"page": 82,
"level": 13,
@@ -1776,7 +1737,7 @@
"mental"
],
"entries": [
- "60 feet, DC 29."
+ "60 feet, DC 29"
],
"name": "Frightful Presence",
"generic": {
@@ -1868,7 +1829,6 @@
},
{
"name": "Duergar Slave Lord",
- "isNpc": false,
"source": "AoA4",
"page": 50,
"level": 13,
@@ -1923,6 +1883,12 @@
"wis": 5,
"cha": 3
},
+ "items": [
+ "+2 striking composite longbow (100 arrows)",
+ "+1 striking hatchet (2)",
+ "key to the Temple of All Gods",
+ "+1 resilient studded leather"
+ ],
"speed": {
"walk": 25
},
@@ -1962,7 +1928,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -1987,14 +1952,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+21, {@skill Stealth} +27, {@skill Survival} +26 Str +4, Dex +8, Con +3, Int +2, Wis +5, Cha +3 Items +2 striking composite longbow (100 arrows), +1 striking hatchet (2), key to the Temple of All Gods, +1 resilient studded leather."
- ],
- "name": "Society"
- }
- ],
"mid": [
{
"entries": [
@@ -2004,7 +1961,6 @@
"name": "Improved Evasion"
},
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2021,16 +1977,10 @@
"concentrate"
],
"entries": [
- "The slave lord designates as its prey a single creature that they can see or hear or that they are {@action Track||Tracking}. They gain a +2 circumstance bonus."
- ],
- "name": "Hunt Prey"
- },
- {
- "entries": [
- "{@skill Perception} checks when they {@action Seek} their prey and a +2 circumstance bonus to {@skill Survival} checks when they track their prey. They also ignore the penalty for making ranged attacks within their second range increment against their prey.",
+ "The slave lord designates as its prey a single creature that they can see or hear or that they are {@action Track||Tracking}. They gain a +2 circumstance bonus to {@skill Perception} checks when they {@action Seek} their prey and a +2 circumstance bonus to {@skill Survival} checks when they track their prey. They also ignore the penalty for making ranged attacks within their second range increment against their prey.",
"The first time a slave lord hits their hunted prey in a round, they deal {@dice 2d8} additional precision damage. A slave lord can have only one prey designated at a time."
],
- "name": "to"
+ "name": "Hunt Prey"
},
{
"activity": {
@@ -2039,7 +1989,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The slave lord makes two bow {@action Strike||Strikes} or two melee {@action Strike||Strikes}, each using a different weapon. These {@action Strike||Strikes} must target the slave lord's prey. If both {@action Strike||Strikes} hit, combine their damage for the purpose of resistances and weaknesses."
@@ -2061,19 +2011,20 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
]
}
},
{
"name": "Falrok",
- "isNpc": false,
"source": "AoA4",
"page": 46,
"level": 14,
@@ -2171,18 +2122,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+27, {@skill Lore||Saggorak Lore} +24, {@skill Society} +24"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+29 Str +4, Dex +8, Con +5, Int +3, Wis +2, Cha +6."
- ],
- "name": "Stealth"
- },
{
"entries": [
"Falrok's flesh is infused with lazurite, and he gains the benefits undead creatures gain from this mineral at all times. When in an area infused with lazurite, such as the Sanctum of the Starved, these benefits increase to a +3 circumstance bonus to saving throws against {@trait positive} effects. This infusion also grants Falrok his resistance to positive damage."
@@ -2191,6 +2130,16 @@
}
],
"mid": [
+ {
+ "name": "Stench",
+ "traits": [
+ "aura",
+ "olfactory"
+ ],
+ "entries": [
+ "10 feet. A creature entering the aura or starting its turn there must succeed at a DC 34 Fortitude save or become {@condition sickened||sickened 1} (plus {@condition slowed||slowed 1} as long as it's {@condition sickened} on a critical failure). While within the aura, the creature takes a \u20132 circumstance penalty to saves against disease and to recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune for 1 minute."
+ ]
+ },
{
"activity": {
"number": 1,
@@ -2245,8 +2194,7 @@
},
{
"stage": 4,
- "entry": "dead, and rises as a ghast the next midnight.",
- "duration": null
+ "entry": "dead, and rises as a ghast the next midnight."
}
]
},
@@ -2305,7 +2253,10 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+3 status to all saves vs. positive"
+ ]
},
"hp": [
{
@@ -2316,13 +2267,22 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "positive"
+ }
]
}
},
{
"name": "Forge-spurned",
- "isNpc": false,
"source": "AoA4",
"page": 83,
"level": 5,
@@ -2510,7 +2470,6 @@
},
{
"name": "Gashadokuro",
- "isNpc": false,
"source": "AoA4",
"page": 84,
"level": 13,
@@ -2697,7 +2656,6 @@
},
{
"name": "Ilssrah Embermead",
- "isNpc": false,
"source": "AoA4",
"page": 89,
"level": 15,
@@ -2749,6 +2707,13 @@
"wis": 8,
"cha": 5
},
+ "items": [
+ "+2 resilient adamantine breastplate",
+ "Fleshroaster (+2 striking flaming spiked chain)",
+ "+1 striking returning light hammer",
+ "good manacles (4)",
+ "religious symbol of Droskar"
+ ],
"speed": {
"walk": 25
},
@@ -2799,7 +2764,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 36,
@@ -2929,24 +2893,33 @@
]
}
}
+ },
+ {
+ "name": "Cleric Domain",
+ "type": "Focus",
+ "DC": 36,
+ "fp": 3,
+ "entry": {
+ "8": {
+ "spells": [
+ {
+ "name": "commanding lash"
+ },
+ {
+ "name": "touch of obedience"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Religion} +31 Str +6, Dex +4, Con +5, Int +4, Wis +8, Cha +5 Items +2 resilient adamantine breastplate, Fleshroaster (+2 striking flaming spiked chain), +1 striking returning light hammer, good manacles (4), religious symbol of {@deity Droskar|LOGM}."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2963,8 +2936,9 @@
"attack",
"manipulate"
],
+ "requirements": "Ilssrah has manacles in hand and is adjacent to a creature.",
"entries": [
- "Requirements Ilssrah has manacles in hand and is adjacent to a creature. Ilssrah attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +30 modifier against the target's AC, she applies the manacles."
+ "Ilssrah attempts to bind the creature's wrists or ankles with the manacles. If she succeeds at an attack roll with a +30 modifier against the target's AC, she applies the manacles."
],
"name": "Efficient Capture"
},
@@ -2974,13 +2948,7 @@
"unit": "action"
},
"entries": [
- "Ilssrah attempts a melee {@action Strike} with Fleshroaster. If she hits, she also draws her light hammer, makes a melee {@action Strike} with it against the same target, and immediately returns it to her belt. She then resumes her grip."
- ],
- "name": "Hammer the Chained"
- },
- {
- "entries": [
- "{@action Strike||Strikes} count toward Ilssrah's multiple attack penalty, but the penalty doesn't increase until both {@action Strike||Strikes} have been made.",
+ "Ilssrah attempts a melee {@action Strike} with Fleshroaster. If she hits, she also draws her light hammer, makes a melee {@action Strike} with it against the same target, and immediately returns it to her belt. She then resumes her grip on Fleshroaster. Both {@action Strike||Strikes} count toward Ilssrah's multiple attack penalty, but the penalty doesn't increase until both {@action Strike||Strikes} have been made.",
"If the hammer {@action Strike} hits, it deals damage as normal and the target must attempt a DC 35 Fortitude save.",
{
"type": "successDegree",
@@ -2992,7 +2960,7 @@
}
}
],
- "name": "on Fleshroaster. Both"
+ "name": "Hammer the Chained"
}
]
},
@@ -3013,15 +2981,13 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
]
}
},
{
"name": "Kelda Halrig",
- "isNpc": false,
"source": "AoA4",
"page": 87,
"level": 8,
@@ -3072,7 +3038,6 @@
"speed": {
"walk": 20
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -3133,15 +3098,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "King Harral",
- "isNpc": false,
"source": "AoA4",
"page": 42,
"level": 14,
@@ -3164,7 +3127,9 @@
"aklo",
"celestial",
"draconic",
- "dwarven"
+ "dwarven",
+ "necril",
+ "undercommon"
]
},
"skills": {
@@ -3195,6 +3160,11 @@
"wis": 5,
"cha": 7
},
+ "items": [
+ "+1 resilient full plate",
+ "+2 thundering striking maul",
+ "wand of smoldering fireballs (7th-level fireball)"
+ ],
"speed": {
"walk": 25
},
@@ -3216,7 +3186,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 35,
@@ -3296,6 +3265,9 @@
},
{
"name": "fly"
+ },
+ {
+ "name": "freedom of movement"
}
]
},
@@ -3344,20 +3316,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Arcana} +29, {@skill Crafting} +25, {@skill Diplomacy} +27"
- ],
- "name": "Necril, Undercommon"
- },
- {
- "entries": [
- "+27, {@skill Religion} +25, {@skill Society} +23 Str +6, Dex +5, Con +0, Int +7, Wis +5, Cha +7 Items +1 resilient full plate, +2 thundering striking maul, wand of smoldering fireballs (7th-level {@spell fireball})"
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"traits": [
@@ -3367,7 +3325,7 @@
"mental"
],
"entries": [
- "60 feet, DC 33."
+ "60 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -3380,16 +3338,10 @@
"necromancy"
],
"entries": [
- "24 hours after King Harral is destroyed, his body rebuilds itself on his throne (or, if the throne is destroyed, on the site where the throne once sat), similarly to how a lich's body is restored via its phylactery. If all of Saggorak's buildings are destroyed, or if heroes perform a great service in saving Saggorak (see Concluding the Adventure)"
+ "24 hours after King Harral is destroyed, his body rebuilds itself on his throne (or, if the throne is destroyed, on the site where the throne once sat), similarly to how a lich's body is restored via its phylactery. If all of Saggorak's buildings are destroyed, or if heroes perform a great service in saving Saggorak (see Concluding the Adventure) King Harral loses this ability."
],
"name": "Rejuvenation"
},
- {
- "entries": [
- "Harral loses this ability."
- ],
- "name": "King"
- },
{
"activity": {
"number": 1,
@@ -3424,7 +3376,10 @@
},
"will": {
"std": 28
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. positive"
+ ]
},
"hp": [
{
@@ -3435,6 +3390,13 @@
]
}
],
+ "immunities": [
+ "death effects",
+ "disease",
+ "paralysis",
+ "poison",
+ "unconscious"
+ ],
"resistances": [
{
"amount": 10,
@@ -3442,14 +3404,14 @@
},
{
"amount": 10,
- "name": "physical"
+ "name": "physical",
+ "note": "except magic bludgeoning"
}
]
}
},
{
"name": "Kralgurn",
- "isNpc": false,
"source": "AoA4",
"page": 31,
"level": 14,
@@ -3535,7 +3497,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 34,
@@ -3562,7 +3523,6 @@
"abilities": {
"mid": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -3611,15 +3571,13 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
]
}
},
{
"name": "Lazurite-infused Stone Golem",
- "isNpc": false,
"source": "AoA4",
"page": 45,
"level": 12,
@@ -3757,8 +3715,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -3771,7 +3728,6 @@
},
{
"name": "Saggorak Poltergeist",
- "isNpc": false,
"source": "AoA4",
"page": 43,
"level": 12,
@@ -3842,7 +3798,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -3875,9 +3830,12 @@
"top": [
{
"entries": [
- "Saggorak poltergeists cannot travel more than 120 feet from area F2."
+ "The Saggorak poltergeists cannot travel more than 120 feet from area F2."
],
- "name": "Site Bound The"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -3895,7 +3853,11 @@
"entries": [
"When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after {@dice 2d4} days. These Saggorak poltergeists no longer rejuvenate once King Harral no longer exists as an undead ruler of Saggorak."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
},
{
"activity": {
@@ -3983,7 +3945,6 @@
},
{
"name": "Soulbound Ruin",
- "isNpc": false,
"source": "AoA4",
"page": 85,
"level": 15,
@@ -4057,7 +4018,7 @@
"trigger": "A creature within the soulbound ruin uses an action with the {@trait move} trait.",
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"The soulbound ruin reacts violently to stop the creature's movement, shooting spikes, throwing bricks, or otherwise impeding the target. The target must succeed at a DC 35 Reflex save or fall {@condition prone}."
@@ -4143,7 +4104,6 @@
},
{
"name": "Talamira",
- "isNpc": false,
"source": "AoA4",
"page": 8,
"level": 13,
@@ -4212,12 +4172,31 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 33,
"attack": 27,
"entry": {
+ "0": {
+ "level": 7,
+ "spells": [
+ {
+ "name": "acid splash"
+ },
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "mage hand"
+ },
+ {
+ "name": "ray of frost"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -4311,17 +4290,14 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+27 Str \u20135, Dex +4, Con +0, Int +6, Wis +5, Cha +4."
- ],
- "name": "Nature"
- },
{
"entries": [
"Jewelgate way station."
],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -4331,21 +4307,16 @@
"necromancy"
],
"entries": [
- "Talamira's ghost is bound to the way station by the presence of the wailing crystals; if this hazard is deactivated or destroyed, Talamira sighs in relief as her memories are restored\u2014this burst of psychic energy suffuses all PCs in the area, granting them access to the ancient tradition of magic she once followed, that of the crystal keeper archetype (page 74). A moment later, Talamira fades away, her soul moving on to the afterlife."
+ "Talamira's ghost is bound to the way station by the presence of the wailing crystals; if this hazard is deactivated or destroyed, Talamira sighs in relief as her memories are restored\u2014this burst of psychic energy suffuses all PCs in the area, granting them access to the ancient tradition of magic she once followed, that of the {@archetype crystal keeper|aoa4} archetype. A moment later, Talamira fades away, her soul moving on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
- {
- "traits": [
- "7th"
- ],
- "entries": [
- "acid splash, detect magic, mage hand, ray of frost, shield."
- ],
- "name": "Cantrips"
- },
{
"activity": {
"number": 2,
@@ -4413,7 +4384,19 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
+ }
]
}
},
@@ -4562,7 +4545,6 @@
},
{
"name": "Veshumirix",
- "isNpc": false,
"source": "AoA4",
"page": 91,
"level": 16,
@@ -4590,7 +4572,10 @@
"languages": [
"abyssal",
"common",
- "draconic"
+ "draconic",
+ "ignan",
+ "terran",
+ "undercommon"
]
},
"skills": {
@@ -4689,7 +4674,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -4716,37 +4700,20 @@
"amount": "at will"
}
]
+ },
+ "constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "fire shield"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +30, {@skill Athletics} +30"
- ],
- "name": "Ignan, Terran, Undercommon"
- },
- {
- "entries": [
- "+26, {@skill Intimidation} +32"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+24, {@skill Stealth} +27, {@skill Survival} +24 Str +7, Dex +4, Con +5, Int +4"
- ],
- "name": "Nature"
- },
- {
- "entries": [
- "+4, Cha +6."
- ],
- "name": "Wis"
- }
- ],
"mid": [
{
"traits": [
@@ -4756,7 +4723,7 @@
"mental"
],
"entries": [
- "90 feet, DC 34."
+ "90 feet, DC 34"
],
"name": "Frightful Presence",
"generic": {
@@ -4775,15 +4742,6 @@
}
],
"bot": [
- {
- "traits": [
- "4th"
- ],
- "entries": [
- "fire shield."
- ],
- "name": "Constant"
- },
{
"activity": {
"number": 2,
@@ -4846,12 +4804,14 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -4869,7 +4829,6 @@
},
{
"name": "Xevalorg",
- "isNpc": false,
"source": "AoA4",
"page": 14,
"level": 13,
@@ -4879,6 +4838,7 @@
"large",
"aberration"
],
+ "description": "Male gug savant (Pathfinder Bestiary 198)",
"perception": {
"std": 26
},
@@ -4953,7 +4913,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -5003,27 +4962,29 @@
"name": "flesh to stone"
}
]
+ },
+ "constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "freedom of movement"
+ },
+ {
+ "name": "see invisibility"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+26, {@skill Stealth} +23, {@skill Survival} +24 Str +8, Dex +4, Con +5, Int +2, Wis +7, Cha +4."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
- "unit": "varies",
- "entry": "[{@as R}"
+ "unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5031,15 +4992,6 @@
}
],
"bot": [
- {
- "traits": [
- "4th"
- ],
- "entries": [
- "freedom of movement, see invisibility."
- ],
- "name": "Constant"
- },
{
"activity": {
"number": 2,
@@ -5061,10 +5013,9 @@
"number": 1,
"unit": "action"
},
- "traits": [
+ "entries": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -5089,15 +5040,13 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
]
}
},
{
"name": "Young Magma Dragon",
- "isNpc": false,
"source": "AoA4",
"page": 80,
"level": 9,
@@ -5221,7 +5170,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -5247,14 +5195,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Survival} +16 Str +6, Dex +1, Con +4, Int +0, Wis +3, Cha +3."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -5264,7 +5204,7 @@
"mental"
],
"entries": [
- "90 feet, DC 24."
+ "90 feet, DC 24"
],
"name": "Frightful Presence",
"generic": {
@@ -5340,8 +5280,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -5359,7 +5298,6 @@
},
{
"name": "Zuferian",
- "isNpc": false,
"source": "AoA4",
"page": 37,
"level": 15,
@@ -5432,9 +5370,7 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -5511,8 +5447,7 @@
},
"hp": [
{
- "hp": 265,
- "abilities": null
+ "hp": 265
}
]
}
diff --git a/data/bestiary/creatures-aoa5.json b/data/bestiary/creatures-aoa5.json
index 6e62cc8c53..bd30aff070 100644
--- a/data/bestiary/creatures-aoa5.json
+++ b/data/bestiary/creatures-aoa5.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Aluum Enforcer",
- "isNpc": false,
"source": "AoA5",
"page": 82,
"level": 10,
@@ -61,7 +60,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -122,8 +120,7 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
],
"immunities": [
@@ -138,7 +135,7 @@
{
"name": "physical",
"amount": 10,
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
},
@@ -146,7 +143,6 @@
},
{
"name": "Calikang",
- "isNpc": false,
"source": "AoA5",
"page": 84,
"level": 12,
@@ -227,7 +223,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -298,7 +293,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The calikang breathes a blast of energy that deals {@damage 13d6} energy damage to all creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity."
@@ -335,8 +330,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"immunities": [
@@ -347,7 +341,6 @@
},
{
"name": "Cornugon",
- "isNpc": false,
"source": "AoA5",
"page": 87,
"level": 16,
@@ -371,6 +364,9 @@
"common",
"draconic",
"infernal"
+ ],
+ "abilities": [
+ "telepathy 100 feet"
]
},
"skills": {
@@ -463,7 +459,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -513,14 +508,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Stealth} +26, {@skill Lore||Warfare Lore} +30 Str +8, Dex +6, Con +7, Int +2, Wis +6, Cha +6 Items +2 greater striking unholy spiked chain."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"traits": [
@@ -530,7 +517,7 @@
"evil"
],
"entries": [
- "10 feet. A constant circle of protection against good is centered on the horned devil. The horned devil can disable or activate this aura as a single action, which has the {@trait concentrate} trait."
+ "10 feet. A constant {@spell circle of protection} against good is centered on the horned devil. The horned devil can disable or activate this aura as a single action, which has the {@trait concentrate} trait."
],
"name": "Circle of Protection"
},
@@ -541,7 +528,7 @@
"enchantment"
],
"entries": [
- "100 feet. Lowerlevel, allied evil creatures in the aura gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks."
+ "100 feet. Lower-level, allied evil creatures in the aura gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks."
],
"name": "Commander's Aura"
},
@@ -555,7 +542,7 @@
"mental"
],
"entries": [
- "10 feet, DC 34."
+ "10 feet, DC 34"
],
"name": "Frightful Presence",
"generic": {
@@ -567,7 +554,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -582,23 +568,17 @@
},
"requirements": "The cornugon hit a creature with its spiked chain on its most recent action this turn",
"entries": [
- "The devil pulls the creature 5 feet closer and grabs it with the spiked chain ({@action Escape} attempts use the cornugon's."
+ "The devil pulls the creature 5 feet closer and grabs it with the spiked chain ({@action Escape} attempts use the cornugon's Athletics DC). The creature is automatically freed if the devil makes another spiked chain attack or moves away."
],
"name": "Chain of Malebolge"
},
- {
- "entries": [
- "The creature is automatically freed if the devil makes another spiked chain attack or moves away."
- ],
- "name": "Athletics DC)."
- },
{
"traits": [
"divine",
"necromancy"
],
"entries": [
- "A cornugon's tail {@action Strike} deals {@damage 4d6} {@condition persistent damage ||persistent bleed damage}. The flat check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone successfully assists with the recovery. The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 10. A spellcaster or item using healing magic on an infernally {@condition wounded} creature must succeed at a DC 34 counteract check or the magic fails to heal the creature."
+ "A cornugon's tail {@action Strike} deals {@damage 4d6} {@condition persistent damage||persistent bleed damage}. The flat check DC to stop the bleeding starts at 20, and is reduced to 15 only if someone successfully assists with the recovery. The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 10. A spellcaster or item using healing magic on an infernally {@condition wounded} creature must succeed at a DC 34 counteract check or the magic fails to heal the creature."
],
"name": "Infernal Wound"
},
@@ -623,12 +603,14 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -639,13 +621,23 @@
"amount": 15,
"name": "good"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "physical",
+ "note": "except silver"
+ },
+ {
+ "amount": 15,
+ "name": "poison"
+ }
]
},
"hasImages": true
},
{
"name": "Crucidaemon",
- "isNpc": false,
"source": "AoA5",
"page": 85,
"level": 15,
@@ -726,7 +718,7 @@
"reach <10 feet>",
"versatile "
],
- "damage": "{@damage 4d4+14} piercing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 4d4+14} piercing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -735,7 +727,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -857,8 +848,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -873,7 +863,7 @@
{
"amount": 10,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
},
@@ -881,7 +871,6 @@
},
{
"name": "Duneshaker Solifugid",
- "isNpc": false,
"source": "AoA5",
"page": 89,
"level": 18,
@@ -981,7 +970,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -1019,8 +1007,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
]
},
@@ -1028,7 +1015,6 @@
},
{
"name": "Giant Solifugid",
- "isNpc": false,
"source": "AoA5",
"page": 89,
"level": 1,
@@ -1113,7 +1099,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -1138,8 +1123,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -1147,7 +1131,6 @@
},
{
"name": "Immortal Ichor",
- "isNpc": false,
"source": "AoA5",
"page": 88,
"level": 15,
@@ -1219,7 +1202,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -1301,16 +1283,10 @@
"8": {
"spells": [
{
- "name": "cry of destruction",
- "notes": [
- "Pathfinder Core Rulebook 390"
- ]
+ "name": "cry of destruction"
},
{
- "name": "destructive aura",
- "notes": [
- "Pathfinder Core Rulebook 390"
- ]
+ "name": "destructive aura"
}
]
}
@@ -1401,7 +1377,6 @@
},
{
"name": "Ishti",
- "isNpc": false,
"source": "AoA5",
"page": 47,
"level": 18,
@@ -1470,7 +1445,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -1598,8 +1572,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"immunities": [
@@ -1610,7 +1583,6 @@
},
{
"name": "Nalfeshnee",
- "isNpc": false,
"source": "AoA5",
"page": 86,
"level": 14,
@@ -1707,7 +1679,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -1770,14 +1741,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Religion} +25 Str +8, Dex +2, Con +8, Int +5, Wis +5, Cha +4."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"entries": [
@@ -1809,7 +1772,7 @@
"extradimensional"
],
"entries": [
- "The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can {@action Interact} to regurgitate any number of these items into its hand or onto the ground. If the demon dies, is affected by a {@trait teleportation} effect, or consumes an extradimensional space (such as a bag of holding), it vomits up all the items."
+ "The nalfeshnee steals all unattended items glowing with its Light of Avarice into an extradimensional space. The demon can {@action Interact} to regurgitate any number of these items into its hand or onto the ground. If the demon dies, is affected by a {@trait teleportation} effect, or consumes an extradimensional space (such as a {@item bag of holding}), it vomits up all the items."
],
"name": "ClaimWealth"
},
@@ -1826,18 +1789,12 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
- "Beams of unholy light shoot out from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a DC 34 Reflex save. For 1 minute, all affected items glow in nauseating colors. Any non-demon is {@condition sickened|CRB|sickened 2} and {@condition slowed|CRB|slowed 1} as long as it holds, wears, or touches a glowing item. Recovering from this sickness requires a DC 29 Will save instead of a Fortitude save. Ending the sickness in this way ends the {@condition slowed} condition and makes the creature temporarily immune."
+ "Beams of unholy light shoot out from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a DC 34 Reflex save. For 1 minute, all affected items glow in nauseating colors. Any non-demon is {@condition sickened|CRB|sickened 2} and {@condition slowed|CRB|slowed 1} as long as it holds, wears, or touches a glowing item. Recovering from this sickness requires a DC 29 Will save instead of a Fortitude save. Ending the sickness in this way ends the {@condition slowed} condition and makes the creature temporarily immune to the Light of Avarice for 24 hours. If the creature removes or drops the item, both the conditions end immediately, but the creature doesn't become immune."
],
"name": "Light of Avarice"
- },
- {
- "entries": [
- "Avarice for 24 hours. If the creature removes or drops the item, both the conditions end immediately, but the creature doesn't become immune."
- ],
- "name": "to the Light of"
}
]
},
@@ -1854,12 +1811,14 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"weaknesses": [
@@ -1877,7 +1836,6 @@
},
{
"name": "Scarlet Triad Boss",
- "isNpc": false,
"source": "AoA5",
"page": 57,
"level": 17,
@@ -1929,6 +1887,13 @@
"wis": 5,
"cha": 4
},
+ "items": [
+ "+2 greater striking composite shortbow (40 arrows)",
+ "+2 striking shortsword",
+ "+2 resilient studded leather armor",
+ "infiltrator thieves' tools",
+ "arrow with weeping midnight poison (page 79)"
+ ],
"speed": {
"walk": 30
},
@@ -1963,14 +1928,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+31, {@skill Society} +28, {@skill Stealth} +30, {@skill Thievery} +33 Str +6, Dex +9, Con +5, Int +7, Wis +5, Cha +4 Items +2 greater striking composite shortbow (40 arrows), +2 striking shortsword, +2 resilient studded leather armor, infiltrator thieves' tools, arrow with weeping midnight poison (page 79)"
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
@@ -1997,7 +1954,7 @@
},
{
"entries": [
- "{@dice 4d6}."
+ "{@dice 4d6}"
],
"name": "Sneak Attack",
"generic": {
@@ -2023,15 +1980,13 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
]
}
},
{
"name": "Scarlet Triad Enforcer",
- "isNpc": false,
"source": "AoA5",
"page": 41,
"level": 15,
@@ -2186,15 +2141,13 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
}
},
{
"name": "Scarlet Triad Mage",
- "isNpc": false,
"source": "AoA5",
"page": 57,
"level": 15,
@@ -2218,7 +2171,9 @@
"abyssal",
"common",
"daemonic",
- "draconic"
+ "draconic",
+ "infernal",
+ "osiriani"
]
},
"skills": {
@@ -2243,6 +2198,11 @@
"wis": 4,
"cha": 7
},
+ "items": [
+ "+2 striking dagger",
+ "greater healing potion",
+ "wand of crushing despair"
+ ],
"speed": {
"walk": 25
},
@@ -2264,7 +2224,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 36,
@@ -2342,7 +2301,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -2357,22 +2315,15 @@
}
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Arcana} +30, {@skill Crafting} +27, {@skill Intimidation} +25"
- ],
- "name": "Infernal, Osiriani"
- },
- {
- "entries": [
- "+27 Str +3, Dex +6, Con +4, Int +5, Wis +4, Cha +7 Items +2 striking dagger, greater healing potion, wand of crushing despair."
- ],
- "name": "Occultism"
- }
- ]
- },
+ "rituals": [
+ {
+ "rituals": [
+ {
+ "name": "planar binding"
+ }
+ ]
+ }
+ ],
"defenses": {
"ac": {
"std": 37
@@ -2386,19 +2337,30 @@
},
"will": {
"std": 29
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. arcane magic"
+ ]
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "electricity"
+ },
+ {
+ "amount": 10,
+ "name": "fire"
}
]
}
},
{
- "name": "Shak",
- "isNpc": false,
+ "name": "Bshez \"Sand Claws\" Shak",
"source": "AoA5",
"page": 34,
"level": 17,
@@ -2440,6 +2402,13 @@
"wis": 3,
"cha": 5
},
+ "items": [
+ "+2 greater striking javelin",
+ "+2 greater striking thundering kukri (2)",
+ "potion of flying",
+ "potion of quickness",
+ "+2 resilient scale mail"
+ ],
"speed": {
"walk": 30
},
@@ -2476,12 +2445,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+33, {@skill Performance} +33, {@skill Society} +28 Str +6, Dex +8, Con +5, Int +3, Wis +3, Cha +5 Items +2 greater striking javelin, +2 greater striking thundering kukri (2), potion of flying, potion of quickness, +2 resilient scale mail."
- ],
- "name": "Intimidation"
- },
{
"entries": [
"Bshez gains a +2 circumstance bonus to initiative rolls."
@@ -2495,7 +2458,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2521,26 +2483,17 @@
},
"requirements": "Bshez is standing in an area with loose sand or soil",
"entries": [
- "Bshez flings sand into an adjacent creature's eyes. If the target fails a DC 38 Reflex save, they are {@condition dazzled} until the beginning."
+ "Bshez flings sand into an adjacent creature's eyes. If the target fails a DC 38 Reflex save, they are {@condition dazzled} until the beginning of Bshez's next turn. If they critically fail, they are {@condition blinded} until the beginning of Bshez's next turn. If they succeed, they are unaffected. Regardless of their save, they're temporarily immune until the battle ends."
],
"name": "Fling Sand in the Eyes"
},
- {
- "entries": [
- "Bshez's next turn. If they critically fail, they are {@condition blinded} until the beginning of Bshez's next turn. If they succeed, they are unaffected. Regardless of their save, they're temporarily immune until the battle ends."
- ],
- "name": "of"
- },
{
"activity": {
"number": 1,
"unit": "action"
},
- "traits": [
- "thundering"
- ],
"entries": [
- "kukri."
+ "{@i thundering kukri}"
],
"name": "Rend",
"generic": {
@@ -2549,7 +2502,7 @@
},
{
"entries": [
- "When the target of Bshez's javelin {@action Strike} uses Shield Block, the {@action Strike} deals an additional {@dice 4d6} damage to the shield."
+ "When the target of Bshez's javelin {@action Strike} uses {@feat Shield Block}, the {@action Strike} deals an additional {@dice 4d6} damage to the shield."
],
"name": "Shield Breaker"
},
@@ -2578,15 +2531,13 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
]
}
},
{
"name": "Spiritbound Aluum",
- "isNpc": false,
"source": "AoA5",
"page": 83,
"level": 16,
@@ -2642,7 +2593,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 38,
@@ -2672,7 +2622,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2758,8 +2707,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"immunities": [
@@ -2770,7 +2718,6 @@
},
{
"name": "Teyam Ishtori",
- "isNpc": false,
"source": "AoA5",
"page": 61,
"level": 19,
@@ -2780,6 +2727,7 @@
"tiny",
"undead"
],
+ "description": "Female {@creature demilich}",
"perception": {
"std": 25
},
@@ -2796,7 +2744,10 @@
"abyssal",
"ancient osiriani",
"daemonic",
- "draconic"
+ "draconic",
+ "elven",
+ "infernal",
+ "necril"
]
},
"skills": {
@@ -2852,7 +2803,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 43,
@@ -2899,24 +2849,21 @@
"name": "wail of the banshee"
}
]
+ },
+ "constant": {
+ "6": {
+ "spells": [
+ {
+ "name": "true seeing"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
"top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +31, {@skill Arcana} +38, {@skill Deception} +33"
- ],
- "name": "Elven, Infernal, Necril"
- },
- {
- "entries": [
- "+35, {@skill Religion} +31, {@skill Stealth} +33 Str \u20133, Dex +6, Con +0, Int +8, Wis \u20132, Cha +6 Items demilich eye gem (2)"
- ],
- "name": "Occultism"
- },
{
"entries": [
"As demilich."
@@ -2962,15 +2909,6 @@
}
],
"bot": [
- {
- "traits": [
- "6th"
- ],
- "entries": [
- "true seeing."
- ],
- "name": "Constant"
- },
{
"traits": [
"arcane"
@@ -3037,7 +2975,10 @@
},
"will": {
"std": 35
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. positive"
+ ]
},
"hp": [
{
@@ -3049,19 +2990,34 @@
],
"immunities": [
"disease",
- "paralyzed"
+ "paralyzed",
+ "poison",
+ "polymorph",
+ "unconscious"
],
"resistances": [
{
"amount": 10,
"name": "cold"
+ },
+ {
+ "amount": 10,
+ "name": "electricity"
+ },
+ {
+ "amount": 10,
+ "name": "fire"
+ },
+ {
+ "amount": 10,
+ "name": "physical",
+ "note": "except bludgeoning"
}
]
}
},
{
"name": "Uri Zandivar",
- "isNpc": false,
"source": "AoA5",
"page": 93,
"level": 19,
@@ -3081,16 +3037,23 @@
"draconic",
"dwarven",
"gnoll",
- "kelesh"
+ "kelesh",
+ "osiriani"
]
},
"skills": {
"acrobatics": {
"std": 37
},
+ "arcana": {
+ "std": 33
+ },
"athletics": {
"std": 37
},
+ "deception": {
+ "std": 40
+ },
"diplomacy": {
"std": 37
},
@@ -3118,6 +3081,17 @@
"wis": 8,
"cha": 9
},
+ "items": [
+ "+2 greater resilient chain mail",
+ "+2 striking returning dagger",
+ "superior manacles",
+ "oblivion essence (page 79)",
+ "+3 major striking speed scimitar",
+ "steel shield with +2 greater striking shield spikes (Hardness 5, HP 20, BT 10)",
+ "wasp trapped in amber (portal key)",
+ "weeping midnight (page 79)",
+ "winged boots"
+ ],
"speed": {
"walk": 30
},
@@ -3164,33 +3138,18 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +37, {@skill Arcana} + 33, {@skill Athletics} +37, {@skill Deception} +40, {@skill Diplomacy} +37, {@skill Intimidation} +40, {@skill Society} +27"
- ],
- "name": "Osiriani"
- },
- {
- "entries": [
- "+31, {@skill Thievery} +33, {@skill Lore||Underworld Lore} +31 Str +9, Dex +7, Con +5, Int +7, Wis +8, Cha +9 Items +2 greater resilient chain mail, +2 striking returning dagger, superior manacles, oblivion essence (page 79), +3 major striking speed scimitar, steel shield with +2 greater striking shield spikes (Hardness 5, HP 20, BT 10), wasp trapped in amber (portal key), weeping midnight (page 79), winged boots."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"entries": [
- "Uri rolls a success on a Will saving throw, he gets a critical success instead; if he rolls a critical failure on a Will save, he gets a failure instead."
+ "If Uri rolls a success on a Will saving throw, he gets a critical success instead; if he rolls a critical failure on a Will save, he gets a failure instead."
],
- "name": "Perfect Will If"
+ "name": "Perfect Will"
},
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3201,9 +3160,9 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature within",
+ "trigger": "A creature within Uri's reach fails an attack roll, saving throw, or skill check",
"entries": [
- "Uri's reach fails an attack roll, saving throw, or skill check; Uri makes an unarmed {@action Strike} against the triggering creature. If the attack hits, the target must succeed at a DC 41 Fortitude save or become {@condition enfeebled|CRB|enfeebled 3} until the end of its next turn ({@condition enfeebled|CRB|enfeebled 4} on a critical failure)."
+ "Uri makes an unarmed {@action Strike} against the triggering creature. If the attack hits, the target must succeed at a DC 41 Fortitude save or become {@condition enfeebled|CRB|enfeebled 3} until the end of its next turn ({@condition enfeebled|CRB|enfeebled 4} on a critical failure)."
],
"name": "Punish Imperfection"
},
@@ -3212,7 +3171,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -3275,20 +3233,21 @@
"std": 29
},
"will": {
- "std": 35
+ "std": 35,
+ "abilities": [
+ "perfect will"
+ ]
}
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
]
}
},
{
"name": "Witchwyrd",
- "isNpc": false,
"source": "AoA5",
"page": 90,
"level": 6,
@@ -3314,8 +3273,11 @@
"common",
"draconic"
],
+ "notes": [
+ "one or more planar languages"
+ ],
"abilities": [
- "one or"
+ "tongues"
]
},
"skills": {
@@ -3330,7 +3292,13 @@
},
"intimidation": {
"std": 15
- }
+ },
+ "desert lore": {
+ "std": 14
+ },
+ "notes": [
+ "one or more Lore skills related to a specific plane"
+ ]
},
"abilityMods": {
"str": 3,
@@ -3380,7 +3348,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 23,
@@ -3454,20 +3421,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+14, {@skill Diplomacy} +15"
- ],
- "name": "Desert Lore"
- },
- {
- "entries": [
- "+15, one or more {@skill Lore} skills related to a specific plane Str +3, Dex +3, Con +1, Int +4, Wis +3, Cha +5 Items +1 ranseur."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
@@ -3481,18 +3434,12 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "The witchwyrd uses a free hand to \"catch\" a single magic missile fired at it, as long as it is aware of the incoming magic missile. This absorbs the missile and causes that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use."
+ "The witchwyrd uses a free hand to \"catch\" a single {@i magic missile} fired at it, as long as it is aware of the incoming {@i magic missile}. This absorbs the missile and causes that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released."
],
"name": "Absorb Force"
- },
- {
- "entries": [
- "The energy lasts for 6 rounds or until it is released."
- ],
- "name": "Force Bolt."
}
],
"bot": [
@@ -3508,7 +3455,7 @@
"force"
],
"entries": [
- "The witchwyrd fires one magic missile per action spent (dealing {@dice 1d4+1} damage each). It can't spend more actions on this ability than it has free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy."
+ "The witchwyrd fires one {@i magic missile} per action spent (dealing {@dice 1d4+1} damage each). It can't spend more actions on this ability than it has free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy."
],
"name": "Force Bolt"
}
@@ -3531,8 +3478,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"resistances": [
@@ -3546,7 +3492,6 @@
},
{
"name": "Xotanispawn",
- "isNpc": false,
"source": "AoA5",
"page": 91,
"level": 17,
@@ -3605,7 +3550,7 @@
"effects": [
"Grab"
],
- "damage": "{@damage 4d8+9} piercing plus {@damage 2d8} {@condition persistent damage ||persistent fire} and Grab",
+ "damage": "{@damage 4d8+9} piercing plus {@damage 2d8} {@condition persistent damage||persistent fire} and Grab",
"types": [
"persistent",
"piercing"
@@ -3619,7 +3564,7 @@
"agile",
"reach <10 feet>"
],
- "damage": "{@damage 4d6+9} slashing plus {@damage 2d8} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 4d6+9} slashing plus {@damage 2d8} {@condition persistent damage||persistent fire}",
"types": [
"persistent",
"slashing"
@@ -3636,7 +3581,7 @@
"mental"
],
"entries": [
- "60 feet, DC 36."
+ "60 feet, DC 36"
],
"name": "Frightful Presence",
"generic": {
@@ -3655,7 +3600,6 @@
"name": "Explosion"
},
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -3671,7 +3615,7 @@
],
"trigger": "A creature adjacent to the Xotanispawn touches it or hits it with a physical attack",
"entries": [
- "The triggering creature takes {@damage 5d8} {@condition persistent damage ||persistent fire damage} (DC 37 Reflex save to negate)."
+ "The triggering creature takes {@damage 5d8} {@condition persistent damage||persistent fire damage} (DC 37 Reflex save to negate)."
],
"name": "Internal Furnace"
}
@@ -3688,7 +3632,7 @@
"fire"
],
"entries": [
- "The Xotanispawn sprays a 60-foot cone of magma that deals {@damage 10d10} fire damage and {@damage 2d6} {@condition persistent damage ||persistent fire damage} to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can't use its Breath Weapon again for {@dice 1d4} rounds."
+ "The Xotanispawn sprays a 60-foot cone of magma that deals {@damage 10d10} fire damage and {@damage 2d6} {@condition persistent damage||persistent fire damage} to all creatures in the area (DC 39 basic Reflex save). The Xotanispawn can't use its Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
},
@@ -3717,8 +3661,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"immunities": [
@@ -3731,7 +3674,6 @@
},
{
"name": "Zephyr Guard",
- "isNpc": false,
"source": "AoA5",
"page": 51,
"level": 14,
@@ -3757,6 +3699,9 @@
},
"society": {
"std": 22
+ },
+ "katapesh lore": {
+ "std": 24
}
},
"abilityMods": {
@@ -3767,6 +3712,12 @@
"wis": 4,
"cha": 4
},
+ "items": [
+ "+1 resilient breastplate",
+ "greater healing potion",
+ "+1 striking heavy crossbow (10 bolts)",
+ "+2 striking scimitar"
+ ],
"speed": {
"walk": 25
},
@@ -3807,21 +3758,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Society} +22 Str +8, Dex +5, Con +5, Int +2, Wis +4, Cha +4 Items +1 resilient breastplate, greater healing potion, +1 striking heavy crossbow (10 bolts), +2 striking scimitar."
- ],
- "name": "Lore"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3852,9 +3794,9 @@
},
{
"entries": [
- "Guard takes no penalty for making nonlethal attacks with a weapon that doesn't have the {@trait nonlethal} trait. The guard's nonlethal {@action Strike||Strikes} against a creature that is not wielding a weapon deal an additional {@dice 2d6} damage."
+ "A Zephyr Guard takes no penalty for making nonlethal attacks with a weapon that doesn't have the {@trait nonlethal} trait. The guard's nonlethal {@action Strike||Strikes} against a creature that is not wielding a weapon deal an additional {@dice 2d6} damage."
],
- "name": "Subduing Strikes A Zephyr"
+ "name": "Subduing Strikes"
}
]
},
@@ -3875,8 +3817,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
]
}
diff --git a/data/bestiary/creatures-aoa6.json b/data/bestiary/creatures-aoa6.json
index 723211c350..a7af37915f 100644
--- a/data/bestiary/creatures-aoa6.json
+++ b/data/bestiary/creatures-aoa6.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Aiudara Wraith",
- "isNpc": false,
"source": "AoA6",
"page": 78,
"level": 18,
@@ -59,7 +58,6 @@
],
"fly": 60
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -152,7 +150,7 @@
{
"amount": 15,
"name": "all damage",
- "note": "(except force, {@item ghost touch}, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -160,7 +158,6 @@
},
{
"name": "Animated Dragonstorm",
- "isNpc": false,
"source": "AoA6",
"page": 10,
"level": 18,
@@ -269,8 +266,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"immunities": [
@@ -307,7 +303,6 @@
},
{
"name": "Candlaron's Echo",
- "isNpc": false,
"source": "AoA6",
"page": 56,
"level": 21,
@@ -376,7 +371,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 44,
@@ -518,8 +512,10 @@
"abilities": {
"top": [
{
- "entries": [],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -531,7 +527,11 @@
"entries": [
"Candlaron's echo rejuvenates so long as {@deity Dahak|LOGM}'s manifestation lives."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -549,9 +549,12 @@
"mental"
],
"entries": [
- "DC 44."
+ "DC 44"
],
- "name": "Frightful Moan"
+ "name": "Frightful Moan",
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -563,9 +566,12 @@
"evocation"
],
"entries": [
- "{@damage 12d6} bludgeoning, DC 44."
+ "{@damage 12d6} bludgeoning, DC 44"
],
- "name": "Telekinetic Assault"
+ "name": "Telekinetic Assault",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -603,7 +609,6 @@
},
{
"name": "Dragonshard Guardian",
- "isNpc": false,
"source": "AoA6",
"page": 79,
"level": 22,
@@ -649,7 +654,7 @@
"magical",
"reach <15 feet>"
],
- "damage": "{@damage 6d10+8} piercing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 6d10+8} piercing plus {@damage 2d10} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -680,7 +685,7 @@
"mental"
],
"entries": [
- "90 feet, DC 42."
+ "90 feet, DC 42"
],
"name": "Frightful Presence",
"generic": {
@@ -749,8 +754,7 @@
},
"hp": [
{
- "hp": 430,
- "abilities": null
+ "hp": 430
}
],
"immunities": [
@@ -782,7 +786,6 @@
},
{
"name": "Dragonstorm Fire Giant",
- "isNpc": false,
"source": "AoA6",
"page": 14,
"level": 18,
@@ -863,7 +866,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 40,
@@ -886,7 +888,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -922,7 +923,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -947,8 +947,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -974,7 +973,6 @@
},
{
"name": "Elder Wyrmwraith",
- "isNpc": false,
"source": "AoA6",
"page": 85,
"level": 23,
@@ -1071,7 +1069,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 46,
@@ -1113,7 +1110,7 @@
"mental"
],
"entries": [
- "90 feet, DC 46."
+ "90 feet, DC 46"
],
"name": "Frightful Presence",
"generic": {
@@ -1290,7 +1287,6 @@
},
{
"name": "Emaliza Zandivar",
- "isNpc": false,
"source": "AoA6",
"page": 87,
"level": 20,
@@ -1308,7 +1304,13 @@
"languages": [
"abyssal",
"common",
- "draconic"
+ "draconic",
+ "owarven",
+ "kelish",
+ "osiriani",
+ "ignan",
+ "infernal",
+ "undercommon"
]
},
"skills": {
@@ -1329,6 +1331,12 @@
},
"society": {
"std": 34
+ },
+ "dragon lore": {
+ "std": 32
+ },
+ "hermea lore": {
+ "std": 38
}
},
"abilityMods": {
@@ -1341,7 +1349,10 @@
},
"items": [
"anklets of alacrity",
- "Flawed Orb of Gold"
+ "Flawed Orb of Gold Dragonkind",
+ "ring of spell turning (arcane focus)",
+ "+3 major striking staff",
+ "winged boots"
],
"speed": {
"walk": 25,
@@ -1364,7 +1375,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 45,
@@ -1389,7 +1399,7 @@
"name": "read aura"
},
{
- "name": "shield *This spell has been cast already."
+ "name": "shield"
}
]
},
@@ -1463,7 +1473,10 @@
"name": "chromatic wall"
},
{
- "name": "dimension door*"
+ "name": "dimension door",
+ "notes": [
+ "this spell has been cast already"
+ ]
},
{
"name": "dispel magic"
@@ -1508,13 +1521,19 @@
"8": {
"spells": [
{
- "name": "contingency*"
+ "name": "contingency",
+ "notes": [
+ "this spell has been cast already"
+ ]
},
{
"name": "horrid wilting"
},
{
- "name": "mage armor*"
+ "name": "mage armor",
+ "notes": [
+ "this spell has been cast already"
+ ]
},
{
"name": "uncontrollable dance"
@@ -1568,24 +1587,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [],
- "name": "Dwarven, Kelish, Osiriani, Ignan, Infernal"
- },
- {
- "entries": [
- "Skills {@skill Acrobatics} +32, {@skill Arcana} +41, {@skill Deception} +38"
- ],
- "name": "Undercommon"
- },
- {
- "entries": [
- "+32, {@skill Intimidation} +38, {@skill Lore||Hermea Lore} +38, {@skill Occultism} +34, {@skill Society} +34 Str +2, Dex +8, Con +5, Int +10, Wis +5, Cha +6 Items anklets of alacrity, Flawed Orb of Gold Dragonkind, ring of spell turning (arcane focus), +3 major striking staff, winged boots."
- ],
- "name": "Dragon Lore"
- }
- ],
"mid": [
{
"activity": {
@@ -1608,7 +1609,7 @@
"requirements": "Emaliza hasn't acted yet on this turn",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Emaliza can cast one prepared spell she has already cast today without spending a spell slot. She must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
@@ -1625,7 +1626,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "Emaliza Casts a Spell",
"entries": [
@@ -1652,15 +1653,13 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
]
}
},
{
"name": "Hermean Mutant",
- "isNpc": false,
"source": "AoA6",
"page": 40,
"level": 19,
@@ -1721,7 +1720,7 @@
"unit": "action"
},
"entries": [
- "{@damage 4d8+10} bludgeoning, DC 41."
+ "{@damage 4d8+10} bludgeoning, DC 41"
],
"name": "Constrict",
"generic": {
@@ -1758,15 +1757,13 @@
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
]
}
},
{
"name": "Ilgreth",
- "isNpc": false,
"source": "AoA6",
"page": 57,
"level": 20,
@@ -1786,7 +1783,9 @@
"common",
"draconic",
"dwarven",
- "ignan"
+ "ignan",
+ "infernal",
+ "undercommon"
]
},
"skills": {
@@ -1820,6 +1819,10 @@
"wis": 5,
"cha": 6
},
+ "items": [
+ "+3 major striking dagger",
+ "major staff of fire (arcane focus)"
+ ],
"speed": {
"walk": 25
},
@@ -1842,7 +1845,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 44,
@@ -1952,7 +1954,7 @@
"6": {
"spells": [
{
- "name": "chain lighting",
+ "name": "chain lightning",
"amount": 2
},
{
@@ -2013,6 +2015,24 @@
]
}
}
+ },
+ {
+ "name": "Wizard School",
+ "type": "Focus",
+ "DC": 44,
+ "fp": 3,
+ "entry": {
+ "10": {
+ "spells": [
+ {
+ "name": "elemental tempest"
+ },
+ {
+ "name": "force bolt"
+ }
+ ]
+ }
+ }
}
],
"rituals": [
@@ -2030,26 +2050,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Arcana} +35, {@skill Athletics} +28, {@skill Deception} +34"
- ],
- "name": "Infernal, Undercommon"
- },
- {
- "entries": [
- "+32, Plane of {@skill Lore||Fire Lore} +39, {@skill Occultism} +35"
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "+28, Str +3, Dex +5, Con +5, Int +10, Wis +5, Cha +6 Items +3 major striking dagger, major staff of fire (arcane focus)"
- ],
- "name": "Religion"
- }
- ],
"bot": [
{
"activity": {
@@ -2059,22 +2059,16 @@
"requirements": "Ilgreth hasn't acted yet on this turn",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "Ilgreth can cast one prepared spell he has already cast today without spending a spell slot. He must still."
+ "Ilgreth can cast one prepared spell he has already cast today without spending a spell slot. He must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
],
"name": "Drain Bonded Item",
"generic": {
"tag": "action"
}
},
- {
- "entries": [
- "Spell and meet the spell's other requirements."
- ],
- "name": "Cast the"
- },
{
"activity": {
"number": 1,
@@ -2104,15 +2098,16 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
+ ],
+ "immunities": [
+ "fire"
]
}
},
{
"name": "Ingnovim Tluss",
- "isNpc": false,
"source": "AoA6",
"page": 39,
"level": 19,
@@ -2160,6 +2155,13 @@
"wis": 5,
"cha": 2
},
+ "items": [
+ "alchemist's tools",
+ "+2 greater resilient chain shirt",
+ "+2 greater striking dagger",
+ "formula book (contains formulas for all common alchemical items of 19th level or lower)",
+ "syringe filled with unstable mutagen (4)"
+ ],
"speed": {
"walk": 25
},
@@ -2202,19 +2204,11 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
"top": [
- {
- "entries": [
- "+32, {@skill Medicine} +38, {@skill Society} +36 Str +8, Dex +6, Con +9, Int +10, Wis +5, Cha +2 Items alchemist's tools, +2 greater resilient chain shirt, +2 greater striking dagger, formula book (contains formulas for all common alchemical items of 19th level or lower), syringe filled with unstable mutagen (4)"
- ],
- "name": "Intimidation"
- },
{
"entries": [
"Ingnovim carries 4 major acid flasks, 4 major alchemist's fire, 2 infused major bestial mutagens, 4 major bottled lightnings, 4 major frost vials, 2 infused major juggernaut mutagens, and 4 true elixirs of life.",
@@ -2236,7 +2230,16 @@
],
"trigger": "Ingnovim damages a creature with a syringe {@action Strike}",
"entries": [
- "The creature injected with unstable mutagen must attempt a DC 41 Fortitude save to resist the injection. Critical Success The target is unaffected. Success The target is {@condition sickened|CRB|sickened 2}. Failure The target's body shifts and mutates, growing difficult to control; the target is {@condition clumsy|CRB|clumsy 2} and {@condition enfeebled|CRB|enfeebled 2} for 24 hours. Critical Failure The target's body completely distorts into a shuddering blob of warped flesh that is incapable of action; the target is {@condition paralyzed}. Every 24 hours, the target may attempt a new saving throw against this effect; on a critical success, the paralysis ends."
+ "The creature injected with unstable mutagen must attempt a DC 41 Fortitude save to resist the injection.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The target is unaffected.",
+ "Success": "The target is {@condition sickened|CRB|sickened 2}.",
+ "Failure": "The target's body shifts and mutates, growing difficult to control; the target is {@condition clumsy|CRB|clumsy 2} and {@condition enfeebled|CRB|enfeebled 2} for 24 hours.",
+ "Critical Failure": "The target's body completely distorts into a shuddering blob of warped flesh that is incapable of action; the target is {@condition paralyzed}. Every 24 hours, the target may attempt a new saving throw against this effect; on a critical success, the paralysis ends."
+ }
+ }
],
"name": "Inject Unstable Mutagen"
},
@@ -2275,15 +2278,16 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
+ ],
+ "immunities": [
+ "poison"
]
}
},
{
"name": "Ingnovim's Assistant",
- "isNpc": false,
"source": "AoA6",
"page": 40,
"level": 17,
@@ -2356,7 +2360,7 @@
"Critical Success": "The creature is unaffected.",
"Success": "The creature is {@condition sickened|CRB|sickened 2}.",
"Failure": "The creature takes {@damage 7d8} poison damage.",
- "Critical Failure": "The creature takes {@damage 14d8} poison damage and {@damage 2d8} {@condition persistent damage ||persistent poison damage}. HP 330, fast healing 20; Immunities poison"
+ "Critical Failure": "The creature takes {@damage 14d8} poison damage and {@damage 2d8} {@condition persistent damage||persistent poison damage}. HP 330, fast healing 20; Immunities poison"
}
}
],
@@ -2391,7 +2395,6 @@
},
{
"name": "Inizra Arumelo",
- "isNpc": false,
"source": "AoA6",
"page": 89,
"level": 20,
@@ -2426,6 +2429,9 @@
},
"society": {
"std": 38
+ },
+ "hermea lore": {
+ "std": 41
}
},
"abilityMods": {
@@ -2436,6 +2442,12 @@
"wis": 2,
"cha": 4
},
+ "items": [
+ "+3 greater resilient full plate",
+ "potion of flying (4)",
+ "+3 major striking returning spear",
+ "supreme sturdy shield (Hardness 20, HP 160, BT 80)"
+ ],
"speed": {
"walk": 30
},
@@ -2463,14 +2475,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+41, {@skill Medicine} +34, {@skill Society} +38 Str +7, Dex +1, Con +5, Int +3, Wis +2, Cha +4 Items +3 greater resilient full plate, potion of flying (4), +3 major striking returning spear, supreme sturdy shield (Hardness 20, HP 160, BT 80)"
- ],
- "name": "Hermea Lore"
- }
- ],
"mid": [
{
"entries": [
@@ -2513,7 +2517,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -2547,15 +2550,13 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
]
}
},
{
"name": "Lesser Manifestation Of Dahak",
- "isNpc": false,
"source": "AoA6",
"page": 16,
"level": 22,
@@ -2566,6 +2567,7 @@
"dragon",
"fire"
],
+ "description": "Variant red dragon (Pathfinder Bestiary 112)",
"perception": {
"std": 39
},
@@ -2685,7 +2687,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 46,
@@ -2708,24 +2709,20 @@
"amount": 3
}
]
+ },
+ "8": {
+ "spells": [
+ {
+ "name": "wall of fire",
+ "amount": 4
+ }
+ ]
}
}
}
],
"abilities": {
"top": [
- {
- "entries": [
- "+42, {@skill Diplomacy} +37, {@skill Intimidation} +45"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+35 Str +10, Dex +5, Con +9, Int +5, Wis +6, Cha +7."
- ],
- "name": "Stealth"
- },
{
"entries": [
"As young red dragon."
@@ -2754,7 +2751,7 @@
"mental"
],
"entries": [
- "90 feet, DC 42."
+ "90 feet, DC 42"
],
"name": "Frightful Presence",
"generic": {
@@ -2834,15 +2831,9 @@
"transmutation"
],
"entries": [
- "The manifestation attempts to take control of a magical acid, cold, electricity, fire, or poison spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +36), the original caster loses control of the spell, control is transferred to the manifestation, and the manifestation counts as having."
+ "The manifestation attempts to take control of a magical acid, cold, electricity, fire, or poison spell within 100 feet. If it succeeds at a counteract check (counteract level 10, counteract modifier +36), the original caster loses control of the spell, control is transferred to the manifestation, and the manifestation counts as having {@action Sustained a Spell||Sustained the Spell} with this action (if applicable). The manifestation can end the spell instead of taking control, if it chooses."
],
"name": "Manipulate Energy"
- },
- {
- "entries": [
- "Spell with this action (if applicable). The manifestation can end the spell instead of taking control, if it chooses."
- ],
- "name": "Sustained the"
}
]
},
@@ -2859,24 +2850,49 @@
},
"will": {
"std": 39
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 500,
- "abilities": null
+ "hp": 500
}
],
"immunities": [
"fire",
"paralyzed",
"sleep"
+ ],
+ "resistances": [
+ {
+ "amount": 24,
+ "name": "acid"
+ },
+ {
+ "amount": 24,
+ "name": "cold"
+ },
+ {
+ "amount": 24,
+ "name": "electricity"
+ },
+ {
+ "amount": 24,
+ "name": "poison"
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 24,
+ "name": "good"
+ }
]
}
},
{
"name": "Manifestation Of Dahak",
- "isNpc": false,
"source": "AoA6",
"page": 63,
"level": 24,
@@ -2891,6 +2907,7 @@
"fire",
"poison"
],
+ "description": "Variant red dragon (Pathfinder Bestiary 112)",
"perception": {
"std": 46
},
@@ -2913,7 +2930,14 @@
"celestial",
"common",
"draconic",
- "elven"
+ "elven",
+ "infernal",
+ "jotun",
+ "orcish",
+ "sylvan"
+ ],
+ "abilities": [
+ "telepathy 200 feet"
]
},
"skills": {
@@ -2926,6 +2950,9 @@
"athletics": {
"std": 45
},
+ "deception": {
+ "std": 45
+ },
"diplomacy": {
"std": 38
},
@@ -3023,7 +3050,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 48,
@@ -3164,18 +3190,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "Sylvan; telepathy 200 feet Skills {@skill Acrobatics} +38, {@skill Arcana} +45, {@skill Athletics} +45, {@skill Deception} +45, {@skill Diplomacy} +38, {@skill Lore||Dragon Lore} +48, {@skill Intimidation} +48"
- ],
- "name": "Infernal, Jotun, Orcish"
- },
- {
- "entries": [
- "+40, {@skill Religion} +40, {@skill Society} +38 Str +12, Dex +8, Con +10, Int +8, Wis +8, Cha +9."
- ],
- "name": "Occultism"
- },
{
"entries": [
"As young red dragon."
@@ -3204,7 +3218,7 @@
"mental"
],
"entries": [
- "120 feet, DC 45."
+ "120 feet, DC 45"
],
"name": "Frightful Presence",
"generic": {
@@ -3213,26 +3227,10 @@
},
{
"entries": [
- "{@deity Dahak|LOGM}'s manifestation can't physically exit the."
+ "{@deity Dahak|LOGM}'s manifestation can't physically exit the Adamantine Fen until conditions are right, as described in Dahak Escapes on page 65. Planar travel effects do not allow it to escape, nor can they banish it from the Adamantine Fen."
],
"name": "Imprisoned"
},
- {
- "entries": [
- "Fen until conditions are right, as described."
- ],
- "name": "Adamantine"
- },
- {
- "entries": [
- "Escapes on page 65. Planar travel effects do not allow it to escape, nor can they banish it from the."
- ],
- "name": "in Dahak"
- },
- {
- "entries": [],
- "name": "Adamantine Fen."
- },
{
"activity": {
"number": 1,
@@ -3257,15 +3255,9 @@
],
"trigger": "A creature within 100 feet casts an acid, cold, fire, electricity, or poison spell, or such a spell otherwise comes into effect from a source within 100 feet.",
"entries": [
- "The manifestation."
+ "The manifestation of {@deity Dahak|LOGM} makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster."
],
"name": "Redirect Energy"
- },
- {
- "entries": [
- "{@deity Dahak|LOGM} makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster."
- ],
- "name": "of"
}
],
"bot": [
@@ -3275,7 +3267,7 @@
"unit": "action"
},
"entries": [
- "{@dice 2d10+10} plus {@damage 2d6} fire."
+ "{@dice 2d10+10} plus {@damage 2d6} fire"
],
"name": "Constrict",
"generic": {
@@ -3343,12 +3335,14 @@
},
"will": {
"std": 38
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 600,
- "abilities": null
+ "hp": 600
}
],
"immunities": [
@@ -3368,13 +3362,22 @@
{
"amount": 26,
"name": "electricity"
+ },
+ {
+ "amount": 26,
+ "name": "poison"
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 26,
+ "name": "good"
}
]
}
},
{
"name": "Mengkare",
- "isNpc": false,
"source": "AoA6",
"page": 90,
"level": 23,
@@ -3385,6 +3388,7 @@
"dragon",
"fire"
],
+ "description": "Male great wyrm gold dragon (Pathfinder Bestiary 124)",
"perception": {
"std": 40
},
@@ -3404,7 +3408,10 @@
"draconic",
"dwarven",
"elven",
- "gnomish"
+ "gnomish",
+ "infernal",
+ "sylvan",
+ "utopian"
]
},
"skills": {
@@ -3509,7 +3516,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 45,
@@ -3531,7 +3537,7 @@
"name": "prestidigitation"
},
{
- "name": "read aura *This spell has been cast already."
+ "name": "read aura"
}
]
},
@@ -3619,7 +3625,10 @@
"name": "dimensional lock"
},
{
- "name": "dispel magic*"
+ "name": "dispel magic",
+ "notes": [
+ "this spell has been cast already"
+ ]
},
{
"name": "plane shift"
@@ -3655,7 +3664,10 @@
"10": {
"spells": [
{
- "name": "contingency*"
+ "name": "contingency",
+ "notes": [
+ "this spell has been cast already"
+ ]
},
{
"name": "wish"
@@ -3695,26 +3707,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +32, {@skill Arcana} +38, {@skill Athletics} +36"
- ],
- "name": "Infernal, Sylvan, Utopian"
- },
- {
- "entries": [
- "+43, {@skill Intimidation} +43, {@skill Medicine} +36"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+32, {@skill Occultism} +38, {@skill Society} +43 Str +11, Dex +5, Con +9, Int +8, Wis +7, Cha +7."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"traits": [
@@ -3724,7 +3716,7 @@
"mental"
],
"entries": [
- "90 feet, DC 43."
+ "90 feet, DC 43"
],
"name": "Frightful Presence",
"generic": {
@@ -3733,9 +3725,9 @@
},
{
"entries": [
- "Reaction Mengkare gains 2 reactions at the start of his turn each round."
+ "Mengkare gains 2 reactions at the start of his turn each round."
],
- "name": "Extra"
+ "name": "Extra Reaction"
},
{
"activity": {
@@ -3826,7 +3818,7 @@
"entries": [
"When Mengkare uses Breath Weapon, he can expel an explosive orb of flame instead of a cone. When he does, he fires the orb at the corner of a square within 60 feet.",
"The orb immediately detonates and deals {@damage 24d6} fire damage (DC 48 basic Reflex save) to all creatures within a 30-foot burst.",
- "Creatures that critically fail their save catch on fire and take {@damage 4d6} {@condition persistent damage ||persistent fire damage}."
+ "Creatures that critically fail their save catch on fire and take {@damage 4d6} {@condition persistent damage||persistent fire damage}."
],
"name": "Explosive Breath"
}
@@ -3845,12 +3837,14 @@
},
"will": {
"std": 42
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 575,
- "abilities": null
+ "hp": 575
}
],
"immunities": [
@@ -3868,7 +3862,6 @@
},
{
"name": "Promise Guard",
- "isNpc": false,
"source": "AoA6",
"page": 29,
"level": 17,
@@ -3916,6 +3909,13 @@
"wis": 3,
"cha": 2
},
+ "items": [
+ "+2 greater striking longsword",
+ "+2 greater resilient full plate",
+ "greater sturdy shield (Hardness 15, HP 120, BT 60)",
+ "+2 striking composite shortbow (20 arrows)",
+ "potion of flying"
+ ],
"speed": {
"walk": 30
},
@@ -3951,32 +3951,18 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+33, {@skill Society} +30, {@skill Survival} +28 Str +8, Dex +2, Con +9, Int +2, Wis +3, Cha +2 Items +2 greater striking longsword, +2 greater resilient full plate, greater sturdy shield (Hardness 15, HP 120, BT 60), +2 striking composite shortbow (20 arrows), potion of flying."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"entries": [
- "Promise guard always has their shield raised as if they had used the {@action Raise a Shield} action, as long as they meet that action's requirements."
- ],
- "name": "Promise Guard Stance A"
- },
- {
- "entries": [
- "Promise guard can use their."
+ "A Promise guard always has their shield raised as if they had used the {@action Raise a Shield} action, as long as they meet that action's requirements."
],
- "name": "Shield Warden A"
+ "name": "Promise Guard Stance"
},
{
"entries": [
- "Block reaction to prevent damage to an adjacent ally."
+ "A Promise guard can use their {@ability Shield Block} reaction to prevent damage to an adjacent ally."
],
- "name": "Shield"
+ "name": "Shield Warden"
},
{
"activity": {
@@ -3984,25 +3970,18 @@
"unit": "reaction"
},
"entries": [
- "A Promise guard can use."
+ "A Promise guard can use Attack of Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit."
],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
}
},
- {
- "entries": [
- "Opportunity when a creature within their reach uses a concentrate action, in addition to its normal trigger. They can disrupt triggering concentrate actions, and they disrupt actions on any hit, not just a critical hit."
- ],
- "name": "Attack of"
- },
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -4050,15 +4029,13 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
]
}
},
{
"name": "Rinnarv Bontimar",
- "isNpc": false,
"source": "AoA6",
"page": 24,
"level": 20,
@@ -4092,6 +4069,12 @@
"athletics": {
"std": 38
},
+ "diplomacy": {
+ "std": 38
+ },
+ "deception": {
+ "std": 34
+ },
"occultism": {
"std": 34
},
@@ -4110,6 +4093,11 @@
"wis": 4,
"cha": 10
},
+ "items": [
+ "circlet of persuasion",
+ "+3 major striking elven curve blade",
+ "+2 greater resilient full plate"
+ ],
"speed": {
"walk": 30
},
@@ -4131,7 +4119,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 42,
@@ -4153,7 +4140,10 @@
"name": "guidance"
},
{
- "name": "light*"
+ "name": "light",
+ "notes": [
+ "*"
+ ]
},
{
"name": "message"
@@ -4176,7 +4166,10 @@
"name": "bless"
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "protection"
@@ -4196,7 +4189,10 @@
"name": "see invisibility"
},
{
- "name": "spiritual weapon*"
+ "name": "spiritual weapon",
+ "notes": [
+ "*"
+ ]
}
]
},
@@ -4207,7 +4203,10 @@
"name": "circle of protection"
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "heroism"
@@ -4216,7 +4215,10 @@
"name": "resist energy"
},
{
- "name": "searing light*"
+ "name": "searing light",
+ "notes": [
+ "*"
+ ]
},
{
"name": "vampiric touch"
@@ -4230,13 +4232,19 @@
"name": "dimensional anchor"
},
{
- "name": "divine wrath*"
+ "name": "divine wrath",
+ "notes": [
+ "*"
+ ]
},
{
"name": "freedom of movement"
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "resist energy"
@@ -4256,16 +4264,25 @@
"name": "breath of life"
},
{
- "name": "divine wrath*"
+ "name": "divine wrath",
+ "notes": [
+ "*"
+ ]
},
{
"name": "drop dead"
},
{
- "name": "flame strike*"
+ "name": "flame strike",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "resist energy"
@@ -4282,10 +4299,16 @@
"slots": 4,
"spells": [
{
- "name": "blade barrier*"
+ "name": "blade barrier",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "divine wrath*"
+ "name": "divine wrath",
+ "notes": [
+ "*"
+ ]
},
{
"name": "field of life"
@@ -4311,19 +4334,31 @@
"slots": 4,
"spells": [
{
- "name": "blade barrier*"
+ "name": "blade barrier",
+ "notes": [
+ "*"
+ ]
},
{
"name": "dimensional lock"
},
{
- "name": "divine decree*"
+ "name": "divine decree",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "divine wrath*"
+ "name": "divine wrath",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "regenerate"
@@ -4346,22 +4381,34 @@
"slots": 4,
"spells": [
{
- "name": "blade barrier*"
+ "name": "blade barrier",
+ "notes": [
+ "*"
+ ]
},
{
"name": "discern location"
},
{
- "name": "divine aura*"
+ "name": "divine aura",
+ "notes": [
+ "*"
+ ]
},
{
"name": "divine inspiration"
},
{
- "name": "divine wrath*"
+ "name": "divine wrath",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "moment of renewal"
@@ -4384,16 +4431,28 @@
"slots": 4,
"spells": [
{
- "name": "blade barrier*"
+ "name": "blade barrier",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "divine wrath*"
+ "name": "divine wrath",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "foresight*"
+ "name": "foresight",
+ "notes": [
+ "*"
+ ]
},
{
- "name": "heal*"
+ "name": "heal",
+ "notes": [
+ "*"
+ ]
},
{
"name": "massacre"
@@ -4427,6 +4486,27 @@
]
}
}
+ },
+ {
+ "name": "Bloodline",
+ "type": "Focus",
+ "DC": 42,
+ "fp": 3,
+ "entry": {
+ "10": {
+ "spells": [
+ {
+ "name": "angelic halo"
+ },
+ {
+ "name": "angelic wings"
+ },
+ {
+ "name": "celestial brand"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
@@ -4449,15 +4529,9 @@
"bot": [
{
"entries": [
- "3 Focus Points, DC 42; 10th angelic halo, angelic wings, celestial brand."
+ "When Rinnarv casts one of his bloodline spells or a spell from his list of granted spells, he creates an aura that protects himself or one of the targets of the spell. The aura grants a +1 status bonus to saving throws for 1 round."
],
- "name": "Bloodline Spells"
- },
- {
- "entries": [
- "Rinnarv casts one of his bloodline spells or a spell from his list of granted spells, he creates an aura that protects himself or one of the targets of the spell. The aura grants a +1 status bonus to saving throws for 1 round."
- ],
- "name": "Blood Magic When"
+ "name": "Blood Magic"
},
{
"activity": {
@@ -4467,7 +4541,7 @@
"trigger": "Rinnarv begins to {@action Cast a Spell} that targets at least 1 creature",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Rinnarv channels his spell through his blade. He makes a {@action Strike} with his blade against a target within reach. If the {@action Strike} is successful, the target is automatically subject to the spell. If the spell required an attack roll, the target is hit. If the spell required a saving throw, the target takes a \u20134 status penalty to its saving throw instead. If the spell could target multiple creatures, it targets only the creature Rinnarv hit with his {@action Strike}."
@@ -4493,15 +4567,13 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
]
}
},
{
"name": "Tarrasque",
- "isNpc": false,
"source": "AoA6",
"page": 80,
"level": 25,
@@ -4808,7 +4880,6 @@
},
{
"name": "Tzitzimitl",
- "isNpc": false,
"source": "AoA6",
"page": 82,
"level": 19,
@@ -4905,7 +4976,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 38,
@@ -4991,14 +5061,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+40 Str +10, Dex +8, Con +6, Int +5, Wis +7, Cha +8."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"activity": {
@@ -5035,7 +5097,16 @@
],
"requirements": "The tzitzimitl is within 120 feet of an active {@spell darkness} spell",
"entries": [
- "The tzitzimitl drains the heat and warmth from the {@spell darkness} spell, and each creature within the spell's area must attempt a DC 41 Fortitude save. Critical Success The creature takes {@damage 4d8} cold damage. Success The creature takes {@damage 8d8} cold damage and is {@condition slowed|CRB|slowed 1} for 1 round. Failure The creature takes {@damage 16d8} cold damage and is {@condition slowed|CRB|slowed 1} for 1 minute. Critical Failure The creature takes {@damage 16d8} cold damage, is {@condition slowed|CRB|slowed 2} for 1 minute, and is {@condition doomed|CRB|doomed 1}."
+ "The tzitzimitl drains the heat and warmth from the {@spell darkness} spell, and each creature within the spell's area must attempt a DC 41 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature takes {@damage 4d8} cold damage.",
+ "Success": "The creature takes {@damage 8d8} cold damage and is {@condition slowed|CRB|slowed 1} for 1 round.",
+ "Failure": "The creature takes {@damage 16d8} cold damage and is {@condition slowed|CRB|slowed 1} for 1 minute.",
+ "Critical Failure": "The creature takes {@damage 16d8} cold damage, is {@condition slowed|CRB|slowed 2} for 1 minute, and is {@condition doomed|CRB|doomed 1}."
+ }
+ }
],
"name": "Eclipse"
}
@@ -5067,7 +5138,14 @@
],
"immunities": [
"cold",
- "death"
+ "death effects",
+ "disease",
+ "electricity",
+ "negative",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"weaknesses": [
{
@@ -5085,7 +5163,9 @@
"name": "fire"
},
{
- "name": "physical"
+ "amount": 15,
+ "name": "physical",
+ "note": "except bludgeoning"
}
]
},
@@ -5093,7 +5173,6 @@
},
{
"name": "Vazgorlu",
- "isNpc": false,
"source": "AoA6",
"page": 83,
"level": 20,
@@ -5185,7 +5264,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 35,
@@ -5237,7 +5315,16 @@
],
"trigger": "A creature targets the vazgorlu with a {@action Strike}",
"entries": [
- "The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using dimension door in the instant before the {@action Strike}. The target must attempt a DC 39 Will save. Critical Success The target resists the teleportation, and the vazgorlu can't use {@condition Hostile} Juxtaposition for {@dice 1d4} rounds. Success The target resists the teleportation. Failure The target and the vazgorlu instantly swap places, and the triggering {@action Strike} is resolved against the target instead. Critical Failure As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering {@action Strike} against it."
+ "The vazgorlu chooses a different creature within 60 feet and attempts to swap places with that creature using dimension door in the instant before the {@action Strike}. The target must attempt a DC 39 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The target resists the teleportation, and the vazgorlu can't use {@condition Hostile} Juxtaposition for {@dice 1d4} rounds.",
+ "Success": "The target resists the teleportation.",
+ "Failure": "The target and the vazgorlu instantly swap places, and the triggering {@action Strike} is resolved against the target instead.",
+ "Critical Failure": "As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering {@action Strike} against it."
+ }
+ }
],
"name": "Hostile Juxtaposition",
"entries_as_xyz": "Ability not found: '{@condition Hostile} Juxtaposition As failure, but the target is transported to the vazgorlu's demiplane after resolving the triggering {@action Strike} against it.' in Vazgorlu, p.83"
@@ -5288,8 +5375,7 @@
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
],
"immunities": [
@@ -5312,7 +5398,6 @@
},
{
"name": "Wyrmwraith",
- "isNpc": false,
"source": "AoA6",
"page": 84,
"level": 17,
@@ -5409,7 +5494,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 35,
@@ -5487,7 +5571,7 @@
"mental"
],
"entries": [
- "90 feet, DC 33."
+ "90 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -5573,17 +5657,10 @@
"necromancy"
],
"entries": [
- "A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm.",
- "The wyrmwraith loses the {@trait incorporeal} trait for {@dice 1d4} rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for {@dice 1d4} rounds. While in ectoplasmic form, the wyrmwraith's AC increases to 43 and it gains 100 temporary Hit."
+ "A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the {@trait incorporeal} trait for {@dice 1d4} rounds, though it can return to its incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for {@dice 1d4} rounds. While in ectoplasmic form, the wyrmwraith's AC increases to 43 and it gains 100 temporary Hit Points. It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws {@action Strike||Strikes} deal slashing and piercing damage, respectively, instead of negative damage."
],
"name": "Ectoplasmic Form"
},
- {
- "entries": [
- "It loses its immunity to non-magical attacks and precision damage, as well as its resistance to all damage. Its claw and jaws {@action Strike||Strikes} deal slashing and piercing damage, respectively, instead of negative damage."
- ],
- "name": "Points."
- },
{
"activity": {
"number": 1,
@@ -5626,21 +5703,18 @@
}
],
"immunities": [
- "poison",
"death effects",
"disease",
- "paralyzed"
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"resistances": [
{
"amount": 20,
- "name": "all"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or"
+ "name": "all",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -5648,7 +5722,6 @@
},
{
"name": "Xotani",
- "isNpc": false,
"source": "AoA6",
"page": 81,
"level": 20,
@@ -5703,7 +5776,7 @@
"traits": [
"reach <20 feet>"
],
- "damage": "{@damage 5d10+8} piercing plus {@damage 2d10} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 5d10+8} piercing plus {@damage 2d10} {@condition persistent damage||persistent fire}",
"types": [
"persistent",
"piercing"
@@ -5717,7 +5790,7 @@
"agile",
"reach <20 feet>"
],
- "damage": "{@damage 5d8+8} slashing plus {@damage 2d8} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 5d8+8} slashing plus {@damage 2d8} {@condition persistent damage||persistent fire}",
"types": [
"persistent",
"slashing"
@@ -5730,7 +5803,7 @@
"traits": [
"range increment <80 feet>"
],
- "damage": "{@damage 2d10+8} bludgeoning plus {@damage 2d10} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d10+8} bludgeoning plus {@damage 2d10} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"persistent"
@@ -5747,7 +5820,7 @@
"mental"
],
"entries": [
- "300 feet, DC 39."
+ "300 feet, DC 39"
],
"name": "Frightful Presence",
"generic": {
@@ -5769,7 +5842,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5785,7 +5857,7 @@
],
"trigger": "Xotani is damaged",
"entries": [
- "Xotani's wound erupts with magma in a 30-foot cone, dealing {@damage 6d8} fire damage and {@damage 6d8} {@condition persistent damage ||persistent fire damage} (DC 42 basic Reflex save)."
+ "Xotani's wound erupts with magma in a 30-foot cone, dealing {@damage 6d8} fire damage and {@damage 6d8} {@condition persistent damage||persistent fire damage} (DC 42 basic Reflex save)."
],
"name": "Firebleed"
}
@@ -5812,7 +5884,7 @@
"fire"
],
"entries": [
- "Xotani breathes a blast of flame that deals {@damage 18d6} fire damage plus {@damage 4d6} {@condition persistent damage ||persistent fire damage} to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for {@dice 1d4} rounds."
+ "Xotani breathes a blast of flame that deals {@damage 18d6} fire damage plus {@damage 4d6} {@condition persistent damage||persistent fire damage} to all creatures in a 70-foot cone (DC 42 basic Reflex save). It can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
},
diff --git a/data/bestiary/creatures-aoe1.json b/data/bestiary/creatures-aoe1.json
index e6a25f35d6..38615e29eb 100644
--- a/data/bestiary/creatures-aoe1.json
+++ b/data/bestiary/creatures-aoe1.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Almiraj",
- "isNpc": false,
"source": "AoE1",
"page": 16,
"level": 1,
@@ -106,15 +105,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Antaro Boldblade",
- "isNpc": false,
"source": "AoE1",
"page": 8,
"level": -1,
@@ -178,7 +175,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 16,
@@ -222,15 +218,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Battle Leader Rekarek",
- "isNpc": false,
"source": "AoE1",
"page": 27,
"level": 2,
@@ -348,15 +342,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Binumir",
- "isNpc": false,
"source": "AoE1",
"page": 82,
"level": 3,
@@ -496,7 +488,6 @@
},
{
"name": "Bolar Of Stonemoor",
- "isNpc": false,
"source": "AoE1",
"page": 8,
"level": -1,
@@ -597,15 +588,13 @@
},
"hp": [
{
- "hp": 13,
- "abilities": null
+ "hp": 13
}
]
}
},
{
"name": "Cobbleswarm",
- "isNpc": false,
"source": "AoE1",
"page": 83,
"level": 2,
@@ -646,7 +635,6 @@
"walk": 20,
"burrow": 10
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -712,8 +700,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -735,7 +722,6 @@
},
{
"name": "Eunice",
- "isNpc": false,
"source": "AoE1",
"page": 12,
"level": 0,
@@ -814,15 +800,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Gref",
- "isNpc": false,
"source": "AoE1",
"page": 34,
"level": 2,
@@ -964,15 +948,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Grick",
- "isNpc": false,
"source": "AoE1",
"page": 35,
"level": 3,
@@ -1056,7 +1038,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1095,8 +1076,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"resistances": [
@@ -1109,7 +1089,6 @@
},
{
"name": "Grospek Lavarsus",
- "isNpc": false,
"source": "AoE1",
"page": 87,
"level": 7,
@@ -1120,6 +1099,7 @@
"human",
"humanoid"
],
+ "description": "Male human city guard commander",
"perception": {
"std": 17
},
@@ -1160,6 +1140,13 @@
"wis": 1,
"cha": 3
},
+ "items": [
+ "breastplate",
+ "hand crossbow with 10 bolts",
+ "good handcuffs (page 77)",
+ "lesser healing potion",
+ "Lawkeeper (+1 striking pacifying club; page 78)"
+ ],
"speed": {
"walk": 25
},
@@ -1192,20 +1179,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Intimidation} +18, {@skill Lore||Legal Lore} +15"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+15 Str +4, Dex +1, Con +5, Int +2, Wis +1, Cha +3 Items breastplate, hand crossbow with 10 bolts, good handcuffs (page 77), lesser healing potion, Lawkeeper (+1 striking pacifying club; page 78)"
- ],
- "name": "Society"
- }
- ],
"bot": [
{
"entries": [
@@ -1238,15 +1211,13 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
}
},
{
"name": "Hendrid Pratchett",
- "isNpc": false,
"source": "AoE1",
"page": 89,
"level": 6,
@@ -1258,6 +1229,7 @@
"human",
"humanoid"
],
+ "description": "Male half-elf serial killer",
"perception": {
"std": 17
},
@@ -1307,6 +1279,13 @@
"wis": 1,
"cha": 5
},
+ "items": [
+ "armored coat (as leather armor)",
+ "corpseward pendant (page 80)",
+ "lesser healing potions (3)",
+ "hunting spider venom (3 doses, in Reaper's Lancet)",
+ "Reaper's Lancet (page 81; bonded item)"
+ ],
"speed": {
"walk": 30
},
@@ -1344,7 +1323,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 22,
@@ -1388,14 +1366,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+14 Str +3, Dex +4, Con +0, Int +2, Wis +1, Cha +5 Items armored coat (as leather armor), corpseward pendant (page 80), lesser healing potions (3), hunting spider venom (3 doses, in Reaper's Lancet), Reaper's Lancet (page 81; bonded item)"
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"entries": [
@@ -1422,15 +1392,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Kekker",
- "isNpc": false,
"source": "AoE1",
"page": 34,
"level": 2,
@@ -1572,15 +1540,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Kemeneles",
- "isNpc": false,
"source": "AoE1",
"page": 53,
"level": 2,
@@ -1643,7 +1609,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 18,
@@ -1695,7 +1660,6 @@
"bot": [
{
"name": "Eschew Materials",
- "entries": [],
"generic": {
"tag": "feat"
}
@@ -1720,15 +1684,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Lyrma Swampwalker",
- "isNpc": false,
"source": "AoE1",
"page": 54,
"level": 2,
@@ -1738,6 +1700,7 @@
"gnome",
"humanoid"
],
+ "description": "Female gnome hunter",
"perception": {
"std": 11
},
@@ -1801,16 +1764,6 @@
]
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Survival} +9 Str +3, Dex +4, Con +1, Int \u20131, Wis +3, Cha +0 Items trident."
- ],
- "name": "Stealth"
- }
- ]
- },
"defenses": {
"ac": {
"std": 14
@@ -1829,14 +1782,15 @@
"hp": [
{
"hp": 38,
- "abilities": null
+ "notes": [
+ "currently 30"
+ ]
}
]
}
},
{
"name": "Miriel Grayleaf",
- "isNpc": false,
"source": "AoE1",
"page": 7,
"level": -1,
@@ -1946,15 +1900,13 @@
},
"hp": [
{
- "hp": 5,
- "abilities": null
+ "hp": 5
}
]
}
},
{
"name": "Pickled Punk",
- "isNpc": false,
"source": "AoE1",
"page": 59,
"level": 1,
@@ -1998,7 +1950,6 @@
"speed": {
"walk": 20
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -2053,8 +2004,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -2072,7 +2022,6 @@
},
{
"name": "Ralso",
- "isNpc": false,
"source": "AoE1",
"page": 91,
"level": 4,
@@ -2084,6 +2033,7 @@
"humanoid",
"orc"
],
+ "description": "Female half-orc thief",
"perception": {
"std": 14
},
@@ -2128,6 +2078,14 @@
"wis": 1,
"cha": 2
},
+ "items": [
+ "caltrops",
+ "daggers (2)",
+ "lesser healing potion",
+ "ring of discretion (page 80)",
+ "shortswords (2)",
+ "studded leather armor"
+ ],
"speed": {
"walk": 25
},
@@ -2163,14 +2121,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Society} +7, {@skill Stealth} +12, {@skill Thievery} +12 Str +3, Dex +4, Con +2, Int \u20131, Wis +1, Cha +2 Items caltrops, daggers (2), lesser healing potion, ring of discretion (page 80), shortswords (2), studded leather armor."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"activity": {
@@ -2180,7 +2130,7 @@
"requirements": "Ralso is wielding two piercing weapons",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Ralso makes two {@action Strike||Strikes} against a single creature within reach, one {@action Strike} per weapon. These attacks count toward Ralso's multiple attack penalty, but the penalty doesn't increase until after both attacks."
@@ -2212,15 +2162,13 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
]
}
},
{
"name": "Shredskin",
- "isNpc": false,
"source": "AoE1",
"page": 60,
"level": 2,
@@ -2301,7 +2249,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d4+4} bludgeoning, DC 16."
+ "{@damage 1d4+4} bludgeoning, DC 16"
],
"name": "Constrict",
"generic": {
@@ -2344,8 +2292,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -2356,7 +2303,6 @@
},
{
"name": "Siege Shard",
- "isNpc": false,
"source": "AoE1",
"page": 84,
"level": 3,
@@ -2406,7 +2352,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 20,
@@ -2474,7 +2419,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The siege shard emits a disorienting psychic blast. All creatures within a 15 feet take {@damage 4d6} mental damage (DC 20 basic Will save)."
@@ -2512,8 +2457,7 @@
"hardness": 5,
"hp": [
{
- "hp": 37,
- "abilities": null
+ "hp": 37
}
],
"immunities": [
@@ -2526,7 +2470,6 @@
},
{
"name": "Skebs",
- "isNpc": false,
"source": "AoE1",
"page": 8,
"level": -1,
@@ -2663,15 +2606,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Vargouille",
- "isNpc": false,
"source": "AoE1",
"page": 35,
"level": 2,
@@ -2829,15 +2770,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Zrukbat",
- "isNpc": false,
"source": "AoE1",
"page": 85,
"level": 2,
@@ -2945,8 +2884,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
diff --git a/data/bestiary/creatures-aoe2.json b/data/bestiary/creatures-aoe2.json
index a6925ca9ae..04487f27e4 100644
--- a/data/bestiary/creatures-aoe2.json
+++ b/data/bestiary/creatures-aoe2.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Bone Skipper Swarm",
- "isNpc": false,
"source": "AoE2",
"page": 80,
"level": 6,
@@ -43,7 +42,6 @@
"walk": 25,
"fly": 40
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -111,8 +109,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -132,7 +129,6 @@
},
{
"name": "Copper Hand Illusionist",
- "isNpc": false,
"source": "AoE2",
"page": 23,
"level": 5,
@@ -203,7 +199,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 23,
@@ -278,32 +273,19 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13 Str +2, Dex +4, Con +1, Int +4, Wis +1, Cha +0 Items +1 dagger, moderate healing potion, spellbook."
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"entries": [
- "{@damage 1d4+5} piercing Arcane Prepared Spells DC 23, attack +15; 3rd haste, hypnotic pattern, vampiric touch; 2nd dispel magic, invisibility, mirror image, telekinetic maneuver; 1st color spray, illusory disguise, illusory object, spider sting; Cantrips (3rd) daze, detect magic, electric arc, ghost sound, shield."
- ],
- "name": "S), Damage"
- },
- {
- "entries": [
- "Hand illusionist deals {@dice 2d6} additional precision damage to {@condition flat-footed} creatures."
+ "The Copper Hand illusionist deals {@dice 2d6} additional precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack The Copper"
+ "name": "Sneak Attack"
}
]
},
"defenses": {
"ac": {
- "std": 22
+ "std": 22,
+ "note": " (with mage armor)"
},
"savingThrows": {
"fort": {
@@ -318,15 +300,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Copper Hand Rogue",
- "isNpc": false,
"source": "AoE2",
"page": 16,
"level": 4,
@@ -427,9 +407,9 @@
},
{
"entries": [
- "Hand rogue deals {@dice 1d6} additional precision damage to {@condition flat-footed} creatures."
+ "The Copper Hand rogue deals {@dice 1d6} additional precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack The Copper"
+ "name": "Sneak Attack"
}
]
},
@@ -450,15 +430,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Dreadsong Dancer",
- "isNpc": false,
"source": "AoE2",
"page": 81,
"level": 8,
@@ -546,7 +524,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -580,14 +557,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18 Str +4, Dex +6, Con +3, Int +4, Wis +3, Cha +6."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"entries": [
@@ -600,9 +569,9 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature plays an instrument while",
+ "trigger": "A creature plays an instrument while {@action Cast a Spell||Casting a Spell} or casts a composition spell within 20 feet of the dreadsong dancer",
"entries": [
- "{@action Cast a Spell||Casting a Spell} or casts a composition spell within 20 feet of the dreadsong dancer; The dreadsong dancer {@action Stride||Strides} up to 20 feet and makes a songblade {@action Strike} against the triggering creature. If the {@action Strike} hits, the spell is disrupted."
+ "The dreadsong dancer {@action Stride||Strides} up to 20 feet and makes a songblade {@action Strike} against the triggering creature. If the {@action Strike} hits, the spell is disrupted."
],
"name": "Jealous Musician"
}
@@ -640,10 +609,9 @@
"number": 1,
"unit": "action"
},
- "traits": [
+ "entries": [
"songblade"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -664,17 +632,19 @@
},
"will": {
"std": 16
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. composition spells"
+ ]
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"immunities": [
- "poison",
- "disease"
+ "disease",
+ "poison"
],
"weaknesses": [
{
@@ -687,7 +657,6 @@
},
{
"name": "Excorion",
- "isNpc": false,
"source": "AoE2",
"page": 82,
"level": 7,
@@ -790,7 +759,6 @@
"unit": "action"
},
"requirements": "The excorion has at least 70",
- "entries": [],
"name": "Vital Transfusion"
},
{
@@ -855,7 +823,6 @@
},
{
"name": "Fayati Alummur",
- "isNpc": false,
"source": "AoE2",
"page": 26,
"level": 8,
@@ -866,6 +833,7 @@
"human",
"humanoid"
],
+ "description": "Female human guildmaster",
"perception": {
"std": 19
},
@@ -900,6 +868,14 @@
"wis": 2,
"cha": 4
},
+ "items": [
+ "+1 daggers (3)",
+ "moderate darkvision elixir",
+ "jade bauble talisman (affixed to main-gauche)",
+ "leather armor",
+ "+1 striking main-gauche",
+ "+1 striking rapier"
+ ],
"speed": {
"walk": 25
},
@@ -967,14 +943,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Thievery} +18 Str +1, Dex +6, Con +1, Int +0, Wis +2, Cha +4 Items +1 daggers (3), moderate darkvision elixir, jade bauble talisman (affixed to main-gauche), leather armor, +1 striking main-gauche, +1 striking rapier."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -1013,9 +981,9 @@
},
{
"entries": [
- "Fayati critically succeeds at a {@action Strike} against a creature, until the start of her next turn, the first time that another member of the Copper Hand deals damage to that creature during their turn, they deal an additional {@damage 1d6} precision damage to it."
+ "Whenever Fayati critically succeeds at a {@action Strike} against a creature, until the start of her next turn, the first time that another member of the Copper Hand deals damage to that creature during their turn, they deal an additional {@damage 1d6} precision damage to it."
],
- "name": "Guildmaster's Lead Whenever"
+ "name": "Guildmaster's Lead"
},
{
"entries": [
@@ -1045,15 +1013,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Frefferth",
- "isNpc": false,
"source": "AoE2",
"page": 35,
"level": 9,
@@ -1154,7 +1120,7 @@
"mental"
],
"entries": [
- "30 feet, DC 25."
+ "30 feet, DC 25"
],
"name": "Frightful Presence",
"generic": {
@@ -1166,7 +1132,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1263,7 +1228,6 @@
},
{
"name": "Giant Bone Skipper",
- "isNpc": false,
"source": "AoE2",
"page": 80,
"level": 7,
@@ -1398,8 +1362,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
},
@@ -1407,7 +1370,6 @@
},
{
"name": "Kolo Harvan",
- "isNpc": false,
"source": "AoE2",
"page": 17,
"level": 2,
@@ -1452,6 +1414,11 @@
"wis": 0,
"cha": 4
},
+ "items": [
+ "daggers (5)",
+ "standard skeleton key",
+ "studded leather armor"
+ ],
"speed": {
"walk": 25
},
@@ -1486,14 +1453,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+7 Str +0, Dex +3, Con +1, Int +1, Wis +0, Cha +4 Items daggers (5), standard skeleton key, studded leather armor."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"activity": {
@@ -1533,15 +1492,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Najra Lizard",
- "isNpc": false,
"source": "AoE2",
"page": 83,
"level": 4,
@@ -1627,14 +1584,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12 Str \u20131, Dex +4, Con +2, Int \u20131, Wis +3, Cha +2."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"activity": {
@@ -1650,10 +1599,24 @@
],
"bot": [
{
- "entries": [
- "The creature is extremely thirsty and can't quench its thirst while poisoned; Saving Throw DC 21 Fortitude; Maximum Duration 4 hours; Stage 1 {@damage 1d4} poison damage, {@condition fatigued}, and {@dice 1d4} damage that can't be recovered until the creature quenches its thirst (1 round); Stage 2 as stage 1 (1 hour)"
- ],
- "name": "Najra Lizard Venom"
+ "type": "affliction",
+ "name": "Najra Lizard Venom",
+ "note": "The creature is extremely thirsty and can't quench its thirst while poisoned",
+ "DC": 21,
+ "savingThrow": "Fortitude",
+ "maxDuration": "4 hours",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 1d4} poison damage, {@condition fatigued}, and {@dice 1d4} damage that can't be recovered until the creature quenches its thirst",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "as stage 1",
+ "duration": "1 hour"
+ }
+ ]
},
{
"entries": [
@@ -1680,8 +1643,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -1693,7 +1655,6 @@
},
{
"name": "Ofalth Zombie",
- "isNpc": false,
"source": "AoE2",
"page": 47,
"level": 7,
@@ -1845,7 +1806,6 @@
},
{
"name": "Shristi Melipdra",
- "isNpc": false,
"source": "AoE2",
"page": 91,
"level": 7,
@@ -1856,6 +1816,7 @@
"human",
"humanoid"
],
+ "description": "Male human guard captain",
"perception": {
"std": 18
},
@@ -1891,7 +1852,8 @@
},
"items": [
"Foreign Guard uniform",
- "handcuffs (2"
+ "handcuffs (2; Pathfinder Adventure Path #157 77)",
+ "victor's medallion from the Challenge of Sky and Heaven"
],
"speed": {
"walk": 35
@@ -1928,27 +1890,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16 Str +4, Dex +3, Con +2, Int +0, Wis +3, Cha +1 Items Foreign Guard uniform, handcuffs (2"
- ],
- "name": "Stealth"
- },
- {
- "entries": [
- "#157 77), victor's medallion from the Challenge of Sky and Heaven."
- ],
- "name": "Pathfinder Adventure Path"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1965,16 +1912,10 @@
"flourish"
],
"entries": [
- "Shristi makes two unarmed {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. He applies his multiple attack penalty to."
+ "Shristi makes two unarmed {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. He applies his multiple attack penalty to the {@action Strike||Strikes} normally. As it has the {@trait flourish} trait, Shristi can use {@action Flurry of Blows} only once per turn."
],
"name": "Flurry of Blows"
},
- {
- "entries": [
- "{@action Strike||Strikes} normally. As it has the {@trait flourish} trait, Shristi can use {@action Flurry of Blows} only once per turn."
- ],
- "name": "the"
- },
{
"activity": {
"number": 1,
@@ -1988,7 +1929,7 @@
],
"frequency": {
"unit": "day",
- "freq": 2
+ "number": 2
},
"entries": [
"With a loud shout, Shristi unleashes his ki as a crackling shroud of thunder and lightning that engulfs his body. Until the end of his next turn, Shristi's unarmed {@action Strike||Strikes} and {@action Strike||Strikes} with weapons that have the {@trait monk} trait deal an additional 3 electricity damage and 3 sonic damage."
@@ -2004,22 +1945,10 @@
"stance"
],
"entries": [
- "Shristi enters a combat stance perfected by past champions of the Challenge of."
+ "Shristi enters a combat stance perfected by past champions of the Challenge of Sky and Heaven. While in this stance, the only {@action Strike||Strikes} Shristi can make are skyward slash unarmed attacks. These deal {@damage 1d10} slashing damage; are in the {@group brawling}; and have the {@trait nonlethal}, {@trait unarmed}, and {@trait versatile
} traits.",
+ "While in Sky and Heaven Stance Shristi gains resistance 2 to electricity and sonic damage."
],
"name": "Sky and Heaven Stance"
- },
- {
- "entries": [
- "While in this stance, the only {@action Strike||Strikes} Shristi can make are skyward slash unarmed attacks.",
- "These deal {@damage 1d10} slashing damage; are in the {@group brawling}; and have the {@trait nonlethal}, {@trait unarmed}, and {@trait versatile
} traits."
- ],
- "name": "Sky and Heaven."
- },
- {
- "entries": [
- "Shristi gains resistance 2 to electricity and sonic damage."
- ],
- "name": "While in Sky and Heaven Stance"
}
]
},
@@ -2040,15 +1969,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Skinsaw Murderer",
- "isNpc": false,
"source": "AoE2",
"page": 50,
"level": 6,
@@ -2190,15 +2117,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Skinsaw Seamer",
- "isNpc": false,
"source": "AoE2",
"page": 51,
"level": 8,
@@ -2328,7 +2253,7 @@
},
"requirements": "The Skinsaw seamer dealt damage with a melee weapon other than its war razor with their last action",
"entries": [
- "The seamer makes a war razor {@action Strike} against the same creature that they just damaged. On a hit, the seamer slices a strip of flesh from the target and deals {@damage 1d6} {@condition persistent damage ||persistent bleed damage} in addition to the war razor's usual damage."
+ "The seamer makes a war razor {@action Strike} against the same creature that they just damaged. On a hit, the seamer slices a strip of flesh from the target and deals {@damage 1d6} {@condition persistent damage||persistent bleed damage} in addition to the war razor's usual damage."
],
"name": "Flay"
},
@@ -2362,15 +2287,13 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
},
{
"name": "Skinstitch",
- "isNpc": false,
"source": "AoE2",
"page": 84,
"level": 5,
@@ -2449,7 +2372,7 @@
"unit": "action"
},
"entries": [
- "The skinstitch makes a blade {@action Strike} against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The skinstitch makes a blade {@action Strike} against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Flay"
},
@@ -2463,13 +2386,9 @@
],
"requirements": "The skinstitch hasn't used this ability since the last time it successfully used its Flay ability",
"entries": [
- "The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8."
+ "The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8 Hit Points."
],
"name": "Stitch Skin"
- },
- {
- "entries": [],
- "name": "Hit Points."
}
]
},
@@ -2490,8 +2409,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -2511,7 +2429,6 @@
},
{
"name": "Tenome",
- "isNpc": false,
"source": "AoE2",
"page": 85,
"level": 4,
@@ -2655,8 +2572,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -2664,7 +2580,6 @@
},
{
"name": "Teraphant",
- "isNpc": false,
"source": "AoE2",
"page": 86,
"level": 9,
@@ -2735,9 +2650,7 @@
],
"effects": [
"grabbing trunk"
- ],
- "damage": "grabbing trunk",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -2793,7 +2706,7 @@
},
"requirements": "The teraphant has a creature {@condition grabbed}",
"entries": [
- "The teraphant slams the creature onto one of its horns. The target must attempt a DC 27 Reflex save or suffer {@damage 3d6+9} piercing damage and {@damage 1d6} {@condition persistent damage ||persistent bleed damage} ({@damage 6d6+18} piercing damage on a critical failure)."
+ "The teraphant slams the creature onto one of its horns. The target must attempt a DC 27 Reflex save or suffer {@damage 3d6+9} piercing damage and {@damage 1d6} {@condition persistent damage||persistent bleed damage} ({@damage 6d6+18} piercing damage on a critical failure)."
],
"name": "Impale"
},
@@ -2819,7 +2732,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 27."
+ "Large or smaller, foot, DC 27"
],
"name": "Trample",
"generic": {
@@ -2845,8 +2758,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
},
@@ -2854,7 +2766,6 @@
},
{
"name": "Vaultbreaker Ooze",
- "isNpc": false,
"source": "AoE2",
"page": 87,
"level": 6,
@@ -2991,8 +2902,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -3005,7 +2915,6 @@
},
{
"name": "Wrent Dicaspiron",
- "isNpc": false,
"source": "AoE2",
"page": 89,
"level": 10,
@@ -3098,7 +3007,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3108,7 +3016,7 @@
"bot": [
{
"entries": [
- "Any creature taking {@condition persistent damage ||persistent bleed damage} is {@condition flat-footed} against the Skinner's attacks. When attacking a {@condition flat-footed} creature, the Skinner deals an additional {@damage 2d6} precision damage."
+ "Any creature taking {@condition persistent damage||persistent bleed damage} is {@condition flat-footed} against the Skinner's attacks. When attacking a {@condition flat-footed} creature, the Skinner deals an additional {@damage 2d6} precision damage."
],
"name": "Bloody Sneak Attack"
},
@@ -3137,7 +3045,7 @@
},
{
"entries": [
- "Skinner makes a successful cleaver {@action Strike} against a {@condition grabbed} creature, she also deals {@damage 1d6} {@condition persistent damage ||persistent bleed damage} (or {@dice 2d6} on a critical hit)."
+ "Skinner makes a successful cleaver {@action Strike} against a {@condition grabbed} creature, she also deals {@damage 1d6} {@condition persistent damage||persistent bleed damage} (or {@dice 2d6} on a critical hit)."
],
"name": "Flay Whenever the"
},
@@ -3171,8 +3079,7 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
diff --git a/data/bestiary/creatures-aoe3.json b/data/bestiary/creatures-aoe3.json
index e3a8be8fde..b1260174af 100644
--- a/data/bestiary/creatures-aoe3.json
+++ b/data/bestiary/creatures-aoe3.json
@@ -1,8 +1,12 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Avarek",
- "isNpc": false,
"source": "AoE3",
"page": 80,
"level": 8,
@@ -94,7 +98,7 @@
"range": "Melee",
"name": "spine",
"attack": 16,
- "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -119,7 +123,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 30,
@@ -179,19 +182,19 @@
}
]
},
- "constant": {}
+ "constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "speak with animals"
+ }
+ ]
+ }
+ }
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Lore||Sailing Lore} +15, {@skill Stealth} +19, {@skill Survival} +16, {@skill Thievery} +19 Str +2, Dex +5, Con +4, Int +3, Wis +4, Cha +3 Items +1 striking dagger."
- ],
- "name": "Nature"
- }
- ],
"bot": [
{
"activity": {
@@ -241,8 +244,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 8,
+ "name": "cold iron"
}
]
},
@@ -250,7 +258,6 @@
},
{
"name": "Barnacle Ghoul",
- "isNpc": false,
"source": "AoE3",
"page": 83,
"level": 9,
@@ -336,17 +343,27 @@
],
"damage": "{@dice 2d6+10} plus Grab and paralysis",
"types": []
+ },
+ {
+ "range": "Ranged",
+ "name": "water jet",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "attack": 21,
+ "traits": [
+ "range increment <10 feet>"
+ ],
+ "effects": [
+ "{@dice 2d6+10}",
+ "fill lungs"
+ ],
+ "damage": "{@dice 2d6+10} plus fill lungs",
+ "types": []
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Survival} +17 Str +6, Dex +6, Con +3, Int +1, Wis +4, Cha +4."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -402,17 +419,10 @@
},
{
"stage": 4,
- "entry": "drowning and cannot reduce below stage 4 until the water is purged",
- "duration": null
+ "entry": "drowning and cannot reduce below stage 4 until the water is purged {@action Administer First Aid} (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a {@trait magical} effect that removes curses or the {@condition sickened} condition (which stops the creature from drowning and ends the curse). If the creature dies from drowning, it rises as a barnacle ghoul the next midnight."
}
]
},
- {
- "entries": [
- "{@action Administer First Aid} (which stops the creature from drowning and returns the creature to stage 3; stage 2 on a critical success) or a {@trait magical} effect that removes curses or the {@condition sickened} condition (which stops the creature from drowning and ends the curse). If the creature dies from drowning, it rises as a barnacle ghoul the next midnight."
- ],
- "name": ""
- },
{
"activity": {
"number": 1,
@@ -463,14 +473,17 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
},
"hasImages": true
},
{
"name": "Bloody Berleth",
- "isNpc": false,
"source": "AoE3",
"page": 21,
"level": 11,
@@ -482,6 +495,7 @@
"humanoid",
"orc"
],
+ "description": "Male half-orc gang leader",
"perception": {
"std": 24
},
@@ -511,6 +525,9 @@
},
"stealth": {
"std": 17
+ },
+ "gang lore": {
+ "std": 18
}
},
"abilityMods": {
@@ -521,6 +538,16 @@
"wis": 1,
"cha": 3
},
+ "items": [
+ "+1 chain mail",
+ "moderate elixir of life",
+ "heavy crossbow (with 4 spellstrike arrows [type III, blindness; DC 24])",
+ "greater juggernaut mutagen",
+ "ring of lies",
+ "+1 striking shovel (same stats as a scythe, but with the versatile B trait)",
+ "greater smokestick",
+ "moderate tanglefoot bag"
+ ],
"speed": {
"walk": 20
},
@@ -555,30 +582,7 @@
}
],
"abilities": {
- "top": [
- {
- "activity": {
- "number": 1,
- "unit": "varies",
- "entry": "[type III, blindness; DC 24]"
- },
- "entries": [
- "+18, {@skill Intimidation} +22, {@skill Stealth} +17 Str +5, Dex +2, Con +4, Int +1, Wis +1, Cha +3 Items +1 chain mail, moderate elixir of life, heavy crossbow (with 4 spellstrike arrows ), greater juggernaut mutagen, ring of lies, +1 striking shovel (same stats as a scythe, but with the versatile B trait), greater smokestick, moderate tanglefoot bag."
- ],
- "name": "Lore"
- }
- ],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 2d10+11} slashing Ranged heavy crossbow +19 (range increment <120 feet>, reload <2>), Damage {@damage 1d10} piercing."
- ],
- "name": "B), Damage"
- },
{
"activity": {
"number": 1,
@@ -586,7 +590,16 @@
},
"requirements": "Berleth has just used his shovel to {@action Trip} a creature",
"entries": [
- "Berleth brutally brings his shovel down on the {@condition prone} foe, making a shovel {@action Strike}. On a hit, the {@action Strike} deals damage as normal, plus the target must make a DC 30 Fortitude save. Critical Success The creature is unaffected. Success The creature is {@condition stunned|CRB|stunned 1}. Failure The creature is {@condition stunned|CRB|stunned 2}. Critical Failure The creature is {@condition stunned|CRB|stunned 2} and {@condition clumsy|CRB|clumsy 1} for 1 minute."
+ "Berleth brutally brings his shovel down on the {@condition prone} foe, making a shovel {@action Strike}. On a hit, the {@action Strike} deals damage as normal, plus the target must make a DC 30 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature is {@condition stunned|CRB|stunned 1}.",
+ "Failure": "The creature is {@condition stunned|CRB|stunned 2}.",
+ "Critical Failure": "The creature is {@condition stunned|CRB|stunned 2} and {@condition clumsy|CRB|clumsy 1} for 1 minute."
+ }
+ }
],
"name": "Concussive Beatdown"
},
@@ -596,8 +609,7 @@
"unit": "action"
},
"entries": [
- "Berleth plunges his shovel through a creature's neck as though it were peat moss. He makes a shovel {@action Strike} against an adjacent {@condition unconscious} or {@condition immobilized} creature.",
- "On a hit, the creature is {@condition wounded|CRB|wounded 2} (possibly {@condition dying})."
+ "Berleth plunges his shovel through a creature's neck as though it were peat moss. He makes a shovel {@action Strike} against an adjacent {@condition unconscious} or {@condition immobilized} creature. On a hit, the creature is {@condition wounded|CRB|wounded 2} (possibly {@condition dying})."
],
"name": "Decapitate"
},
@@ -609,7 +621,7 @@
"trigger": "Berleth is reduced to 0 HP",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Berleth makes a final shovel {@action Strike} before {@condition dying}."
@@ -635,15 +647,13 @@
},
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
]
}
},
{
"name": "Bregdi",
- "isNpc": false,
"source": "AoE3",
"page": 81,
"level": 9,
@@ -738,7 +748,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Aquatic Ambush",
"generic": {
"tag": "ability"
@@ -802,8 +811,7 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
},
@@ -811,7 +819,6 @@
},
{
"name": "Casino Bouncer",
- "isNpc": false,
"source": "AoE3",
"page": 24,
"level": 8,
@@ -894,21 +901,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16 Str +4, Dex +2, Con +5, Int +0, Wis +2, Cha +1 Items chain shirt, +1 striking sap."
- ],
- "name": "Society"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -917,10 +915,15 @@
],
"bot": [
{
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "requirements": "The casino bouncer has {@ability Grab||Grabbed} a {@trait Medium} or smaller target and is wielding a nonlethal weapon in the other hand",
"entries": [
- "{@action Strike} hits, it deals damage as usual and the casino bouncer moves the target 5 feet (this is forced movement) and {@action Step||Steps} into the space the target had just occupied."
+ "The casino bouncer makes a {@action Strike} against the {@condition grabbed} target with the nonlethal weapon. If the Strike hits, it deals damage as usual and the casino bouncer moves the target 5 feet (this is forced movement) and Steps into the space the target had just occupied."
],
- "name": "the"
+ "name": "Escort from the Premises"
},
{
"activity": {
@@ -957,15 +960,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Diobel Sweeper Tough",
- "isNpc": false,
"source": "AoE3",
"page": 8,
"level": 7,
@@ -1102,15 +1103,13 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
]
}
},
{
"name": "Eberark",
- "isNpc": false,
"source": "AoE3",
"page": 82,
"level": 10,
@@ -1207,9 +1206,7 @@
],
"effects": [
"incendiary spit"
- ],
- "damage": "incendiary spit",
- "types": []
+ ]
}
],
"abilities": {
@@ -1241,7 +1238,7 @@
},
{
"entries": [
- "A creature hit by the eberark's spit becomes coated in a slippery, flammable oil. The creature must succeed at a DC 27 Reflex save or become {@condition clumsy|CRB|clumsy 2} for as long as they are coated in incendiary spit. Creatures affected by incendiary spit that take fire damage catch fire, taking {@damage 3d6} {@condition persistent damage ||persistent fire damage}. Once this {@condition persistent damage ||persistent fire damage} ends, the spit has burned away.",
+ "A creature hit by the eberark's spit becomes coated in a slippery, flammable oil. The creature must succeed at a DC 27 Reflex save or become {@condition clumsy|CRB|clumsy 2} for as long as they are coated in incendiary spit. Creatures affected by incendiary spit that take fire damage catch fire, taking {@damage 3d6} {@condition persistent damage||persistent fire damage}. Once this {@condition persistent damage||persistent fire damage} ends, the spit has burned away.",
"The spit also wears off naturally after one hour or can be washed off with soap, water, and one minute of work."
],
"name": "Incendiary Spit"
@@ -1278,8 +1275,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
},
@@ -1287,7 +1283,6 @@
},
{
"name": "Franca Laurentz",
- "isNpc": false,
"source": "AoE3",
"page": 87,
"level": 13,
@@ -1339,6 +1334,19 @@
"wis": 2,
"cha": 3
},
+ "items": [
+ "blackfinger blight (2 doses; page 78)",
+ "+1 striking crossbow (with 3 shining bolts and 2 explosive bolts)",
+ "crowbar",
+ "greater darkvision elixir",
+ "moderate elixir of life",
+ "grappling hook",
+ "infiltrator thieves' tools",
+ "+1 leather armor",
+ "+1 striking shortsword",
+ "sunrods (3)",
+ "88 gp"
+ ],
"speed": {
"walk": 30
},
@@ -1374,14 +1382,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Thievery} +28 Str +3, Dex +5, Con +3, Int +1, Wis +2, Cha +3 Items blackfinger blight (2 doses; page 78), +1 striking crossbow (with 3 shining bolts and 2 explosive bolts), crowbar, greater darkvision elixir, moderate elixir of life, grappling hook, infiltrator thieves' tools, +1 leather armor, +1 striking shortsword, sunrods (3), 88 gp."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -1402,7 +1402,7 @@
"unit": "action"
},
"entries": [
- "Franca quickly slashes at nearby foes, aiming to maim rather than disable. She makes up to three melee {@action Strike||Strikes}, each against a different creature within reach. These {@action Strike||Strikes} count toward Franca's multiple attack penalty, but the penalty doesn't increase until after all three {@action Strike||Strikes} are made. On a hit, the {@action Strike} deals 3 {@condition persistent damage ||persistent bleed damage} instead of its normal damage. On a critical hit, the creature is {@condition flat-footed} until the beginning of Franca's next turn or until they spend an action to remove the condition, whichever comes first."
+ "Franca quickly slashes at nearby foes, aiming to maim rather than disable. She makes up to three melee {@action Strike||Strikes}, each against a different creature within reach. These {@action Strike||Strikes} count toward Franca's multiple attack penalty, but the penalty doesn't increase until after all three {@action Strike||Strikes} are made. On a hit, the {@action Strike} deals 3 {@condition persistent damage||persistent bleed damage} instead of its normal damage. On a critical hit, the creature is {@condition flat-footed} until the beginning of Franca's next turn or until they spend an action to remove the condition, whichever comes first."
],
"name": "Bloody Rebel"
},
@@ -1413,15 +1413,15 @@
},
"requirements": "Franca's last action was a melee {@action Strike} that dealt sneak attack damage to a {@condition flat-footed} target",
"entries": [
- "Franca deals 6 {@condition persistent damage ||persistent bleed damage} to the target creature, and the target is {@condition slowed|CRB|slowed 1}."
+ "Franca deals 6 {@condition persistent damage||persistent bleed damage} to the target creature, and the target is {@condition slowed|CRB|slowed 1}."
],
"name": "Hamstring"
},
{
"entries": [
- "{@action Strike||Strikes} deal an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
+ "Franca's {@action Strike||Strikes} deal an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack Franca's"
+ "name": "Sneak Attack"
},
{
"activity": {
@@ -1429,7 +1429,7 @@
"unit": "action"
},
"entries": [
- "Franca uncorks and flings a dose of poison at a bleeding foe. She retrieves a poison from her inventory, then splashes it at a creature within 10 feet that is currently taking {@condition persistent damage ||persistent bleed damage}. The creature must succeed at a DC 32 Reflex save or be exposed to the poison."
+ "Franca uncorks and flings a dose of poison at a bleeding foe. She retrieves a poison from her inventory, then splashes it at a creature within 10 feet that is currently taking {@condition persistent damage||persistent bleed damage}. The creature must succeed at a DC 32 Reflex save or be exposed to the poison."
],
"name": "Splash Poison"
}
@@ -1448,19 +1448,20 @@
},
"will": {
"std": 19
- }
+ },
+ "abilities": [
+ "+2 circumstance bonus to saves vs. poison"
+ ]
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Gage Carlyle",
- "isNpc": false,
"source": "AoE3",
"page": 89,
"level": 11,
@@ -1479,7 +1480,8 @@
"common",
"dwarven",
"elven",
- "gnomish"
+ "gnomish",
+ "halfling"
]
},
"skills": {
@@ -1516,6 +1518,13 @@
"wis": 5,
"cha": 5
},
+ "items": [
+ "apartment key",
+ "+2 greater striking dagger",
+ "+2 greater striking hand crossbow with 10 bolts",
+ "+2 leather armor",
+ "vault key"
+ ],
"speed": {
"walk": 25
},
@@ -1552,60 +1561,18 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Arcana} +19, {@skill Deception} +24, {@skill Diplomacy} +22"
- ],
- "name": "Halfling"
- },
- {
- "entries": [
- "+23, {@skill Intimidation} +20, {@skill Occultism} +19"
- ],
- "name": "Games Lore"
- },
- {
- "entries": [
- "+22, {@skill Society} +23, {@skill Thievery} +21 Str +0, Dex +2, Con +1, Int +4, Wis +5, Cha +5 Items apartment key, +2 greater striking dagger, +2 greater striking hand crossbow with 10 bolts, +2 leather armor, vault key."
- ],
- "name": "Performance"
- }
- ],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 3d4+3} piercing Ranged hand crossbow +22 (magical, range <60 feet>, reload <1>), Damage {@damage 3d6} piercing."
- ],
- "name": "S), Damage"
- },
{
"entries": [
- "Gage gets a critical success using the {@action Lie} action, the target's attitude toward him improves by one step, as though he'd succeeded at using {@skill Diplomacy}."
+ "When Gage gets a critical success using the {@action Lie} action, the target's attitude toward him improves by one step, as though he'd succeeded at using {@skill Diplomacy} to {@action Make an Impression}. This works only once per conversation, and if he critically succeeds against multiple targets using the same result, he chooses one creature's attitude to improve. To use this ability, Gage must be lying to impart seemingly important information, inflate his status, or ingratiate himself, which trivial or irrelevant lies can't achieve."
],
- "name": "Charming Liar When"
+ "name": "Charming Liar"
},
{
"entries": [
- "{@action Make an Impression}. This works only once per conversation, and if he critically succeeds against multiple targets using the same result, he chooses one creature's attitude to improve. To use this ability, Gage must be lying to impart seemingly important information, inflate his status, or ingratiate himself, which trivial or irrelevant lies can't achieve."
+ "When Gage meets a group of up to five people, he can immediately attempt a {@skill Diplomacy} check to {@action Make an Impression}, comparing the result to the Will DC of each target. He takes a \u20133 penalty on this check, and it is possible to get different degrees of success for each target. If he fails or critically fails, he can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result."
],
- "name": "to"
- },
- {
- "entries": [
- "Gage meets a group of up to five people, he can immediately attempt a {@skill Diplomacy} check."
- ],
- "name": "Smooth Operator When"
- },
- {
- "entries": [
- "{@action Make an Impression}, comparing the result to the Will DC of each target. He takes a \u20133 penalty on this check, and it is possible to get different degrees of success for each target. If he fails or critically fails, he can engage in 1 minute of conversation and attempt a new check at the end of that time rather than accepting the failure or critical failure result."
- ],
- "name": "to"
+ "name": "Smooth Operator"
}
]
},
@@ -1626,15 +1593,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Iroran Skeleton",
- "isNpc": false,
"source": "AoE3",
"page": 52,
"level": 11,
@@ -1694,7 +1659,6 @@
"unit": "reaction"
},
"trigger": "The Iroran skeleton is critically hit",
- "entries": [],
"name": "Collapse"
},
{
@@ -1782,7 +1746,6 @@
},
{
"name": "Maurrisa Jonne",
- "isNpc": false,
"source": "AoE3",
"page": 91,
"level": 10,
@@ -1793,6 +1756,7 @@
"human",
"humanoid"
],
+ "description": "Female human ex-brawler/gang leader",
"perception": {
"std": 20
},
@@ -1819,6 +1783,9 @@
},
"gang lore": {
"std": 16
+ },
+ "sports lore": {
+ "std": 16
}
},
"abilityMods": {
@@ -1829,6 +1796,10 @@
"wis": 2,
"cha": 2
},
+ "items": [
+ "+1 striking handwraps of mighty blows",
+ "+1 studded leather"
+ ],
"speed": {
"walk": 25
},
@@ -1852,33 +1823,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Lore||Gang Lore} +16, {@skill Intimidation} +18, Sports."
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+16 Str +4, Dex +3, Con +4, Int +0, Wis +2, Cha +2 Items +1 striking handwraps of mighty blows, +1 studded leather."
- ],
- "name": "Lore"
- }
- ],
"mid": [
- {
- "entries": [
- "HP 230."
- ],
- "name": "Shove and Trip"
- },
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1924,19 +1874,21 @@
},
"will": {
"std": 18
- }
+ },
+ "abilities": [
+ "+1 status bonus to saves vs. {@trait incapacitation} effects",
+ "+2 status bonus to saves vs. {@action Shove} and {@action Trip}"
+ ]
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
]
}
},
{
"name": "Ravenile Rager",
- "isNpc": false,
"source": "AoE3",
"page": 84,
"level": 14,
@@ -2029,7 +1981,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2070,7 +2021,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -2097,7 +2047,7 @@
{
"hp": 306,
"abilities": [
- "{@ability regeneration} 20 (deactivated by fire"
+ "{@ability regeneration} 20 (deactivated by fire)"
]
}
],
@@ -2111,7 +2061,6 @@
},
{
"name": "Scathka",
- "isNpc": false,
"source": "AoE3",
"page": 43,
"level": 12,
@@ -2123,6 +2072,7 @@
"human",
"humanoid"
],
+ "description": "Pangender half-elf occultist",
"perception": {
"std": 23
},
@@ -2162,6 +2112,12 @@
"wis": 4,
"cha": 2
},
+ "items": [
+ "+1 striking dagger",
+ "+1 leather armor",
+ "spellbook",
+ "wand of manifold missiles (3rd level)"
+ ],
"speed": {
"walk": 25
},
@@ -2198,12 +2154,28 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 33,
"attack": 25,
"entry": {
+ "0": {
+ "level": 6,
+ "spells": [
+ {
+ "name": "daze"
+ },
+ {
+ "name": "ghost sound"
+ },
+ {
+ "name": "ray of frost"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -2297,24 +2269,7 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Society} +23, {@skill Stealth} +22 Str +1, Dex +4, Con +0, Int +5, Wis +4, Cha +2 Items +1 striking dagger, +1 leather armor, spellbook, wand of manifold missiles (3rd level)"
- ],
- "name": "Occultism"
- }
- ],
"bot": [
- {
- "traits": [
- "6th"
- ],
- "entries": [
- "daze, ghost sound, ray of frost, shield."
- ],
- "name": "Cantrips"
- },
{
"activity": {
"number": 1,
@@ -2322,10 +2277,11 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
+ "requirements": "Scathka hasn't acted yet on their turn",
"entries": [
- "Requirements Scathka hasn't acted yet on their turn; On their turn, Scathka casts one spell they've prepared and already cast this day without spending a spell slot. Scathka must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
+ "On their turn, Scathka casts one spell they've prepared and already cast this day without spending a spell slot. Scathka must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
],
"name": "Drain Wand"
},
@@ -2365,15 +2321,13 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
]
}
},
{
"name": "Shikwashim Mercenary",
- "isNpc": false,
"source": "AoE3",
"page": 52,
"level": 9,
@@ -2484,7 +2438,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2495,7 +2448,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -2560,15 +2512,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Svartalfar Killer",
- "isNpc": false,
"source": "AoE3",
"page": 85,
"level": 8,
@@ -2604,6 +2554,9 @@
"deception": {
"std": 18
},
+ "intimidation": {
+ "std": 18
+ },
"occultism": {
"std": 16
},
@@ -2622,6 +2575,12 @@
"wis": 2,
"cha": 3
},
+ "items": [
+ "crossbow with 20 bolts",
+ "+1 striking elven curve blade",
+ "graveroot (2)",
+ "leather armor"
+ ],
"speed": {
"walk": 25
},
@@ -2655,7 +2614,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 26,
@@ -2707,14 +2665,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Occultism} +16, {@skill Stealth} +18, {@skill Thievery} +14 Str +1, Dex +6, Con +2, Int +4, Wis +2, Cha +3 Items crossbow with 20 bolts, +1 striking elven curve blade, graveroot (2), leather armor."
- ],
- "name": "Intimidate"
- }
- ],
"bot": [
{
"activity": {
@@ -2741,7 +2691,7 @@
"unit": "action"
},
"entries": [
- "The svartalfar killer chooses acid splash, produce flame, ray of enfeeblement, or shocking grasp and makes a melee {@action Strike}. If the svartalfar killer hits, they cast the chosen spell through the weapon at the same target. The spell's attack roll is the same result as the {@action Strike}."
+ "The svartalfar killer chooses {@spell acid splash}, {@spell produce flame}, {@spell ray of enfeeblement}, or {@spell shocking grasp} and makes a melee {@action Strike}. If the svartalfar killer hits, they cast the chosen spell through the weapon at the same target. The spell's attack roll is the same result as the {@action Strike}."
],
"name": "Spell-Imbued Blade"
}
@@ -2764,16 +2714,32 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "cold iron"
}
]
},
"hasImages": true
},
{
- "name": "Tonla And Yvelle",
- "isNpc": false,
+ "name": "Yvelle",
+ "source": "AoE3",
+ "page": 17,
+ "_copy": {
+ "name": "Tonla",
+ "source": "AoE3",
+ "_preserve": {
+ "description": true
+ }
+ }
+ },
+ {
+ "name": "Tonla",
"source": "AoE3",
"page": 17,
"level": 9,
@@ -2784,6 +2750,7 @@
"human",
"humanoid"
],
+ "description": "Female Diobel Sweeper chemist",
"perception": {
"std": 21
},
@@ -2816,6 +2783,14 @@
"wis": 0,
"cha": 1
},
+ "items": [
+ "moderate acid flasks (3)",
+ "moderate alchemist's fires (3)",
+ "alchemist's tools",
+ "formula book",
+ "+1 striking sickle",
+ "+1 studded leather"
+ ],
"speed": {
"walk": 25
},
@@ -2846,7 +2821,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "{@damage 2d6} {@condition persistent damage ||persistent acid} plus 2 acid splash",
+ "damage": "{@damage 2d6} {@condition persistent damage||persistent acid} plus 2 acid splash",
"types": [
"acid",
"persistent"
@@ -2864,7 +2839,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "{@damage 2d8} fire plus 2 {@condition persistent damage ||persistent fire} and 2 fire splash",
+ "damage": "{@damage 2d8} fire plus 2 {@condition persistent damage||persistent fire} and 2 fire splash",
"types": [
"fire",
"persistent"
@@ -2872,14 +2847,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19 Str +2, Dex +4, Con +3, Int +4, Wis +0, Cha +1 Items moderate acid flasks (3), moderate alchemist's fires (3), alchemist's tools, formula book, +1 striking sickle, +1 studded leather."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -2925,15 +2892,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Washboard Dog Tough",
- "isNpc": false,
"source": "AoE3",
"page": 8,
"level": 7,
@@ -3024,7 +2989,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -3077,8 +3041,7 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
]
}
diff --git a/data/bestiary/creatures-aoe4.json b/data/bestiary/creatures-aoe4.json
index 48e9f5f4ca..79d0375c06 100644
--- a/data/bestiary/creatures-aoe4.json
+++ b/data/bestiary/creatures-aoe4.json
@@ -1,8 +1,12 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Amateur Chemist",
- "isNpc": false,
"source": "AoE4",
"page": 12,
"level": 5,
@@ -79,9 +83,7 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -148,15 +150,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Blackfingers Acolyte",
- "isNpc": false,
"source": "AoE4",
"page": 13,
"level": 6,
@@ -250,7 +250,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 24,
@@ -362,15 +361,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Clockwork Assassin",
- "isNpc": false,
"source": "AoE4",
"page": 82,
"level": 13,
@@ -481,7 +478,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -545,8 +541,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"immunities": [
@@ -577,7 +572,6 @@
},
{
"name": "Gloaming Will-o'-wisp",
- "isNpc": false,
"source": "AoE4",
"page": 59,
"level": 13,
@@ -588,6 +582,7 @@
"aberration",
"air"
],
+ "description": "Variant {@creature will-o'-wisp}",
"perception": {
"std": 25
},
@@ -643,14 +638,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+27 Str \u20135, Dex +8, Con +2, Int +2, Wis +6, Cha +4."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -665,7 +652,7 @@
},
{
"entries": [
- "A will-o'-wisp is immune to all spells except faerie fire, glitterdust, magic missile, and maze."
+ "A will-o'-wisp is immune to all spells except {@spell faerie fire}, {@spell glitterdust}, {@spell magic missile}, and {@spell maze}."
],
"name": "Magic Immunity"
}
@@ -679,7 +666,7 @@
"traits": [
"concentrate"
],
- "requirements": "An enemy is under a {@trait fear} effect or {@condition dying} within 15 feet of the willo'- wisp",
+ "requirements": "An enemy is under a {@trait fear} effect or {@condition dying} within 15 feet of the will-o'-wisp",
"entries": [
"The will-o'-wisp feeds on the creature's terror. They regains {@dice 4d8} Hit Points, and if they've Gone Dark, their glow reignites. A will-o'-wisp can take this action only once per round."
],
@@ -719,8 +706,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"immunities": [
@@ -730,7 +716,6 @@
},
{
"name": "Grabble Forden",
- "isNpc": false,
"source": "AoE4",
"page": 45,
"level": 13,
@@ -838,7 +823,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 33,
@@ -966,7 +950,7 @@
"requirements": "Grabble hasn't acted yet on this turn",
"frequency": {
"unit": "day",
- "freq": 7
+ "number": 7
},
"entries": [
"Grabble can cast one prepared spell he has already cast today without spending a spell slot. He must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements. He can do this once per day for each of the spell levels he can cast."
@@ -983,7 +967,7 @@
},
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"If Grabble's next action is to cast a cantrip or a spell that is 6th level or lower and deals acid, cold, electricity, or fire damage, the spell deals poison damage rather than its normal damage type and gains the {@trait poison} trait."
@@ -1009,15 +993,13 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
]
}
},
{
"name": "Japu Thalenger",
- "isNpc": false,
"source": "AoE4",
"page": 14,
"level": 10,
@@ -1112,9 +1094,7 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -1181,15 +1161,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Jonis Flakfatter",
- "isNpc": false,
"source": "AoE4",
"page": 87,
"level": 15,
@@ -1275,7 +1253,7 @@
"effects": [
"crisis of faith"
],
- "damage": "{@damage 2d4+10} piercing plus {@damage 2d8} {@condition persistent damage ||persistent poison} and crisis of faith",
+ "damage": "{@damage 2d4+10} piercing plus {@damage 2d8} {@condition persistent damage||persistent poison} and crisis of faith",
"types": [
"persistent",
"piercing"
@@ -1301,7 +1279,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 37,
@@ -1446,7 +1423,7 @@
"transmutation"
],
"entries": [
- "30 feet. Flakfatter exudes an aura that makes poisons more potent. His melee {@action Strike||Strikes} deal an additional {@damage 2d8} {@condition persistent damage ||persistent poison damage}. Creatures in the aura attempting a flat check to remove {@condition persistent damage ||persistent poison damage} must roll twice and take the lower result. Flakfatter can suppress or resume this aura as a free action."
+ "30 feet. Flakfatter exudes an aura that makes poisons more potent. His melee {@action Strike||Strikes} deal an additional {@damage 2d8} {@condition persistent damage||persistent poison damage}. Creatures in the aura attempting a flat check to remove {@condition persistent damage||persistent poison damage} must roll twice and take the lower result. Flakfatter can suppress or resume this aura as a free action."
],
"name": "Call Toxins"
}
@@ -1492,8 +1469,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"resistances": [
@@ -1506,7 +1482,6 @@
},
{
"name": "Jorogumo",
- "isNpc": false,
"source": "AoE4",
"page": 83,
"level": 13,
@@ -1606,14 +1581,11 @@
],
"effects": [
"Web"
- ],
- "damage": "Web",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 34,
@@ -1679,14 +1651,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Stealth} +23, {@skill Survival} +24 Str +6, Dex +4, Con +5, Int +3, Wis +5, Cha +7."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"activity": {
@@ -1702,12 +1666,6 @@
}
],
"bot": [
- {
- "entries": [
- "Occult Innate Spells DC 34; 7th summon animal (spiders only); 4th outcast's curse (×3), suggestion (×3); 3rd mind reading (at will); 1st charm (at will); Constant (5th) tongues; (2nd) speak with animals (spiders only)"
- ],
- "name": "Trap"
- },
{
"activity": {
"number": 1,
@@ -1744,8 +1702,12 @@
},
{
"stage": 2,
- "entry": "{@damage 3d6} poison damage and {@condition stupefied|CRB|stupefied 2} ",
+ "entry": "{@damage 3d6} poison damage and {@condition stupefied|CRB|stupefied 2}",
"duration": "1 round"
+ },
+ {
+ "stage": 3,
+ "entry": "{@condition paralyzed} for 2d4 hours"
}
]
},
@@ -1768,15 +1730,9 @@
},
{
"entries": [
- "A creature hit by the jorogumo's web attack is {@condition immobilized} and stuck to the nearest surface, preventing the creature from moving. The DC to {@action Escape} or."
+ "A creature hit by the jorogumo's web attack is {@condition immobilized} and stuck to the nearest surface, preventing the creature from moving. The DC to {@action Escape} or {@action Force Open} the web trap is 32."
],
"name": "Web Trap"
- },
- {
- "entries": [
- "Open the web trap is 32."
- ],
- "name": "Force"
}
]
},
@@ -1797,8 +1753,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"weaknesses": [
@@ -1806,13 +1761,18 @@
"amount": 10,
"name": "cold iron"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "poison"
+ }
]
},
"hasImages": true
},
{
"name": "Kalyn Pounch",
- "isNpc": false,
"source": "AoE4",
"page": 14,
"level": 12,
@@ -1905,7 +1865,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 32,
@@ -2023,7 +1982,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2056,8 +2014,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"resistances": [
@@ -2069,8 +2026,17 @@
}
},
{
- "name": "Morgrat And Fillick",
- "isNpc": false,
+ "name": "Fillick",
+ "source": "AoE4",
+ "page": 29,
+ "description": "Female venom mage",
+ "_copy": {
+ "name": "Morgrat",
+ "source": "AoE4"
+ }
+ },
+ {
+ "name": "Morgrat",
"source": "AoE4",
"page": 29,
"level": 9,
@@ -2081,6 +2047,7 @@
"human",
"humanoid"
],
+ "description": "Male venom mage",
"perception": {
"std": 19
},
@@ -2160,7 +2127,6 @@
],
"spellcasting": [
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 28,
@@ -2211,9 +2177,7 @@
},
{
"name": "imp sting",
- "notes": [
- "page 80"
- ]
+ "source": "AoE4"
}
]
},
@@ -2242,9 +2206,7 @@
},
{
"name": "swarming wasp stings",
- "notes": [
- "page 81"
- ]
+ "source": "AoE4"
}
]
},
@@ -2256,16 +2218,13 @@
},
{
"name": "wyvern sting",
- "notes": [
- "page 81"
- ]
+ "source": "AoE4"
}
]
}
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -2325,8 +2284,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"resistances": [
@@ -2339,7 +2297,6 @@
},
{
"name": "Norgorberite Poisoner",
- "isNpc": false,
"source": "AoE4",
"page": 6,
"level": 11,
@@ -2519,15 +2476,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Poison Eater",
- "isNpc": false,
"source": "AoE4",
"page": 23,
"level": 8,
@@ -2626,7 +2581,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2678,8 +2632,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"resistances": [
@@ -2692,7 +2645,6 @@
},
{
"name": "Shatterling",
- "isNpc": false,
"source": "AoE4",
"page": 84,
"level": 14,
@@ -2754,7 +2706,7 @@
"finesse",
"magical"
],
- "damage": "{@damage 3d6+11} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d6+11} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -2789,7 +2741,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2816,7 +2767,7 @@
"bot": [
{
"entries": [
- "If the shatterling attempts an {@skill Intimidation} check to {@action Demoralize} a target within 30 feet of a creature with {@condition persistent damage ||persistent bleed damage}, the shatterling has +4 circumstance bonus to the {@skill Intimidation} check. In addition, the shatterling takes no penalty to the check for not speaking a language the target can hear, and the target isn't temporarily immune to the shatterling's attempts to {@action Demoralize} it unless the shatterling critically fails its {@skill Intimidation} check."
+ "If the shatterling attempts an {@skill Intimidation} check to {@action Demoralize} a target within 30 feet of a creature with {@condition persistent damage||persistent bleed damage}, the shatterling has +4 circumstance bonus to the {@skill Intimidation} check. In addition, the shatterling takes no penalty to the check for not speaking a language the target can hear, and the target isn't temporarily immune to the shatterling's attempts to {@action Demoralize} it unless the shatterling critically fails its {@skill Intimidation} check."
],
"name": "Blood-Fueled Titter"
},
@@ -2871,8 +2822,7 @@
},
"hp": [
{
- "hp": 305,
- "abilities": null
+ "hp": 305
}
],
"immunities": [
@@ -2889,7 +2839,6 @@
},
{
"name": "Sleepless Sun Veteran",
- "isNpc": false,
"source": "AoE4",
"page": 37,
"level": 6,
@@ -3000,7 +2949,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3053,15 +3001,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "The Rabbit Prince",
- "isNpc": false,
"source": "AoE4",
"page": 89,
"level": 17,
@@ -3143,7 +3089,7 @@
"magical",
"versatile "
],
- "damage": "{@damage 3d6+13} piercing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d6+13} piercing plus {@damage 2d10} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -3159,7 +3105,7 @@
"magical",
"thrown <20 feet>"
],
- "damage": "{@damage 3d4+13} piercing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d4+13} piercing plus {@damage 2d10} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -3168,7 +3114,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 38,
@@ -3250,7 +3195,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "The Rabbit Prince fails a skill check or a saving throw",
"entries": [
@@ -3262,7 +3207,7 @@
"bot": [
{
"entries": [
- "Whenever the Rabbit Prince deals piercing damage, he also deals {@damage 2d10} {@condition persistent damage ||persistent bleed damage}."
+ "Whenever the Rabbit Prince deals piercing damage, he also deals {@damage 2d10} {@condition persistent damage||persistent bleed damage}."
],
"name": "Bloody Jab"
},
@@ -3301,8 +3246,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"immunities": [
@@ -3312,7 +3256,6 @@
},
{
"name": "The Stabbing Beast",
- "isNpc": false,
"source": "AoE4",
"page": 85,
"level": 15,
@@ -3397,7 +3340,7 @@
"effects": [
"Improved Grab"
],
- "damage": "{@damage 2d8+10} slashing plus {@damage 2d8} {@condition persistent damage ||persistent bleed} and {@ability Improved Grab}",
+ "damage": "{@damage 2d8+10} slashing plus {@damage 2d8} {@condition persistent damage||persistent bleed} and {@ability Improved Grab}",
"types": [
"persistent",
"slashing"
@@ -3431,7 +3374,7 @@
"magical",
"versatile "
],
- "damage": "{@damage 3d6+10} piercing plus {@damage 2d8} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d6+10} piercing plus {@damage 2d8} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -3455,7 +3398,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -3588,8 +3530,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -3612,7 +3553,6 @@
},
{
"name": "Velberi Jallist",
- "isNpc": false,
"source": "AoE4",
"page": 22,
"level": 14,
@@ -3676,7 +3616,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 34,
@@ -3803,7 +3742,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -3847,15 +3785,13 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
]
}
},
{
"name": "Wynsal Starborn",
- "isNpc": false,
"source": "AoE4",
"page": 91,
"level": 17,
@@ -4024,8 +3960,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"immunities": [
diff --git a/data/bestiary/creatures-aoe5.json b/data/bestiary/creatures-aoe5.json
index 4bc62bb0c2..3056920f8c 100644
--- a/data/bestiary/creatures-aoe5.json
+++ b/data/bestiary/creatures-aoe5.json
@@ -1,8 +1,12 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Black Whale Guard",
- "isNpc": false,
"source": "AoE5",
"page": 35,
"level": 12,
@@ -137,15 +141,13 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
]
}
},
{
"name": "Bloody Barber Goon",
- "isNpc": false,
"source": "AoE5",
"page": 21,
"level": 12,
@@ -156,6 +158,7 @@
"human",
"humanoid"
],
+ "description": "Male human rogue",
"perception": {
"std": 25
},
@@ -240,21 +243,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Thievery} +23 Str +5, Dex +5, Con +5, Int \u20132, Wis +2, Cha +1 Items +1 striking club, daggers (8), +1 leather armor."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -287,9 +281,9 @@
"unit": "action"
},
"entries": [
- "'n' Slice The Bloody Barber goon makes one dagger {@action Strike} and one club {@action Strike}, ignoring the multiple attack penalty until after the second {@action Strike}. Each {@action Strike} deals an additional {@damage 1d8} slashing or piercing damage (for the dagger) or bludgeoning damage (for the club)."
+ "The Bloody Barber goon makes one dagger {@action Strike} and one club {@action Strike}, ignoring the multiple attack penalty until after the second {@action Strike}. Each {@action Strike} deals an additional {@damage 1d8} slashing or piercing damage (for the dagger) or bludgeoning damage (for the club)."
],
- "name": "Thunk"
+ "name": "Thunk 'n' Slice"
}
]
},
@@ -310,15 +304,13 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
]
}
},
{
"name": "Calennia",
- "isNpc": false,
"source": "AoE5",
"page": 32,
"level": 16,
@@ -430,7 +422,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -485,8 +476,7 @@
},
"hp": [
{
- "hp": 290,
- "abilities": null
+ "hp": 290
}
],
"resistances": [
@@ -503,7 +493,6 @@
},
{
"name": "Child Of Venom",
- "isNpc": false,
"source": "AoE5",
"page": 16,
"level": 13,
@@ -645,8 +634,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -659,7 +647,6 @@
},
{
"name": "Clockwork Amalgam",
- "isNpc": false,
"source": "AoE5",
"page": 81,
"level": 20,
@@ -806,7 +793,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The clockwork amalgam becomes a blur of spinning weaponry. It makes up to five melee {@action Strike||Strikes} (one for each active melee attack it has available), taking a \u20134 penalty to the attack roll for each attack, but ignoring the multiple attack penalty until it has made all of its attacks. It can use each melee attack only once and it can target each creature in reach only once. If the clockwork amalgam used Whirring Doom in the previous round, it can use it again this round using only 1 action instead of 3. The amalgam's movement Speed is halved until the end of its next turn."
@@ -832,8 +819,7 @@
},
"hp": [
{
- "hp": 455,
- "abilities": null
+ "hp": 455
}
],
"immunities": [
@@ -865,7 +851,6 @@
},
{
"name": "Clockwork Assassin",
- "isNpc": false,
"source": "AoE5",
"page": 50,
"level": 13,
@@ -976,7 +961,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1045,8 +1029,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"immunities": [
@@ -1069,7 +1052,6 @@
},
{
"name": "Garrote Master Assassin",
- "isNpc": false,
"source": "AoE5",
"page": 14,
"level": 16,
@@ -1080,6 +1062,7 @@
"human",
"humanoid"
],
+ "description": "Female human assassin",
"perception": {
"std": 30
},
@@ -1113,6 +1096,12 @@
"wis": 4,
"cha": 0
},
+ "items": [
+ "+2 striking crossbow with 20 bolts",
+ "+2 striking dagger",
+ "garrote bolts (4; page 77)",
+ "+2 resilient studded leather armor"
+ ],
"speed": {
"walk": 25
},
@@ -1164,14 +1153,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+32, {@skill Thievery} +30 Str +5, Dex +6, Con +3, Int +1, Wis +4, Cha +0 Items +2 striking crossbow with 20 bolts, +2 striking dagger, garrote bolts (4; page 77), +2 resilient studded leather armor."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -1205,7 +1186,7 @@
"unit": "action"
},
"entries": [
- "The master assassin {@action Stride||Strides}, {@action Step||Steps}, or {@action Sneak||Sneaks}, then Interacts to reload her crossbow."
+ "The master assassin {@action Stride||Strides}, {@action Step||Steps}, or {@action Sneak||Sneaks}, then {@action Interact||Interacts} to reload her crossbow."
],
"name": "Running Reload"
},
@@ -1237,8 +1218,9 @@
"death",
"incapacitation"
],
+ "requirements": "The master assassin used Study Target during the previous round and must have a garrote bolt",
"entries": [
- "Requirements The master assassin used Study Target during the previous round and must have a garrote bolt; The master assassin makes a crossbow {@action Strike} against the target she previously studied. If she rolls a success on her attack roll, she gets a critical success instead. The target must attempt a DC 36 Fortitude save.",
+ "The master assassin makes a crossbow {@action Strike} against the target she previously studied. If she rolls a success on her attack roll, she gets a critical success instead. The target must attempt a DC 36 Fortitude save.",
{
"type": "successDegree",
"entries": {
@@ -1269,15 +1251,25 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
- "name": "Graem And Grinlowe",
- "isNpc": false,
+ "name": "Grinlowe",
+ "source": "AoE5",
+ "page": 40,
+ "_copy": {
+ "name": "Graem",
+ "source": "AoE5",
+ "_preserve": {
+ "description": true
+ }
+ }
+ },
+ {
+ "name": "Graem",
"source": "AoE5",
"page": 40,
"level": 16,
@@ -1289,6 +1281,7 @@
"hag",
"humanoid"
],
+ "description": "Variant {@creature sea hag}",
"perception": {
"std": 29
},
@@ -1352,13 +1345,9 @@
"top": [
{
"entries": [
- "+29, {@skill Stealth} +29 Str +9, Dex +6, Con +9, Int +5, Wis +6, Cha +5."
+ "As Myrna Rath."
],
- "name": "Occultism"
- },
- {
- "entries": [],
- "name": "Planar Coven As Myrna Rath."
+ "name": "Planar Coven"
},
{
"entries": [
@@ -1390,9 +1379,9 @@
"extradimensional",
"teleportation"
],
- "requirements": "A creature within 60 feet of Graem or",
+ "requirements": "A creature within 60 feet of Graem or Grinlowe is in contact with the waters of Stormholt",
"entries": [
- "Grinlowe is in contact with the waters of Stormholt; The hag casts maze (DC 37) on the creature, magically pulling the creature beneath the water (regardless of its actual depth) into an extradimensional underwater maze of shipwrecks. Between the two of them, Graem and Grinlowe can have only one creature trapped in the maze, but either hag can use the {@action Sustain a Spell} action to sustain the effect."
+ "The hag casts {@spell maze} (DC 37) on the creature, magically pulling the creature beneath the water (regardless of its actual depth) into an extradimensional underwater maze of shipwrecks. Between the two of them, Graem and Grinlowe can have only one creature trapped in the maze, but either hag can use the {@action Sustain a Spell} action to sustain the effect."
],
"name": "Pull Under"
}
@@ -1411,19 +1400,26 @@
},
"will": {
"std": 28
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 15,
+ "name": "cold iron"
}
]
}
},
{
"name": "Grimwold",
- "isNpc": false,
"source": "AoE5",
"page": 7,
"level": 14,
@@ -1434,6 +1430,7 @@
"human",
"humanoid"
],
+ "description": "Male human Starwatch secret agent",
"perception": {
"std": 27
},
@@ -1455,6 +1452,9 @@
},
"stealth": {
"std": 24
+ },
+ "legal lore": {
+ "std": 24
}
},
"abilityMods": {
@@ -1465,6 +1465,13 @@
"wis": 4,
"cha": 0
},
+ "items": [
+ "+1 resilient chain shirt",
+ "crossbow (with 20 bolts)",
+ "elite disguise kit",
+ "+2 greater striking longsword",
+ "tinted goggles"
+ ],
"speed": {
"walk": 25
},
@@ -1497,14 +1504,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Society} +24, {@skill Stealth} +24 Str +6, Dex +2, Con +2, Int +4, Wis +4, Cha +0 Items +1 resilient chain shirt, crossbow (with 20 bolts), elite disguise kit, +2 greater striking longsword, tinted goggles."
- ],
- "name": "Legal Lore"
- }
- ],
"bot": [
{
"activity": {
@@ -1545,15 +1544,13 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
]
}
},
{
"name": "Ixusoth",
- "isNpc": false,
"source": "AoE5",
"page": 50,
"level": 15,
@@ -1645,7 +1642,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -1713,7 +1709,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -1740,7 +1735,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Up to six of Ixusoth's eyes detach from her body. Each eye has AC 26, HP 1, and a fly speed of 40 feet. Ixusoth can see through all of her eye probes. She can move the probes all in separate directions using a single action. Ixusoth can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die. Ixusoth can deliver touch spells through her eye probes and can make melee spell attacks through them. In addition, she can {@action Steal} Memories through an eye probe using a single action by touching the target with the eye."
@@ -1805,8 +1800,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -1816,7 +1810,6 @@
},
{
"name": "Kapral",
- "isNpc": false,
"source": "AoE5",
"page": 7,
"level": 14,
@@ -1879,7 +1872,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 37,
@@ -1993,7 +1985,7 @@
"trigger": "Kapral is targeted by an attack",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Kapral casts blink on herself."
@@ -2030,15 +2022,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Lord Guirden",
- "isNpc": false,
"source": "AoE5",
"page": 37,
"level": 19,
@@ -2049,6 +2039,7 @@
"human",
"humanoid"
],
+ "description": "Male human prison warden",
"perception": {
"std": 37
},
@@ -2106,21 +2097,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+31, {@skill Lore||Legal Lore} +30 Str +6, Dex +5, Con +5, Int +2, Wis +2, Cha +1 Items +3 greater striking speed handwraps of mighty blows."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2157,15 +2139,9 @@
},
{
"entries": [
- "Guirden makes a fist {@action Strike} and hits, he can choose to apply either the Grab"
- ],
- "name": "Master Brawler Whenever Lord"
- },
- {
- "entries": [
- "Push ability to his attack."
+ "Whenever Lord Guirden makes a fist {@action Strike} and hits, he can choose to apply either the {@ability Grab}, {@ability Knockdown}, or {@ability Push} ability to his attack."
],
- "name": "Knockdown, or"
+ "name": "Master Brawler"
}
]
},
@@ -2186,15 +2162,13 @@
},
"hp": [
{
- "hp": 450,
- "abilities": null
+ "hp": 450
}
]
}
},
{
"name": "Lusca",
- "isNpc": false,
"source": "AoE5",
"page": 83,
"level": 17,
@@ -2286,7 +2260,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -2321,7 +2294,6 @@
],
"mid": [
{
- "entries": [],
"name": "All-Around Vision",
"generic": {
"tag": "ability"
@@ -2406,7 +2378,6 @@
"traits": [
"jaws"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -2447,8 +2418,7 @@
},
"hp": [
{
- "hp": 320,
- "abilities": null
+ "hp": 320
}
],
"immunities": [
@@ -2459,7 +2429,6 @@
},
{
"name": "Minchgorm",
- "isNpc": false,
"source": "AoE5",
"page": 84,
"level": 18,
@@ -2526,7 +2495,7 @@
"magical",
"reach <10 feet>"
],
- "damage": "{@damage 3d10+16} piercing plus",
+ "damage": "{@damage 3d10+16} piercing plus Improved Grab",
"types": [
"piercing"
]
@@ -2534,7 +2503,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -2553,36 +2521,27 @@
"name": "hydraulic torrent"
}
]
+ },
+ "constant": {
+ "5": {
+ "spells": [
+ {
+ "name": "tongues"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
"bot": [
- {
- "entries": [
- "Primal Innate Spells DC 40; 9th hydraulic torrent; 5th control water (×3)"
- ],
- "name": "Improved Grab",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "traits": [
- "5th"
- ],
- "entries": [
- "tongues."
- ],
- "name": "Constant"
- },
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "The minchgorm Grabs a creature in its jaws",
+ "trigger": "The minchgorm {@ability Grab||Grabs} a creature in its jaws",
"entries": [
"The minchgorm uses Swallow Whole."
],
@@ -2599,16 +2558,10 @@
"water"
],
"entries": [
- "Tentacles of water rise up and attempt."
+ "Tentacles of water rise up and attempt to {@action Grapple} all enemies within 15 feet of the minchgorm. The minchgorm attempts an {@skill Athletics} check against the Fortitude DC of each creature in the area. On a success, the creature is {@condition grabbed} ({@action Escape} DC 40). On a critical success, or a success against a creature that is already {@condition grabbed}, the target begins to {@quickref drown||3|drowning and suffocating}."
],
"name": "Riptide"
},
- {
- "entries": [
- "{@action Grapple} all enemies within 15 feet of the minchgorm. The minchgorm attempts an {@skill Athletics} check against the Fortitude DC of each creature in the area. On a success, the creature is {@condition grabbed} ({@action Escape} DC 40). On a critical success, or a success against a creature that is already {@condition grabbed}, the target begins to drown (Pathfinder Core Rulebook 478)."
- ],
- "name": "to"
- },
{
"activity": {
"number": 1,
@@ -2658,8 +2611,7 @@
},
"hp": [
{
- "hp": 440,
- "abilities": null
+ "hp": 440
}
],
"weaknesses": [
@@ -2667,13 +2619,18 @@
"amount": 15,
"name": "cold iron"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "fire"
+ }
]
},
"hasImages": true
},
{
"name": "Miogimo",
- "isNpc": false,
"source": "AoE5",
"page": 89,
"level": 17,
@@ -2683,6 +2640,7 @@
"medium",
"undead"
],
+ "description": "Male zealborn criminal mastermind (page 87)",
"perception": {
"std": 31
},
@@ -2719,6 +2677,9 @@
},
"stealth": {
"std": 31
+ },
+ "underworld lore": {
+ "std": 28
}
},
"abilityMods": {
@@ -2729,6 +2690,12 @@
"wis": 5,
"cha": 8
},
+ "items": [
+ "darts (20)",
+ "+2 greater striking katana",
+ "Miogimo's mask (page 77)",
+ "+2 resilient studded leather"
+ ],
"speed": {
"walk": 30
},
@@ -2769,7 +2736,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 41,
@@ -2819,7 +2785,6 @@
}
},
{
- "name": "Occult Prepared",
"type": "Prepared",
"tradition": "occult",
"DC": 39,
@@ -2844,20 +2809,23 @@
}
}
],
+ "rituals": [
+ {
+ "tradition": "occult",
+ "DC": 39,
+ "rituals": [
+ {
+ "name": "geas"
+ },
+ {
+ "name": "unfettered mark",
+ "source": "AoE5"
+ }
+ ]
+ }
+ ],
"abilities": {
"top": [
- {
- "entries": [
- "+35, {@skill Occultism} +28, {@skill Society} +28, {@skill Stealth} +31"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+28 Str +5, Dex +4, Con +0, Int +3, Wis +5, Cha +8 Items darts (20), +2 greater striking katana, Miogimo's mask (page 77), +2 resilient studded leather."
- ],
- "name": "Underworld Lore"
- },
{
"entries": [
"Each time a creature willingly performs a service, quest, or task for the zealborn, the creature takes a cumulative \u20131 status penalty to saving throws against the zealborn's mental spells and abilities (maximum \u20134)."
@@ -2888,7 +2856,7 @@
},
"trigger": "An effect would cause Miogimo to become {@condition immobilized}, {@condition grabbed}, or {@condition restrained} or would slow his movement",
"entries": [
- "Miogimo casts freedom of movement on himself."
+ "Miogimo casts {@spell freedom of movement} on himself."
],
"name": "Trickster's Ace"
},
@@ -2899,14 +2867,6 @@
],
"name": "Zealous Restoration"
}
- ],
- "bot": [
- {
- "entries": [
- "DC 39; geas, unfettered mark."
- ],
- "name": "Occult Ritual"
- }
]
},
"defenses": {
@@ -2922,7 +2882,10 @@
},
"will": {
"std": 31
- }
+ },
+ "abilities": [
+ "+1 status bonus to Will saves vs. mental effects"
+ ]
},
"hp": [
{
@@ -2933,7 +2896,12 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "negative",
+ "paralyzed",
+ "poison",
+ "unconscious"
],
"resistances": [
{
@@ -2945,7 +2913,6 @@
},
{
"name": "Mother Venom",
- "isNpc": false,
"source": "AoE5",
"page": 19,
"level": 17,
@@ -2955,6 +2922,7 @@
"large",
"aberration"
],
+ "description": "Female naga crime lord",
"perception": {
"std": 33
},
@@ -3044,14 +3012,11 @@
],
"effects": [
"spit"
- ],
- "damage": "spit",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 39,
@@ -3200,20 +3165,37 @@
"abilities": {
"bot": [
{
+ "type": "affliction",
+ "name": "Mother Venom Poison",
"traits": [
"poison"
],
- "entries": [
- "DC 38; Maximum Duration 6 rounds; Stage 1 {@damage 2d6} poison damage and {@condition enfeebled|CRB|enfeebled 1} (1 round); Stage 2 {@damage 3d6} poison damage and {@condition enfeebled|CRB|enfeebled 2} (1 round); Stage 3 {@damage 4d6} poison damage and {@condition enfeebled|CRB|enfeebled 3} (1 round)."
- ],
- "name": "Mother Venom Poison"
+ "DC": 38,
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 2d6} poison damage and {@condition enfeebled|CRB|enfeebled 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 3d6} poison damage and {@condition enfeebled|CRB|enfeebled 2}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 3,
+ "entry": "{@damage 4d6} poison damage and {@condition enfeebled|CRB|enfeebled 3}",
+ "duration": "1 round"
+ }
+ ]
},
{
"entries": [
- "Venom can command her minions and the oozes that cover her dungeon to attack foes.",
+ "Mother Venom can command her minions and the oozes that cover her dungeon to attack foes.",
"As long as she's conscious, she can make melee ooze tendril {@action Strike||Strikes} that originate from any slime-covered terrain in her dungeon, including the dungeon's walls and doors, or from a space occupied by one of her children of venom."
],
- "name": "Ooze Tendril Mother"
+ "name": "Ooze Tendril"
},
{
"entries": [
@@ -3240,15 +3222,13 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
]
}
},
{
"name": "Myrna Rath",
- "isNpc": false,
"source": "AoE5",
"page": 39,
"level": 16,
@@ -3260,6 +3240,7 @@
"hag",
"humanoid"
],
+ "description": "Variant {@creature night hag}",
"perception": {
"std": 30
},
@@ -3349,7 +3330,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 41,
@@ -3412,14 +3392,16 @@
"spells": [
{
"name": "bind soul",
+ "amount": "at will",
"notes": [
- "at will; from heartstone"
+ "from heartstone"
]
},
{
"name": "ethereal jaunt",
+ "amount": "at will",
"notes": [
- "at will; from heartstone"
+ "from heartstone"
]
}
]
@@ -3428,7 +3410,13 @@
"6": {
"spells": [
{
- "name": "detect alignment"
+ "name": "detect alignment",
+ "notes": [
+ "all alignments simultaneously"
+ ]
+ },
+ {
+ "name": "detect magic"
}
]
}
@@ -3438,12 +3426,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+27, {@skill Occultism} +32 Str +8, Dex +7, Con +9, Int +6, Wis +8, Cha +5 Items greater cloak of the bat, heartstone."
- ],
- "name": "Intimidation"
- },
{
"entries": [
"As night hag."
@@ -3453,7 +3435,7 @@
},
{
"entries": [
- "As long as at least one other member of Myrna's coven is on the demiplane of Stormholt, the coven members add chain lightning, lightning bolt, plane shift, and punishing winds to their spells, each of which can be cast at up to 8th level."
+ "As long as at least one other member of Myrna's coven is on the demiplane of Stormholt, the coven members add {@spell chain lightning}, {@spell lightning bolt}, {@spell plane shift}, and {@spell punishing winds} to their spells, each of which can be cast at up to 8th level."
],
"name": "Planar Coven"
}
@@ -3528,12 +3510,15 @@
},
"will": {
"std": 30
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. magic",
+ "\u22122 to all saves if she doesn't have her heartstone"
+ ]
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"immunities": [
@@ -3544,12 +3529,17 @@
"amount": 15,
"name": "cold iron"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "mental"
+ }
]
}
},
{
"name": "Myrucarx",
- "isNpc": false,
"source": "AoE5",
"page": 85,
"level": 18,
@@ -3631,7 +3621,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -3668,8 +3657,9 @@
},
{
"name": "project image",
+ "amount": "at will",
"notes": [
- "at will; see illusory persona"
+ "see illusory persona"
]
}
]
@@ -3688,7 +3678,6 @@
],
"mid": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -3721,7 +3710,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The fanged mouths at the ends of a myrucarx's tendrils twist around obstacles. The myrucarx makes two jaws {@action Strike||Strikes} against the same target, ignoring the target's cover. Both attacks count toward the myrucarx's multiple attack penalty, but the penalty doesn't increase until after both attacks are made. The myrucarx can't Grab as its next action after."
@@ -3729,7 +3718,6 @@
"name": "Twisting Reach"
},
{
- "entries": [],
"name": "Twisting Reach."
}
]
@@ -3751,8 +3739,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"resistances": [
@@ -3766,7 +3753,6 @@
},
{
"name": "Obrousian",
- "isNpc": false,
"source": "AoE5",
"page": 86,
"level": 14,
@@ -3841,7 +3827,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -3866,14 +3851,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Stealth} +26 Str +6, Dex +4, Con +3, Int +0, Wis +4, Cha +7."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"traits": [
@@ -3902,12 +3879,18 @@
"transmutation"
],
"entries": [
- "The obrousian can take on the appearance of any Small or Medium humanoid. This increases their."
+ "The obrousian can take on the appearance of any Small or Medium humanoid. This increases their Speed to 25 feet. It doesn't change their attack and damage modifiers with their {@action Strike||Strikes}, but it might change the damage type their {@action Strike||Strikes} deal (typically to bludgeoning)."
],
"name": "Change Shape",
"generic": {
"tag": "ability"
}
+ },
+ {
+ "name": "Drowning Grasp",
+ "entries": [
+ "When a creature is {@condition grabbed} by the obrousian, its lungs magically fill with water. A creature that can't breathe water is suffocating while it is {@condition grabbed}."
+ ]
}
]
},
@@ -3936,14 +3919,16 @@
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
},
"hasImages": true
},
{
"name": "Reginald Vancaskerkin",
- "isNpc": false,
"source": "AoE5",
"page": 91,
"level": 18,
@@ -3954,6 +3939,7 @@
"aberration",
"humanoid"
],
+ "description": "Male augmented human press mogul",
"perception": {
"std": 33
},
@@ -3961,13 +3947,21 @@
"languages": [
"abyssal",
"aquan",
- "common"
+ "common",
+ "daemonic",
+ "infernal"
]
},
"skills": {
+ "acrobatics": {
+ "std": 32
+ },
"deception": {
"std": 34
},
+ "diplomacy": {
+ "std": 34
+ },
"occultism": {
"std": 31
},
@@ -4025,26 +4019,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "{@skill Lore||Skills Absalom Lore} +31, {@skill Acrobatics} +32, {@skill Deception} +34, {@skill Diplomacy} +34, {@skill Lore||Engineering Lore} +31"
- ],
- "name": "Daemonic, Infernal"
- },
- {
- "entries": [
- "+31, {@skill Religion} +28"
- ],
- "name": "Occultism"
- },
- {
- "entries": [
- "+29 Str +6, Dex +3, Con +0, Int +5, Wis +2, Cha +8."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"entries": [
@@ -4058,16 +4032,10 @@
"occult"
],
"entries": [
- "If a creature with less than 5 Secret Knowledge points reduces Reginald to 0 HP (or dealt the last damage to him before he dies from using {@action Overdrive|G&G} Engine), Reginald's body dissipates into a puddle of ink and releases a black wave of psychic energy. Each creature within 30 feet is bathed in a torrent of forbidden secrets and gains 1 Secret Knowledge point. Reginald's body reforms {@dice 1d6} rounds later in his sanctum at full health at a location of his choosing (typically the Pool of Secrets, area."
+ "If a creature with less than 5 Secret Knowledge points reduces Reginald to 0 HP (or dealt the last damage to him before he dies from using {@action Overdrive|G&G} Engine), Reginald's body dissipates into a puddle of ink and releases a black wave of psychic energy. Each creature within 30 feet is bathed in a torrent of forbidden secrets and gains 1 Secret Knowledge point. Reginald's body reforms {@dice 1d6} rounds later in his sanctum at full health at a location of his choosing (typically the Pool of Secrets, area {@b L11}). This ability activates automatically with no action necessary on Vancaskerkin's behalf."
],
"name": "Secret of Rebirth"
},
- {
- "entries": [
- "This ability activates automatically with no action necessary on Vancaskerkin's behalf."
- ],
- "name": "L11)."
- },
{
"activity": {
"number": 1,
@@ -4077,9 +4045,10 @@
"clockwork",
"poison"
],
- "trigger": "An adjacent creature {@action Strike||Strikes}",
+ "note": "Reginald's body is filled with toxic ink",
+ "trigger": "An adjacent creature {@action Strike||Strikes} Reginald with a melee weapon or unarmed attack and deals damage",
"entries": [
- "Reginald's body is filled with toxic ink; Reginald with a melee weapon or unarmed attack and deals damage; The creature is exposed to Reginald's poison ink."
+ "The creature is exposed to Reginald's poison ink."
],
"name": "Ink Blood"
}
@@ -4109,24 +4078,14 @@
"traits": [
"clockwork"
],
+ "note": "Reginald is equipped with clockwork organs to power his body",
+ "requirements": "Reginald has 175 Hit Points or fewer",
"entries": [
- "Reginald is equipped with clockwork organs to power his body; Requirements Reginald has 175 Hit Points or fewer; Reginald gains 200 temporary."
- ],
- "name": "Overdrive Engine"
- },
- {
- "entries": [
- "Points, a +15-foot status bonus to Speed, and a +2 status bonus to melee attack rolls. His body begins to overheat, spewing steam that deals {@damage 9d6} fire damage at the beginning of his turn to all creatures within 30 feet (DC 40 basic Reflex save)",
+ "Reginald gains 200 temporary Hit Points, a +15-foot status bonus to Speed, and a +2 status bonus to melee attack rolls. His body begins to overheat, spewing steam that deals {@damage 9d6} fire damage at the beginning of his turn to all creatures within 30 feet (DC 40 basic Reflex save)",
"After 2 rounds, Reginald explodes, dealing {@damage 19d6} fire damage to all creatures within 60 feet (DC 40 basic Reflex save)",
- "Reginald dies. For the purposes of his."
- ],
- "name": "Hit"
- },
- {
- "entries": [
- "Rebirth ability, the last creature to damage Reginald counts as killing him."
+ "Reginald dies. For the purposes of his Secret of Rebirth ability, the last creature to damage Reginald counts as killing him."
],
- "name": "Secret of"
+ "name": "Overdrive Engine"
},
{
"type": "affliction",
@@ -4165,6 +4124,20 @@
],
"name": "Quill Cannon"
},
+ {
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "clockwork",
+ "occult"
+ ],
+ "entries": [
+ "Reginald engages his defensive plating, which casts {@spell spell turning} on him (counteract modifier +32)."
+ ],
+ "name": "Reflective Plating"
+ },
{
"entries": [
"With his body composed of ink and gears, Reginald can move through tight spaces as if he were a Tiny creature, treating them as {@quickref difficult terrain||3|terrain}."
@@ -4190,8 +4163,17 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 15,
+ "name": "electricity"
+ },
+ {
+ "amount": 15,
+ "name": "orichalcum"
}
],
"resistances": [
@@ -4204,7 +4186,6 @@
},
{
"name": "Starwatch Commando",
- "isNpc": false,
"source": "AoE5",
"page": 26,
"level": 11,
@@ -4215,6 +4196,7 @@
"human",
"humanoid"
],
+ "description": "Human veteran guard officers",
"perception": {
"std": 24
},
@@ -4238,6 +4220,9 @@
},
"stealth": {
"std": 20
+ },
+ "legal lore": {
+ "std": 20
}
},
"abilityMods": {
@@ -4248,10 +4233,29 @@
"wis": 2,
"cha": 1
},
+ "items": [
+ "+1 chain shirt",
+ "+1 striking crossbow (with 20 bolts)",
+ "infused greater thunderstone (3)",
+ "+1 striking longsword",
+ "tinted goggles"
+ ],
"speed": {
"walk": 25
},
"attacks": [
+ {
+ "range": "Melee",
+ "name": "longsword",
+ "attack": 24,
+ "traits": [
+ "versatile
"
+ ],
+ "damage": "{@damage 2d8+10} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
{
"range": "Ranged",
"name": "crossbow",
@@ -4285,14 +4289,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+20, {@skill Society} +18, {@skill Stealth} +20 Str +4, Dex +3, Con +5, Int +1, Wis +2, Cha +1 Items +1 chain shirt, +1 striking crossbow (with 20 bolts), infused greater thunderstone (3), +1 striking longsword, tinted goggles."
- ],
- "name": "Legal Lore"
- }
- ],
"bot": [
{
"entries": [
@@ -4306,15 +4302,9 @@
"unit": "action"
},
"entries": [
- "The commando designates a single creature as their culprit. The commando gains a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} their culprit and a +2 circumstance bonus to {@skill Survival} checks."
+ "The commando designates a single creature as their culprit. The commando gains a +2 circumstance bonus to {@skill Perception} checks to {@action Seek} their culprit and a +2 circumstance bonus to {@skill Survival} checks to {@action Track} their culprit. The commando's attacks deal an additional {@damage 2d8} precision damage to the culprit. This designation lasts for 24 hours or until the commando targets another creature with this ability."
],
"name": "Target Culprit"
- },
- {
- "entries": [
- "{@action Track} their culprit. The commando's attacks deal an additional {@damage 2d8} precision damage to the culprit. This designation lasts for 24 hours or until the commando targets another creature with this ability."
- ],
- "name": "to"
}
]
},
@@ -4335,15 +4325,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Tiderunner Aquamancer",
- "isNpc": false,
"source": "AoE5",
"page": 41,
"level": 13,
@@ -4355,6 +4343,7 @@
"azarketi",
"humanoid"
],
+ "description": "Azarketi wizards-for-hire",
"perception": {
"std": 27
},
@@ -4427,7 +4416,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 34,
@@ -4544,14 +4532,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Lore||Warfare Lore} +26 Str +0, Dex +5, Con +3, Int +5, Wis +4, Cha +0 Items +2 striking spear."
- ],
- "name": "Medicine"
- }
- ],
"mid": [
{
"entries": [
@@ -4575,19 +4555,24 @@
},
"will": {
"std": 25
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. enchantments",
+ "\u22122 to all saves vs. aboleth effects"
+ ]
},
"hp": [
{
"hp": 190,
- "abilities": null
+ "abilities": [
+ "water shield"
+ ]
}
]
}
},
{
"name": "Twisted Jack",
- "isNpc": false,
"source": "AoE5",
"page": 22,
"level": 17,
@@ -4599,6 +4584,7 @@
"humanoid",
"tiefling"
],
+ "description": "Male human tiefling gangster (Pathfinder Advanced Player's Guide 39)",
"perception": {
"std": 32
},
@@ -4638,6 +4624,11 @@
"wis": 4,
"cha": 5
},
+ "items": [
+ "daggers (16)",
+ "+2 resilient studded leather",
+ "+2 greater striking war razor (Pathfinder Lost Omens Gods & Magic 120)"
+ ],
"speed": {
"walk": 25
},
@@ -4652,7 +4643,7 @@
"deadly <2d8>",
"finesse"
],
- "damage": "{@damage 3d4+11} slashing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d4+11} slashing plus {@damage 2d10} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -4675,14 +4666,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+31, {@skill Thievery} +31 Str +3, Dex +6, Con +5, Int +1, Wis +4, Cha +5 Items daggers (16), +2 resilient studded leather, +2 greater striking war razor (Pathfinder Lost Omens Gods & Magic 120)"
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -4696,9 +4679,9 @@
},
{
"entries": [
- "Jack deals slashing damage, the target takes an additional {@damage 2d10} {@condition persistent damage ||persistent bleed damage}."
+ "Whenever Twisted Jack deals slashing damage, the target takes an additional {@damage 2d10} {@condition persistent damage||persistent bleed damage}."
],
- "name": "Close Cutter Whenever Twisted"
+ "name": "Close Cutter"
},
{
"activity": {
@@ -4706,21 +4689,21 @@
"unit": "action"
},
"entries": [
- "Twisted Jack makes three ranged dagger {@action Strike||Strikes}, each against a separate target; he ignores the multiple attack penalty until after making all three {@action Strike||Strikes}. On a critical hit, the target takes {@damage 2d10} {@condition persistent damage ||persistent bleed damage} and is {@condition blinded} for 1 round."
+ "Twisted Jack makes three ranged dagger {@action Strike||Strikes}, each against a separate target; he ignores the multiple attack penalty until after making all three {@action Strike||Strikes}. On a critical hit, the target takes {@damage 2d10} {@condition persistent damage||persistent bleed damage} and is {@condition blinded} for 1 round."
],
"name": "Fan of Daggers"
},
{
"entries": [
- "Jack's ranged dagger {@action Strike||Strikes} have a range increment of 20 feet instead of 10 feet."
+ "Twisted Jack's ranged dagger {@action Strike||Strikes} have a range increment of 20 feet instead of 10 feet."
],
- "name": "Knife Thrower Twisted"
+ "name": "Knife Thrower"
},
{
"entries": [
- "Jack deals an additional {@damage 3d6} precision damage to {@condition flat-footed} targets."
+ "Twisted Jack deals an additional {@damage 3d6} precision damage to {@condition flat-footed} targets."
],
- "name": "Sneak Attack Twisted"
+ "name": "Sneak Attack"
}
]
},
@@ -4741,15 +4724,13 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
]
}
},
{
"name": "Elemental Vessel, Water",
- "isNpc": false,
"source": "AoE5",
"page": 82,
"level": 16,
@@ -4807,7 +4788,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 38,
@@ -4975,8 +4955,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -4996,7 +4975,6 @@
},
{
"name": "Zeal-damned Ghoul",
- "isNpc": false,
"source": "AoE5",
"page": 9,
"level": 10,
@@ -5007,6 +4985,7 @@
"ghoul",
"undead"
],
+ "description": "Variant ghouls (Pathfinder Bestiary 169, page 87)",
"perception": {
"std": 21
},
@@ -5086,14 +5065,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+22 Str +4, Dex +6, Con +3, Int +0, Wis +3, Cha +2."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -5171,13 +5142,16 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Zealborn",
- "isNpc": false,
"source": "AoE5",
"page": 87,
"level": 12,
@@ -5269,7 +5243,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
diff --git a/data/bestiary/creatures-aoe6.json b/data/bestiary/creatures-aoe6.json
index 1990d363cb..1c523c4e9a 100644
--- a/data/bestiary/creatures-aoe6.json
+++ b/data/bestiary/creatures-aoe6.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Agent Of The Gray Queen",
- "isNpc": false,
"source": "AoE6",
"page": 21,
"level": 19,
@@ -126,7 +125,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 41,
@@ -135,8 +133,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
}
]
@@ -282,8 +281,7 @@
},
"hp": [
{
- "hp": 290,
- "abilities": null
+ "hp": 290
}
],
"immunities": [
@@ -300,7 +298,6 @@
},
{
"name": "Agradaemon",
- "isNpc": false,
"source": "AoE6",
"page": 79,
"level": 19,
@@ -386,7 +383,7 @@
"range increment <100 feet>",
"splash"
],
- "damage": "{@damage 4d8} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire} plus 8 fire splash",
+ "damage": "{@damage 4d8} fire plus {@damage 2d6} {@condition persistent damage||persistent fire} plus 8 fire splash",
"types": [
"fire",
"persistent"
@@ -395,7 +392,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 41,
@@ -404,8 +400,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
}
]
@@ -478,7 +475,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The agradaemon designates a single willing mortal as a pledged fanatic. That creature gains resistance to fire equal to its level, immunity to the agradaemon's choking smog aura, and smoke vision. The agradaemon can have up to 10 pledged fanatics at one time and can remove the status from any number of pledged fanatics as a free action with the {@trait concentrate} trait. The status can also be removed with an atone ritual."
@@ -508,7 +505,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -533,8 +529,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -556,7 +551,6 @@
},
{
"name": "Alchemical Horror",
- "isNpc": false,
"source": "AoE6",
"page": 55,
"level": 21,
@@ -695,8 +689,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -708,7 +701,6 @@
},
{
"name": "Avsheros The Betrayer",
- "isNpc": false,
"source": "AoE6",
"page": 42,
"level": 23,
@@ -801,7 +793,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 47,
@@ -868,9 +859,7 @@
},
{
"name": "prismatic shield",
- "notes": [
- "page 75"
- ]
+ "source": "AoE6"
},
{
"name": "prismatic sphere"
@@ -883,6 +872,21 @@
"name": "weapon of judgment"
}
]
+ },
+ "constant": {
+ "5": {
+ "spells": [
+ {
+ "name": "detect alignment"
+ },
+ {
+ "name": "tongues"
+ },
+ {
+ "name": "true seeing"
+ }
+ ]
+ }
}
}
}
@@ -894,7 +898,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -915,15 +918,6 @@
}
],
"bot": [
- {
- "traits": [
- "5th"
- ],
- "entries": [
- "detect alignment, tongues, true seeing."
- ],
- "name": "Constant"
- },
{
"traits": [
"divine",
@@ -981,7 +975,6 @@
},
{
"name": "Baatamidar",
- "isNpc": false,
"source": "AoE6",
"page": 76,
"level": 21,
@@ -1071,7 +1064,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 44,
@@ -1210,7 +1202,6 @@
},
{
"name": "Blune Bandersworth",
- "isNpc": false,
"source": "AoE6",
"page": 87,
"level": 20,
@@ -1221,6 +1212,7 @@
"gnome",
"humanoid"
],
+ "description": "Male gnome architect, ex-thief, and illusionist",
"perception": {
"std": 36
},
@@ -1234,7 +1226,12 @@
"arcadian",
"common",
"draconic",
- "elven"
+ "elven",
+ "gnomish",
+ "goblin",
+ "halfling",
+ "protean",
+ "sylvan"
]
},
"skills": {
@@ -1244,6 +1241,9 @@
"arcana": {
"std": 37
},
+ "architecture lore": {
+ "std": 35
+ },
"deception": {
"std": 31
},
@@ -1268,6 +1268,13 @@
"wis": 2,
"cha": 3
},
+ "items": [
+ "+3 major striking dancing rapier",
+ "greater ring of maniacal devices (fireball)",
+ "scroll of monstrosity form",
+ "wand of widening (7th-level prismatic spray)",
+ "3,500 gp"
+ ],
"speed": {
"walk": 25
},
@@ -1290,7 +1297,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 42,
@@ -1442,20 +1448,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +36, {@skill Arcana} +37, {@skill Lore||Architecture Lore} +35, {@skill Deception} +31, {@skill Occultism} +33, {@skill Society} +33"
- ],
- "name": "Gnomish, Goblin, Halfling, Protean, Sylvan"
- },
- {
- "entries": [
- "+36, {@skill Thievery} +36 Str +1, Dex +6, Con +3, Int +7, Wis +2, Cha +3 Items +3 major striking dancing rapier, greater ring of maniacal devices (fireball), scroll of monstrosity form, wand of widening (7thlevel {@spell prismatic spray}), 3,500 gp."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -1467,18 +1459,16 @@
"illusion",
"visual"
],
+ "frequency": {
+ "unit": "day",
+ "number": 1
+ },
"entries": [
- "Frequency once per day; Blune calls into existence {@dice 1d4+2} illusory copies of himself, which dance around him and copy his every movement, making it almost impossible to pinpoint the true Blune. Any attack that would hit Blune has a random chance of hitting an illusory copy instead. This effect lasts for up to 1 minute or until all the copies are destroyed or Blune is incapacitated.",
- "Once a copy is hit, it's destroyed. If an attack roll fails to hit Blune's AC but doesn't critically fail, it destroys a copy but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit a copy, the copy is destroyed and the attack roll becomes a success against."
+ "Blune calls into existence {@dice 1d4+2} illusory copies of himself, which dance around him and copy his every movement, making it almost impossible to pinpoint the true Blune. Any attack that would hit Blune has a random chance of hitting an illusory copy instead. This effect lasts for up to 1 minute or until all the copies are destroyed or Blune is incapacitated.",
+ "Once a copy is hit, it's destroyed. If an attack roll fails to hit Blune's AC but doesn't critically fail, it destroys a copy but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit a copy, the copy is destroyed and the attack roll becomes a success against Blune. Once all the copies are destroyed, this ability ends."
],
"name": "Illusory Copies"
},
- {
- "entries": [
- "Once all the copies are destroyed, this ability ends."
- ],
- "name": "Blune."
- },
{
"entries": [
"Blune deals an additional {@damage 4d6} precision damage to {@condition flat-footed} creatures."
@@ -1507,15 +1497,13 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
]
}
},
{
"name": "Blune's Illusory Toady",
- "isNpc": false,
"source": "AoE6",
"page": 13,
"level": 16,
@@ -1526,6 +1514,7 @@
"incorporeal",
"protean"
],
+ "description": "Illusory minions of chaotic quintessence",
"perception": {
"std": 27
},
@@ -1581,12 +1570,19 @@
],
"spellcasting": [
{
- "name": "Innate Arcane",
"type": "Innate",
"tradition": "arcane",
"DC": 36,
"attack": 28,
"entry": {
+ "0": {
+ "level": 5,
+ "spells": [
+ {
+ "name": "guidance"
+ }
+ ]
+ },
"5": {
"spells": [
{
@@ -1618,7 +1614,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1627,30 +1622,19 @@
{
"activity": {
"number": 1,
- "unit": "varies",
- "entry": "[Bestiary 255]"
+ "unit": "varies"
},
"traits": [
"arcane",
"conjuration"
],
"entries": [
- "When an illusory toady is destroyed, it dissolves into a puddle of cerulean quintessence before reforming to quasi-life once more. One round after it is destroyed, the toady starts re-forming.",
- "One round after that, the toady is completely healed and begins to fight once more. If damaged while it is re-forming but before the process is complete, the toady is destroyed but splits into two cerulean puddles that begin re-forming into two identical toadies 1 round later, each with half the maximum HP of the original toady (this is similar to an ochre jelly's Split ability ); the toadies begin re-forming 1 round later. The toadies are permanently destroyed only by disjunction or if Blune falls {@condition unconscious}."
+ "When an illusory toady is destroyed, it dissolves into a puddle of cerulean quintessence before reforming to quasi-life once more. One round after it is destroyed, the toady starts re-forming. One round after that, the toady is completely healed and begins to fight once more. If damaged while it is re-forming but before the process is complete, the toady is destroyed but splits into two cerulean puddles that begin re-forming into two identical toadies 1 round later, each with half the maximum HP of the original toady (this is similar to an ochre jelly's Split ability [Bestiary 255]); the toadies begin re-forming 1 round later. The toadies are permanently destroyed only by disjunction or if Blune falls {@condition unconscious}."
],
"name": "Ferocious Devotion"
}
],
"bot": [
- {
- "traits": [
- "5th"
- ],
- "entries": [
- "guidance."
- ],
- "name": "Cantrips"
- },
{
"activity": {
"number": 3,
@@ -1661,16 +1645,9 @@
"transmutation"
],
"entries": [
- "The toady wills itself to become a conduit for Blune's next spell, empowering the spell. The toady becomes {@condition immobilized} until the beginning of its next turn. If."
+ "The toady wills itself to become a conduit for Blune's next spell, empowering the spell. The toady becomes {@condition immobilized} until the beginning of its next turn. If Blune Bandersworth is within 30 feet and Casts a Spell before the toady's next turn, the spell travels through the toady before redirecting toward its intended target. The spell is heightened by 1 level, to a maximum of 10th level. The toady is then destroyed."
],
"name": "Amplify Spell"
- },
- {
- "entries": [
- "Bandersworth is within 30 feet and Casts a Spell before the toady's next turn, the spell travels through the toady before redirecting toward its intended target.",
- "The spell is heightened by 1 level, to a maximum of 10th level. The toady is then destroyed."
- ],
- "name": "Blune"
}
]
},
@@ -1691,14 +1668,16 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
"death effects",
"disease",
- "paralyzed"
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"weaknesses": [
{
@@ -1709,20 +1688,14 @@
"resistances": [
{
"amount": 10,
- "name": "all"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or lawful;"
+ "name": "all",
+ "note": "except force, {@item ghost touch}, or lawful; double resistance against non-magical"
}
]
}
},
{
"name": "Camarach",
- "isNpc": false,
"source": "AoE6",
"page": 77,
"level": 17,
@@ -1809,7 +1782,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 43,
@@ -1834,8 +1806,9 @@
"spells": [
{
"name": "project image",
+ "amount": "at will",
"notes": [
- "at will; see project false image"
+ "see project false image"
]
}
]
@@ -1854,12 +1827,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+31 Str +10, Dex +5, Con +6, Int +6, Wis +6, Cha +9."
- ],
- "name": "Survival"
- },
{
"traits": [
"divination",
@@ -1906,7 +1873,7 @@
"Critical Success": "The creature is teleported to an open space it chooses within 30 feet of the camarach.",
"Success": "The creature isn't teleported.",
"Failure": "The creature is teleported to a random open space 1 mile from the camarach.",
- "Critical Failure": "The creature is teleported to a random other plane, as plane shift."
+ "Critical Failure": "The creature is teleported to a random other plane, as {@spell plane shift}."
}
}
],
@@ -1919,17 +1886,13 @@
},
"trigger": "The camarach Grabs a creature",
"entries": [
- "The camarach uses Swallow."
+ "The camarach uses Swallow Whole."
],
"name": "Fast Swallow"
},
- {
- "entries": [],
- "name": "Whole."
- },
{
"entries": [
- "When the camarach casts project image, its illusory image can be another creature of its size or a structure of its size that features a large portal (such as a freestanding archway or a large hut with an open doorway)."
+ "When the camarach casts {@spell project image}, its illusory image can be another creature of its size or a structure of its size that features a large portal (such as a freestanding archway or a large hut with an open doorway)."
],
"name": "Project False Image"
},
@@ -1965,8 +1928,7 @@
},
"hp": [
{
- "hp": 320,
- "abilities": null
+ "hp": 320
}
],
"weaknesses": [
@@ -1978,7 +1940,8 @@
"resistances": [
{
"amount": 15,
- "name": "physical"
+ "name": "physical",
+ "note": "except bludgeoning"
}
]
},
@@ -1986,7 +1949,6 @@
},
{
"name": "Chaos Gulgamodh",
- "isNpc": false,
"source": "AoE6",
"page": 45,
"level": 21,
@@ -2120,7 +2082,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 43."
+ "Huge or smaller, foot, DC 43"
],
"name": "Trample",
"generic": {
@@ -2146,8 +2108,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -2168,7 +2129,6 @@
},
{
"name": "Daemonic Infector",
- "isNpc": false,
"source": "AoE6",
"page": 56,
"level": 22,
@@ -2180,6 +2140,7 @@
"human",
"humanoid"
],
+ "description": "Unholy reincarnation of {@creature Jonis Flakfatter|aoe4}",
"perception": {
"std": 40
},
@@ -2195,13 +2156,19 @@
"languages": [
"common",
"daemonic",
- "infernal"
+ "infernal",
+ "osiriani",
+ "undercommon"
]
},
"skills": {
"acrobatics": {
"std": 39
},
+ "crafting": {
+ "std": 39,
+ "when crafting poison": 41
+ },
"deception": {
"std": 40
},
@@ -2259,7 +2226,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 46,
@@ -2407,44 +2373,48 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 46,
"entry": {
"constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "fly"
+ }
+ ]
+ },
"6": {
"spells": [
{
- "name": "true"
+ "name": "true seeing"
}
]
}
}
}
+ },
+ {
+ "name": "Cleric Domain",
+ "type": "Focus",
+ "DC": 46,
+ "fp": 3,
+ "entry": {
+ "10": {
+ "spells": [
+ {
+ "name": "death's call"
+ },
+ {
+ "name": "eradicate undeath"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +39, {@skill Crafting} +39 (+41 when crafting poison)"
- ],
- "name": "Osiriani, Undercommon"
- },
- {
- "entries": [
- "+40, {@skill Diplomacy} +40, {@skill Intimidation} +40, {@skill Lore||Norgorber Lore} +39, {@skill Religion} +42, {@skill Society} +36"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+37, {@skill Thievery} +35 Str +6, Dex +9, Con +10, Int +7, Wis +10, Cha +8."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"entries": [
@@ -2459,7 +2429,7 @@
"poison"
],
"entries": [
- "10 feet. A creature that enters or begins its turn within the aura must attempt a DC 44 Fortitude save. On a failed save, the creature is {@condition sickened|CRB|sickened 1}, and on a critical failure, it's also {@condition clumsy|CRB|clumsy 1} for 1 minute. In addition, creatures within the aura attempting a flat check to remove {@condition persistent damage ||persistent poison damage} must roll twice and take the lower result."
+ "10 feet. A creature that enters or begins its turn within the aura must attempt a DC 44 Fortitude save. On a failed save, the creature is {@condition sickened|CRB|sickened 1}, and on a critical failure, it's also {@condition clumsy|CRB|clumsy 1} for 1 minute. In addition, creatures within the aura attempting a flat check to remove {@condition persistent damage||persistent poison damage} must roll twice and take the lower result."
],
"name": "Toxic Fumes"
}
@@ -2476,16 +2446,10 @@
"poison"
],
"entries": [
- "The."
+ "The Daemonic Infector exhales a 30-foot line of concentrated fumes. Each creature in the area takes {@damage 12d10} poison damage (DC 44 basic Fortitude save; on a critical failure the creature is also {@condition drained|CRB|drained 1}). The Infector can't Breathe Death again for {@dice 1d4} rounds."
],
"name": "Breathe Death"
},
- {
- "entries": [
- "Infector exhales a 30-foot line of concentrated fumes. Each creature in the area takes {@damage 12d10} poison damage (DC 44 basic Fortitude save; on a critical failure the creature is also {@condition drained|CRB|drained 1}). The Infector can't Breathe Death again for {@dice 1d4} rounds."
- ],
- "name": "Daemonic"
- },
{
"activity": {
"number": 2,
@@ -2497,27 +2461,15 @@
"divination"
],
"entries": [
- "The."
+ "The Daemonic Infector targets a creature within 30 feet that's currently subject to a poison affliction. The poison affliction progresses to the next stage."
],
"name": "Infector"
},
{
"entries": [
- "Infector targets a creature within 30 feet that's currently subject to a poison affliction. The poison affliction progresses to the next stage."
- ],
- "name": "Daemonic"
- },
- {
- "entries": [
- "If a reaction would disrupt the."
+ "If a reaction would disrupt the Daemonic Infector's spellcasting action, he attempts a DC {@flatDC 15} flat check. On a success, the action isn't disrupted."
],
"name": "Steady Spellcasting"
- },
- {
- "entries": [
- "Infector's spellcasting action, he attempts a DC {@flatDC 15} flat check. On a success, the action isn't disrupted."
- ],
- "name": "Daemonic"
}
]
},
@@ -2538,8 +2490,7 @@
},
"hp": [
{
- "hp": 475,
- "abilities": null
+ "hp": 475
}
],
"immunities": [
@@ -2561,7 +2512,6 @@
},
{
"name": "Daemonic Rumormonger",
- "isNpc": false,
"source": "AoE6",
"page": 53,
"level": 22,
@@ -2574,6 +2524,7 @@
"human",
"humanoid"
],
+ "description": "Skeletal reincarnation of {@creature Reginald Vancaskerkin|aoe5}",
"perception": {
"std": 41
},
@@ -2609,6 +2560,9 @@
},
"thievery": {
"std": 39
+ },
+ "engineering lore": {
+ "std": 38
}
},
"abilityMods": {
@@ -2667,7 +2621,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 45,
@@ -2716,14 +2669,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+38, {@skill Occultism} +38, {@skill Thievery} +39 Str +6, Dex +9, Con +4, Int +8, Wis +8, Cha +7."
- ],
- "name": "Engineering Lore"
- }
- ],
"mid": [
{
"activity": {
@@ -2731,31 +2676,34 @@
"unit": "reaction"
},
"trigger": "A creature critically fails a {@action Strike} against the Daemonic Rumormonger",
- "entries": [],
- "name": "Opportune Dodge"
- },
- {
"entries": [
- "Rumormonger dodges out of the way and uses his momentum to attack and move out of reach. He {@action Stride||Strides} up to 20 feet and can {@action Strike} at any point during this movement; this {@action Strike} counts toward the multiple attack penalty on his next turn."
+ "The Rumormonger dodges out of the way and uses his momentum to attack and move out of reach. He {@action Stride||Strides} up to 20 feet and can {@action Strike} at any point during this movement; this {@action Strike} counts toward the multiple attack penalty on his next turn."
],
- "name": "The"
+ "name": "Opportune Dodge"
}
],
"bot": [
{
+ "type": "affliction",
+ "name": "Black Ink Delirium",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 38 Fortitude"
- ],
- "name": "Black Ink Delirium"
- },
- {
- "entries": [
- "4 rounds; Stage 1 {@damage 3d6} poison and {@condition clumsy|CRB|clumsy 2} (1 round); Stage 2 {@damage 6d6} poison and {@condition confused} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 38,
+ "savingThrow": "Fortitude",
+ "maxDuration": "4 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 3d6} poison and {@condition clumsy|CRB|clumsy 2}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 6d6} poison and {@condition confused}",
+ "duration": "1 round"
+ }
+ ]
},
{
"activity": {
@@ -2769,16 +2717,10 @@
"poison"
],
"entries": [
- "The."
+ "The Daemonic Rumormonger breathes a torrent of acidic sand and poisoned ink in an 80-foot line, dealing {@damage 6d12} acid damage and {@damage 6d12} poison damage and exposing victims to his black ink delirium. He can't use Breath of Lies again for {@dice 1d4} rounds."
],
"name": "Breath of Lies"
},
- {
- "entries": [
- "Rumormonger breathes a torrent of acidic sand and poisoned ink in an 80-foot line, dealing {@damage 6d12} acid damage and {@damage 6d12} poison damage and exposing victims to his black ink delirium. He can't use Breath of Lies again for {@dice 1d4} rounds."
- ],
- "name": "Daemonic"
- },
{
"activity": {
"number": 2,
@@ -2808,19 +2750,23 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
],
"immunities": [
"poison",
"death effects"
+ ],
+ "weaknesses": [
+ {
+ "amount": 20,
+ "name": "good"
+ }
]
}
},
{
"name": "Daemonic Skinner",
- "isNpc": false,
"source": "AoE6",
"page": 51,
"level": 20,
@@ -2833,6 +2779,7 @@
"human",
"humanoid"
],
+ "description": "Bloody reincarnation of Wrent Dicaspiron",
"perception": {
"std": 36
},
@@ -2878,6 +2825,9 @@
"speed": {
"walk": 30
},
+ "items": [
+ "Large +3 wounding greater striking cleaver (functions as orc neck-splitter without the {@trait orc} trait)"
+ ],
"attacks": [
{
"range": "Melee",
@@ -2891,7 +2841,7 @@
"reach <10 feet>",
"sweep"
],
- "damage": "{@damage 4d8+20} slashing plus {@damage 2d6} evil and {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 4d8+20} slashing plus {@damage 2d6} evil and {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"evil",
"persistent",
@@ -2922,7 +2872,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -2965,14 +2914,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+34, {@skill Stealth} +34, {@skill Thievery} +32 Str +10, Dex +6, Con +9, Int +3, Wis +6, Cha +6 Items Large +3 wounding greater striking cleaver (functions as orc neck-splitter without the {@trait orc} trait)"
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"traits": [
@@ -2981,7 +2922,7 @@
],
"entries": [
"20 feet. Chains of blood bind a bleeding creature to the Daemonic Skinner.",
- "Creatures in range that are taking {@condition persistent damage ||persistent bleed damage} can't move out of the aura."
+ "Creatures in range that are taking {@condition persistent damage||persistent bleed damage} can't move out of the aura."
],
"name": "Bloody Chain Aura"
},
@@ -2992,29 +2933,17 @@
"healing"
],
"entries": [
- "30 feet. Any time a creature in the aura takes {@condition persistent damage ||persistent bleed damage}"
- ],
- "name": "Transfusion Aura"
- },
- {
- "entries": [
- "Skinner regains the same number of Hit Points as the damage dealt."
- ],
- "name": "the Daemonic"
- },
- {
- "entries": [
- "Skinner can have only one aura active at a time.",
+ "30 feet. Any time a creature in the aura takes {@condition persistent damage||persistent bleed damage} the Daemonic Skinner regains the same number of Hit Points as the damage dealt.",
+ "The Skinner can have only one aura active at a time.",
"She can switch her active aura as an {@action Interact} action."
],
- "name": "The"
+ "name": "Transfusion Aura"
},
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3025,7 +2954,7 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature taking {@condition persistent damage ||persistent bleed damage} within 30 feet of the Daemonic Skinner Casts a Spell with a verbal component or speaks",
+ "trigger": "A creature taking {@condition persistent damage||persistent bleed damage} within 30 feet of the Daemonic Skinner {@action Cast a Spell||Casts a Spell} with a verbal component or speaks",
"entries": [
"The Skinner wills the triggering creature's blood to gush from their mouth and constrict their throat. The target's spell is disrupted. The target must succeed at a DC 47 Fortitude save or become {@condition sickened|CRB|sickened 2}."
],
@@ -3035,7 +2964,7 @@
"bot": [
{
"entries": [
- "Any creature taking {@condition persistent damage ||persistent bleed damage} is {@condition flat-footed} against the Daemonic Skinner's attacks. When attacking a {@condition flat-footed} creature, the Skinner deals an additional {@damage 2d6} precision damage."
+ "Any creature taking {@condition persistent damage||persistent bleed damage} is {@condition flat-footed} against the Daemonic Skinner's attacks. When attacking a {@condition flat-footed} creature, the Skinner deals an additional {@damage 2d6} precision damage."
],
"name": "Bloody Sneak Attack"
},
@@ -3069,14 +2998,13 @@
},
"hp": [
{
- "hp": 450,
- "abilities": null
+ "hp": 450
}
],
"immunities": [
- "negative",
"bleeding",
"disease",
+ "negative",
"poison"
],
"weaknesses": [
@@ -3095,7 +3023,6 @@
},
{
"name": "Excorion Paragon",
- "isNpc": false,
"source": "AoE6",
"page": 50,
"level": 18,
@@ -3273,7 +3200,6 @@
},
{
"name": "Ghaele Of Kharnas",
- "isNpc": false,
"source": "AoE6",
"page": 32,
"level": 17,
@@ -3284,6 +3210,7 @@
"azata",
"celestial"
],
+ "description": "Magically enslaved {@creature ghaele azata||ghaele azatas}",
"perception": {
"std": 32
},
@@ -3370,7 +3297,7 @@
"light",
"range <300 feet>"
],
- "damage": "{@damage 2d12} chaotic plus {@damage 1d12} good plus {@dice 2d6+6} other (see Choose",
+ "damage": "{@damage 2d12} chaotic plus {@damage 1d12} good plus {@dice 2d6+6} other (see Choose Weakness)",
"types": [
"chaotic",
"good",
@@ -3380,7 +3307,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -3406,8 +3332,9 @@
},
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; evil only"
+ "evil only"
]
},
{
@@ -3443,8 +3370,9 @@
},
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -3490,10 +3418,17 @@
]
},
"constant": {
+ "5": {
+ "spells": [
+ {
+ "name": "tongues"
+ }
+ ]
+ },
"7": {
"spells": [
{
- "name": "see"
+ "name": "see invisibility"
}
]
}
@@ -3513,14 +3448,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Religion} +28, {@skill Stealth} +24, {@skill Lore||Warfare Lore} +25 Str +8, Dex +5, Con +6, Int +4, Wis +5, Cha +7 Items +3 greatsword."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"activity": {
@@ -3542,12 +3469,6 @@
}
],
"bot": [
- {
- "entries": [
- "Divine Innate Spells DC 38; 8th prismatic wall; 7th chromatic wall, dispel magic, heal, prismatic spray; 6th illusory scene; 5th banishment; 4th heal (×4), invisibility (at will; self only), restoration; 3rd mind reading; 2nd continual flame (at will), dispel magic (at will); 1st charm, detect alignment (at will; evil only), illusory disguise (at will); Cantrips (7th) dancing lights, detect magic, light; Constant (7th) see invisibility; (5th) tongues Divine Rituals DC 38; resurrect."
- ],
- "name": "Weakness)"
- },
{
"activity": {
"number": 1,
@@ -3577,16 +3498,10 @@
"visual"
],
"entries": [
- "When a ghaele fixes their gaze upon a non-good creature, the creature is subjected to the effects of divine decree (DC 38 Will save). If it survives, the creature is temporarily immune to."
+ "When a ghaele fixes their gaze upon a non-good creature, the creature is subjected to the effects of {@spell divine decree} (DC 38 Will save). If it survives, the creature is temporarily immune to Ghaele's Gaze for 1 minute."
],
"name": "Ghaele's Gaze"
},
- {
- "entries": [
- "Gaze for 1 minute."
- ],
- "name": "Ghaele's"
- },
{
"traits": [
"divine",
@@ -3616,8 +3531,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"weaknesses": [
@@ -3629,12 +3543,18 @@
"amount": 15,
"name": "evil"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "energy",
+ "note": "see Choose Weakness"
+ }
]
}
},
{
"name": "Graveknight Of Kharnas",
- "isNpc": false,
"source": "AoE6",
"page": 36,
"level": 17,
@@ -3735,7 +3655,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3806,8 +3725,7 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
],
"resistances": [
@@ -3820,7 +3738,6 @@
},
{
"name": "Hegessik",
- "isNpc": false,
"source": "AoE6",
"page": 80,
"level": 15,
@@ -3848,6 +3765,10 @@
"abyssal",
"celestial",
"protean"
+ ],
+ "abilities": [
+ "telepathy 100 feet",
+ "tongues"
]
},
"skills": {
@@ -3945,7 +3866,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -3954,8 +3874,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -3986,8 +3907,9 @@
},
{
"name": "teleport",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -4037,12 +3959,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+29, {@skill Stealth} +27, {@skill Survival} +27 Str +8, Dex +6, Con +7, Int +4, Wis +6, Cha +6."
- ],
- "name": "Religion"
- },
{
"traits": [
"divination",
@@ -4050,7 +3966,7 @@
"prediction"
],
"entries": [
- "A hegessik can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the hegessik the ability to sense creatures within the listed range. The hegessik's entropy sense doesn't detect creatures under the effects of nondetection or that are otherwise shielded from divinations and predictions."
+ "A hegessik can anticipate the most likely location of a creature through their supernatural insight into the forces of chaotic probabilities and chance. This grants the hegessik the ability to sense creatures within the listed range. The hegessik's entropy sense doesn't detect creatures under the effects of {@spell nondetection} or that are otherwise shielded from divinations and predictions."
],
"name": "Entropy Sense"
}
@@ -4082,6 +3998,7 @@
],
"bot": [
{
+ "name": "Change Shape",
"activity": {
"number": 1,
"unit": "action"
@@ -4093,35 +4010,89 @@
"transmutation"
],
"entries": [
- "The hegessik takes the appearance of any Large or smaller creature. This doesn't change its."
+ "The hegessik takes the appearance of any Large or smaller creature. This doesn't change its Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal."
],
- "name": "Change Shape",
"generic": {
"tag": "ability"
}
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 37
- },
- "savingThrows": {
- "fort": {
- "std": 26
- },
- "ref": {
- "std": 23
},
- "will": {
- "std": 29
- }
- },
- "hp": [
{
- "hp": 250,
- "abilities": [
- "fast healing 10"
+ "name": "Constrict",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "{@damage 2d8+14} bludgeoning, DC 36"
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
+ "name": "Leaching Glare",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "divine",
+ "enchantment"
+ ],
+ "entries": [
+ "The hegessik briefly opens its third eye. Non-protean creatures in a 30-foot cone must succeed at a DC 38 Will save or become {@condition stupefied||stupefied 2} for 1 round ({@condition stupefied||stupefied 3} on a critical failure)."
+ ]
+ },
+ {
+ "name": "Telekinetic Reach",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "divine",
+ "evocation",
+ "force"
+ ],
+ "entries": [
+ "The hegessik manifests psychic versions of its natural attacks and makes a {@action Strike} with each of its jaws, claw, and tail, in any order. These Strikes have a reach of 60 feet. These attacks count toward the hegessik's multiple attack penalty, but the penalty doesn't increase until after it makes all the attacks."
+ ]
+ },
+ {
+ "name": "Warpwave Strike",
+ "traits": [
+ "divine",
+ "transmutation"
+ ],
+ "entries": [
+ "Any creature struck and damaged by a hegessik's jaws {@action Strike} must succeed at a DC 36 Fortitude save or be subject to a warpwave (see sidebar)."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 37
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 26
+ },
+ "ref": {
+ "std": 23
+ },
+ "will": {
+ "std": 29
+ },
+ "abilities": [
+ "+1 status to all saves vs. divine magic"
+ ]
+ },
+ "hp": [
+ {
+ "hp": 250,
+ "abilities": [
+ "fast healing 10"
]
}
],
@@ -4130,13 +4101,22 @@
"amount": 15,
"name": "lawful"
}
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "precision"
+ },
+ {
+ "amount": 20,
+ "name": "protean anatomy"
+ }
]
},
"hasImages": true
},
{
"name": "Hestriviniaas",
- "isNpc": false,
"source": "AoE6",
"page": 15,
"level": 22,
@@ -4147,17 +4127,18 @@
"monitor",
"protean"
],
+ "description": "Agender {@creature keketar} protean high priest",
"perception": {
"std": 40
},
"senses": [
- {
- "name": "darkvision"
- },
{
"type": "imprecise",
"name": "entropy sense",
"range": 60
+ },
+ {
+ "name": "darkvision"
}
],
"languages": {
@@ -4167,7 +4148,8 @@
"protean"
],
"abilities": [
- "telepathy 100 feet"
+ "telepathy 100 feet",
+ "tongues"
]
},
"skills": {
@@ -4265,7 +4247,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 45,
@@ -4275,8 +4256,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -4304,7 +4286,10 @@
},
{
"name": "hallucinatory terrain",
- "amount": 2
+ "amount": 2,
+ "notes": [
+ "see reshape reality"
+ ]
}
]
},
@@ -4312,8 +4297,9 @@
"spells": [
{
"name": "teleport",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -4357,9 +4343,7 @@
},
{
"name": "prismatic shield",
- "notes": [
- "page 75"
- ]
+ "source": "AoE4"
},
{
"name": "prismatic sphere"
@@ -4387,18 +4371,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+42, {@skill Intimidation} +42, {@skill Religion} +42"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+38 Str +11, Dex +8, Con +8, Int +7, Wis +9, Cha +9."
- ],
- "name": "Stealth"
- },
{
"traits": [
"divination",
@@ -4440,7 +4412,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4474,7 +4445,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d12+21} bludgeoning, DC 44."
+ "{@damage 2d12+21} bludgeoning, DC 44"
],
"name": "Constrict",
"generic": {
@@ -4519,7 +4490,10 @@
},
"will": {
"std": 41
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
@@ -4549,7 +4523,6 @@
},
{
"name": "Hundun Chaos Mage",
- "isNpc": false,
"source": "AoE6",
"page": 17,
"level": 18,
@@ -4559,6 +4532,7 @@
"large",
"aberration"
],
+ "description": "Mysterious alien agents of chaos",
"perception": {
"std": 30
},
@@ -4575,7 +4549,10 @@
"languages": [
"abyssal",
"aklo",
- "protean (can't speak any"
+ "protean (can't speak any language)"
+ ],
+ "abilities": [
+ "telepathy 100 feet"
]
},
"skills": {
@@ -4626,7 +4603,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -4636,8 +4612,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -4698,14 +4675,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+34 Str +9, Dex +6, Con +7, Int +4, Wis +6, Cha +8."
- ],
- "name": "Occultism"
- }
- ],
"mid": [
{
"activity": {
@@ -4714,10 +4683,18 @@
},
"trigger": "A creature attempts to target the hundun with a {@trait mental} effect",
"entries": [
- "The triggering creature is subject to the utter chaos of the hundun's mind and must attempt a Will save. Critical Success The creature is unaffected. Success The creature takes {@damage 10d6} mental damage. Failure The creature takes {@damage 10d6} mental damage, is {@condition drained|CRB|drained 1}, and is {@condition stupefied|CRB|stupefied 1} for 1 minute. Critical Failure As failure, but the creature is {@condition drained|CRB|drained 2} and {@condition stupefied|CRB|stupefied 2}."
+ "The triggering creature is subject to the utter chaos of the hundun's mind and must attempt a Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature takes {@damage 10d6} mental damage.",
+ "Failure": "The creature takes {@damage 10d6} mental damage, is {@condition drained|CRB|drained 1}, and is {@condition stupefied|CRB|stupefied 1} for 1 minute.",
+ "Critical Failure": "As failure, but the creature is {@condition drained|CRB|drained 2} and {@condition stupefied|CRB|stupefied 2}."
+ }
+ }
],
- "name": "Entropic Feedback",
- "entries_as_xyz": "Ability not found: 'Entropic Feedback As failure, but the creature is {@condition drained|CRB|drained 2} and {@condition stupefied|CRB|stupefied 2}.' in Hundun Chaos Mage, p.17"
+ "name": "Entropic Feedback"
}
],
"bot": [
@@ -4780,15 +4757,14 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
+ "auditory",
"cold",
"mental",
"poison",
- "auditory",
"visual"
],
"weaknesses": [
@@ -4811,7 +4787,6 @@
},
{
"name": "Il'setsya Wyrmtouched",
- "isNpc": false,
"source": "AoE6",
"page": 89,
"level": 18,
@@ -4822,6 +4797,7 @@
"ganzi",
"humanoid"
],
+ "description": "Female ganzi arcanist",
"perception": {
"std": 25
},
@@ -4841,7 +4817,9 @@
"aklo",
"celestial",
"common",
- "daemonic"
+ "daemonic",
+ "draconic",
+ "protean"
]
},
"skills": {
@@ -4878,6 +4856,15 @@
"wis": 1,
"cha": 7
},
+ "items": [
+ "lavender and green ellipsoid aeon stone",
+ "brooch of shielding",
+ "+2 anarchic greater striking warpglass dagger (page 74)",
+ "dragon-shaped hookah",
+ "ring of spell turning",
+ "rod of wonder",
+ "spellbook"
+ ],
"speed": {
"abilities": [
"freedom of movement"
@@ -4906,7 +4893,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 39,
@@ -5082,7 +5068,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 39,
@@ -5091,7 +5076,7 @@
"4": {
"spells": [
{
- "name": "freedom"
+ "name": "freedom of movement"
}
]
}
@@ -5101,24 +5086,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +28, {@skill Arcana} +34, {@skill Deception} +35"
- ],
- "name": "Draconic, Protean"
- },
- {
- "entries": [
- "+33, {@skill Lore||Maelstrom Lore} +34, {@skill Occultism} +32"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+32, {@skill Stealth} +30 Str +0, Dex +4, Con +2, Int +6, Wis +1, Cha +7."
- ],
- "name": "Society"
- },
{
"traits": [
"divination",
@@ -5126,8 +5093,7 @@
"prediction"
],
"entries": [
- "As hegessik (page 80)",
- "Items lavender and green ellipsoid aeon stone, brooch of shielding, +2 anarchic greater striking warpglass dagger (page 74), dragon-shaped hookah, ring of spell turning, rod of wonder, spellbook."
+ "As hegessik (page 80)."
],
"name": "Entropy Sense"
}
@@ -5155,8 +5121,12 @@
"move",
"teleport"
],
+ "frequency": {
+ "unit": "day",
+ "number": 2
+ },
"entries": [
- "Frequency twice per day; Il'setsya steps through a transient hole in space, instantly teleporting to a space within 60 feet that she can see."
+ "Il'setsya steps through a transient hole in space, instantly teleporting to a space within 60 feet that she can see."
],
"name": "Dimensional Slide"
},
@@ -5226,7 +5196,6 @@
},
{
"name": "Izfiitar",
- "isNpc": false,
"source": "AoE6",
"page": 81,
"level": 20,
@@ -5288,6 +5257,9 @@
},
"stealth": {
"std": 38
+ },
+ "maelstrom lore": {
+ "std": 37
}
},
"abilityMods": {
@@ -5365,7 +5337,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 47,
@@ -5374,8 +5345,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -5399,8 +5371,9 @@
},
{
"name": "hallucinatory terrain",
+ "amount": "at will",
"notes": [
- "at will; see Reshape Reality"
+ "see Reshape Reality"
]
}
]
@@ -5409,8 +5382,9 @@
"spells": [
{
"name": "teleport",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -5471,6 +5445,13 @@
]
},
"constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "freedom of movement"
+ }
+ ]
+ },
"5": {
"spells": [
{
@@ -5484,12 +5465,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+37, {@skill Occultism} +36, {@skill Religion} +38, {@skill Society} +35, {@skill Stealth} +38 Str +9, Dex +10, Con +9, Int +7, Wis +8, Cha +9."
- ],
- "name": "Maelstrom Lore"
- },
{
"traits": [
"divination",
@@ -5509,14 +5484,10 @@
"transmutation"
],
"entries": [
- "The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic. The izfiitar is always {@condition quickened} and can use the extra action only to {@action Cast a Spell}"
+ "The izfiitar continuously tinkers with the myriad possibilities in which it can move or manipulate magic. The izfiitar is always {@condition quickened} and can use the extra action only to {@action Cast a Spell}, {@action Step}, or {@action Stride}."
],
"name": "Kiss of the Speakers"
},
- {
- "entries": [],
- "name": "Step, or Stride."
- },
{
"activity": {
"number": 1,
@@ -5571,7 +5542,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d8+17} bludgeoning, DC 44."
+ "{@damage 2d8+17} bludgeoning, DC 44"
],
"name": "Constrict",
"generic": {
@@ -5625,7 +5596,10 @@
},
"will": {
"std": 38
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
@@ -5647,7 +5621,12 @@
"name": "acid"
},
{
+ "amount": 20,
"name": "precision"
+ },
+ {
+ "amount": 25,
+ "name": "protean anatomy"
}
]
},
@@ -5655,7 +5634,6 @@
},
{
"name": "Living Mural",
- "isNpc": false,
"source": "AoE6",
"page": 31,
"level": 19,
@@ -5665,6 +5643,7 @@
"huge",
"construct"
],
+ "description": "Art come to monstrous life",
"perception": {
"std": 32
},
@@ -5737,14 +5716,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+38 Str +6, Dex +10, Con +5, Int \u20132, Wis +2, Cha +1."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"entries": [
@@ -5805,21 +5776,28 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"immunities": [
"bleed",
"death effects",
"disease",
- "doomed"
+ "doomed",
+ "drained",
+ "fatigued",
+ "healing",
+ "necromancy",
+ "nonlethal",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
]
}
},
{
"name": "Nenchuuj",
- "isNpc": false,
"source": "AoE6",
"page": 85,
"level": 19,
@@ -5924,7 +5902,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 41,
@@ -5962,19 +5939,28 @@
}
]
},
- "constant": {}
+ "constant": {
+ "9": {
+ "spells": [
+ {
+ "name": "air walk"
+ },
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "mask of terror",
+ "notes": [
+ "see tainted backlash"
+ ]
+ }
+ ]
+ }
+ }
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+37, {@skill Occultism} +37, {@skill Stealth} +33 Str +5, Dex +8, Con +6, Int +10, Wis +6, Cha +8."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"entries": [
@@ -5993,7 +5979,7 @@
],
"trigger": "A creature targets the nenchuuj with a spell",
"entries": [
- "The nenchuuj warps the creature's magic, attempting an {@skill Arcana} check to counteract the spell. If successful, the nenchuuj can instead redirect the spell, as spell turning, onto the caster or onto a different target within range from the caster."
+ "The nenchuuj warps the creature's magic, attempting an {@skill Arcana} check to counteract the spell. If successful, the nenchuuj can instead redirect the spell, as {@spell spell turning}, onto the caster or onto a different target within range from the caster."
],
"name": "Distort Magic"
}
@@ -6035,12 +6021,14 @@
},
"will": {
"std": 37
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 355,
- "abilities": null
+ "hp": 355
}
],
"immunities": [
@@ -6058,7 +6046,6 @@
},
{
"name": "Olansa Terimor",
- "isNpc": false,
"source": "AoE6",
"page": 91,
"level": 23,
@@ -6083,7 +6070,9 @@
"abyssal",
"common",
"daemonic",
- "gnomish"
+ "gnomish",
+ "infernal",
+ "osirian"
]
},
"skills": {
@@ -6102,6 +6091,9 @@
"intimidation": {
"std": 40
},
+ "religion": {
+ "std": 39
+ },
"society": {
"std": 41
},
@@ -6120,6 +6112,14 @@
"wis": 8,
"cha": 9
},
+ "items": [
+ "Cane of the Maelstrom",
+ "+3 glamered major resilient chain shirt",
+ "+3 speed wounding major striking dagger",
+ "elixir of rejuvenation",
+ "tears of death",
+ "whisper of the first lie"
+ ],
"speed": {
"abilities": [
"freedom of movement",
@@ -6142,7 +6142,7 @@
"effects": [
"tears of death"
],
- "damage": "{@damage 4d4+22} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed damage} and tears of death",
+ "damage": "{@damage 4d4+22} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed damage} and tears of death",
"types": [
"persistent",
"piercing"
@@ -6167,7 +6167,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 47,
@@ -6239,10 +6238,24 @@
]
},
"constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "freedom of movement"
+ }
+ ]
+ },
+ "5": {
+ "spells": [
+ {
+ "name": "spider climb"
+ }
+ ]
+ },
"6": {
"spells": [
{
- "name": "true"
+ "name": "true seeing"
}
]
}
@@ -6251,27 +6264,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +45, {@skill Athletics} +38, {@skill Deception} +46"
- ],
- "name": "Infernal, Osirian"
- },
- {
- "entries": [
- "+42, {@skill Intimidation} +40, {@skill Religion} +39, {@skill Society} +41, {@skill Stealth} +45, {@skill Thievery} +45 Str +7, Dex +10, Con +8, Int +8, Wis +8, Cha +9 Items Cane of the Maelstrom, +3 glamered major resilient chain shirt, +3 speed wounding major striking dagger, elixir of rejuvenation, tears of death, whisper of the first lie."
- ],
- "name": "Diplomacy"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -6284,7 +6282,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "Olansa successfully uses {@skill Stealth} to {@action Hide} and become {@condition hidden} from all of her current foes, or she uses {@skill Stealth} to {@action Sneak} and become {@condition undetected} to all her current foes",
"entries": [
@@ -6297,9 +6295,9 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature within",
+ "trigger": "A creature within Olansa's melee reach is hit by a melee attack from one of her allies",
"entries": [
- "Olansa's melee reach is hit by a melee attack from one of her allies; Olansa {@action Strike||Strikes} the triggering creature."
+ "Olansa {@action Strike||Strikes} the triggering creature."
],
"name": "Opportune Backstab"
}
@@ -6352,8 +6350,7 @@
},
"hp": [
{
- "hp": 500,
- "abilities": null
+ "hp": 500
}
],
"immunities": [
@@ -6369,7 +6366,6 @@
},
{
"name": "Overdrive Imentesh",
- "isNpc": false,
"source": "AoE6",
"page": 9,
"level": 17,
@@ -6380,6 +6376,7 @@
"monitor",
"protean"
],
+ "description": "Super-enhanced {@creature imentesh|b2}",
"perception": {
"std": 29
},
@@ -6498,7 +6495,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -6507,8 +6503,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -6575,6 +6572,13 @@
]
},
"constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "freedom of movement"
+ }
+ ]
+ },
"5": {
"spells": [
{
@@ -6588,18 +6592,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+30, {@skill Performance} +32, {@skill Stealth} +32"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+28 Str +9, Dex +6, Con +6, Int +9, Wis +5, Cha +6."
- ],
- "name": "Thievery"
- },
{
"traits": [
"divination",
@@ -6650,7 +6642,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d10+16} bludgeoning, DC 38."
+ "{@damage 2d10+16} bludgeoning, DC 38"
],
"name": "Constrict",
"generic": {
@@ -6705,7 +6697,10 @@
},
"will": {
"std": 27
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
@@ -6720,12 +6715,21 @@
"amount": 14,
"name": "lawful"
}
+ ],
+ "resistances": [
+ {
+ "amount": 14,
+ "name": "precision"
+ },
+ {
+ "amount": 19,
+ "name": "protean anatomy"
+ }
]
}
},
{
"name": "Penqual",
- "isNpc": false,
"source": "AoE6",
"page": 84,
"level": 15,
@@ -6751,6 +6755,9 @@
"celestial",
"infernal",
"requian"
+ ],
+ "abilities": [
+ "telepathy 100 feet"
]
},
"skills": {
@@ -6784,10 +6791,8 @@
"speed": {
"walk": 40
},
- "attacks": [],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -6808,7 +6813,10 @@
"8": {
"spells": [
{
- "name": "mask of terror"
+ "name": "mask of terror",
+ "notes": [
+ "see Crush of Hundreds"
+ ]
}
]
}
@@ -6820,19 +6828,7 @@
"top": [
{
"entries": [
- "+27, {@skill Intimidation} +31, {@skill Performance} +27"
- ],
- "name": "Dream Lore"
- },
- {
- "entries": [
- "+27 Str +5, Dex +5, Con +8, Int +6, Wis +6, Cha +8."
- ],
- "name": "Society"
- },
- {
- "entries": [
- "The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as planar binding), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
+ "The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as {@ritual planar binding}), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success."
],
"name": "Easy to Call"
}
@@ -6846,13 +6842,9 @@
}
],
"bot": [
- {
- "entries": [],
- "name": "Crush of Hundreds)"
- },
{
"entries": [
- "A creature {@condition frightened} by the sahkil's mask of terror feels the press of a suffocating crowd. The creature is {@condition slowed|CRB|slowed 1} and takes a \u201310-foot penalty to all Speeds for as long as it is {@condition frightened}."
+ "A creature {@condition frightened} by the sahkil's {@spell mask of terror} feels the press of a suffocating crowd. The creature is {@condition slowed|CRB|slowed 1} and takes a \u201310-foot penalty to all Speeds for as long as it is {@condition frightened}."
],
"name": "Crush of Hundreds"
},
@@ -6876,16 +6868,10 @@
"unit": "action"
},
"entries": [
- "The penqual {@action Stride||Strides} twice, ignoring {@quickref difficult terrain||3|terrain}, and then uses Frantic Grasp. If it moves at least 20 feet away from its starting position"
+ "The penqual {@action Stride||Strides} twice, ignoring {@quickref difficult terrain||3|terrain}, and then uses Frantic Grasp. If it moves at least 20 feet away from its starting position the DC of Frantic Grasp increases by 2."
],
"name": "Mob Rush"
},
- {
- "entries": [
- "Grasp increases by 2."
- ],
- "name": "the DC of Frantic"
- },
{
"activity": {
"number": 1,
@@ -6897,7 +6883,7 @@
"teleportation"
],
"entries": [
- "The sahkil can move itself between the Ethereal Plane and the Material Plane, as ethereal jaunt, except that this ability has an unlimited duration and can be Dismissed."
+ "The sahkil can move itself between the {@place Ethereal Plane} and the {@place Material Plane}, as {@spell ethereal jaunt}, except that this ability has an unlimited duration and can be {@action Dismiss||Dismissed}."
],
"name": "Skip Between"
}
@@ -6916,12 +6902,14 @@
},
"will": {
"std": 27
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 205,
- "abilities": null
+ "hp": 205
}
],
"immunities": [
@@ -6950,7 +6938,6 @@
},
{
"name": "Rhevanna",
- "isNpc": false,
"source": "AoE6",
"page": 83,
"level": 22,
@@ -7014,6 +7001,10 @@
"wis": 8,
"cha": 11
},
+ "items": [
+ "black sapphires (4, worth 2,000 gp each)",
+ "+3 greater striking spiked chain."
+ ],
"speed": {
"walk": 40,
"fly": 80
@@ -7053,7 +7044,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 45,
@@ -7133,21 +7123,23 @@
}
}
],
+ "rituals": [
+ {
+ "DC": 45,
+ "rituals": [
+ {
+ "name": "call spirit"
+ },
+ {
+ "name": "imprisonment"
+ },
+ {
+ "name": "planar binding"
+ }
+ ]
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "+43, Intimidate +37, {@skill Religion} +38"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+36, {@skill Survival} +40 Str +10, Dex +8, Con +6, Int +6, Wis +8, Cha +11 Items black sapphires (4, worth 2,000 gp each), +3 greater striking spiked chain."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -7166,7 +7158,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7182,7 +7173,7 @@
"trigger": "The rhevanna hits a creature with a weapon {@action Strike}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The rhevanna casts an innate {@spell dimensional anchor} spell on the creature."
@@ -7226,12 +7217,12 @@
},
"will": {
"std": 36
- }
+ },
+ "abilities": "+1 status to saves vs. magic"
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -7248,7 +7239,6 @@
},
{
"name": "Slithering Rift",
- "isNpc": false,
"source": "AoE6",
"page": 27,
"level": 18,
@@ -7382,8 +7372,7 @@
},
"hp": [
{
- "hp": 535,
- "abilities": null
+ "hp": 535
}
],
"immunities": [
@@ -7405,7 +7394,6 @@
},
{
"name": "Sordesdaemon",
- "isNpc": false,
"source": "AoE6",
"page": 78,
"level": 15,
@@ -7490,7 +7478,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -7499,8 +7486,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
}
]
@@ -7538,14 +7526,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Survival} +28 Str +8, Dex +3, Con +9, Int +6, Wis +5, Cha +5."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -7592,8 +7572,7 @@
},
{
"stage": 5,
- "entry": "dead.",
- "duration": null
+ "entry": "dead."
}
]
},
@@ -7608,7 +7587,7 @@
"evocation"
],
"entries": [
- "The sordesdaemon exhales a spray of sewage that deals {@damage 8d6} acid damage and {@damage 8d6} poison damage in a 30-foot cone (DC 40 basic Fortitude save)",
+ "The sordesdaemon exhales a spray of sewage that deals {@damage 8d6} acid damage and {@damage 8d6} poison damage in a 30-foot cone (DC 40 basic Fortitude save).",
"It can't use Retch of Foulness again for {@dice 1d4} rounds."
],
"name": "Retch of Foulness"
@@ -7628,12 +7607,14 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -7651,7 +7632,6 @@
},
{
"name": "Ulressia The Blessed",
- "isNpc": false,
"source": "AoE6",
"page": 39,
"level": 19,
@@ -7662,6 +7642,7 @@
"angel",
"celestial"
],
+ "description": "Cursed astral deva bound to Kharnas's service",
"perception": {
"std": 35
},
@@ -7749,12 +7730,19 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 39,
"attack": 33,
"entry": {
+ "0": {
+ "level": 7,
+ "spells": [
+ {
+ "name": "light"
+ }
+ ]
+ },
"2": {
"spells": [
{
@@ -7814,23 +7802,24 @@
},
{
"name": "shattering gem",
- "notes": [
- "Pathfinder Lost Omens Gods & Magic 109"
- ]
+ "source": "LOGM"
}
]
+ },
+ "constant": {
+ "5": {
+ "spells": [
+ {
+ "name": "tongues"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
"top": [
- {
- "entries": [
- "+33 Str +10, Dex +6, Con +7, Int +6, Wis +6, Cha +8 Items +3 greater striking warhammer, +1 vorpal dagger."
- ],
- "name": "Religion"
- },
{
"entries": [
"Ulressia automatically detects crystals or crystalline items within 30 feet."
@@ -7865,7 +7854,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7873,15 +7861,6 @@
}
],
"bot": [
- {
- "traits": [
- "7th"
- ],
- "entries": [
- "light; Constant (5th) tongues."
- ],
- "name": "Cantrips"
- },
{
"activity": {
"number": 1,
@@ -7931,12 +7910,12 @@
},
"will": {
"std": 31
- }
+ },
+ "abilities": "+1 status to all saves vs. magic"
},
"hp": [
{
- "hp": 355,
- "abilities": null
+ "hp": 355
}
],
"weaknesses": [
@@ -7955,7 +7934,6 @@
},
{
"name": "Veksciralenix",
- "isNpc": false,
"source": "AoE6",
"page": 7,
"level": 20,
@@ -7966,6 +7944,7 @@
"dragon",
"time"
],
+ "description": "Ancient female time dragon",
"perception": {
"std": 36
},
@@ -7985,7 +7964,9 @@
"common",
"draconic",
"dwarven",
- "elven"
+ "elven",
+ "infernal",
+ "sylvan"
]
},
"skills": {
@@ -7998,6 +7979,9 @@
"athletics": {
"std": 38
},
+ "deception": {
+ "std": 34
+ },
"diplomacy": {
"std": 36
},
@@ -8079,7 +8063,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 42,
@@ -8124,15 +8107,17 @@
}
}
],
+ "rituals": [
+ {
+ "DC": 42,
+ "rituals": [
+ {
+ "name": "legend lore"
+ }
+ ]
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +33, {@skill Arcana} +35, {@skill Athletics} +38, {@skill Deception} +34, {@skill Diplomacy} +36, {@skill Occultism} +38, {@skill Society} +34 Str +10, Dex +5, Con +7, Int +6, Wis +8, Cha +6."
- ],
- "name": "Infernal, Sylvan"
- }
- ],
"mid": [
{
"traits": [
@@ -8174,7 +8159,7 @@
},
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"trigger": "Veksciralenix or a creature that Veksciralenix can see attempts a check and learns the results",
"entries": [
@@ -8194,18 +8179,39 @@
{
"type": "list",
"items": [
- "{@bold Storm} (arcane, electricity, evocation) The dragon breathes a burst of lightning in a 50-foot cone that deals {@damage 20d6} electricity damage (DC 42 basic Reflex save).",
- "{@bold Time Displacement} (arcane, transmutation) The dragon breathes a time storm. Each creature within a 50-foot cone must attempt a DC 42 Fortitude save."
+ {
+ "type": "ability",
+ "traits": [
+ "arcane",
+ "electricity",
+ "evocation"
+ ],
+ "entries": [
+ "The dragon breathes a burst of lightning in a 50-foot cone that deals {@damage 20d6} electricity damage (DC 42 basic Reflex save)."
+ ],
+ "name": "Storm"
+ },
+ {
+ "type": "ability",
+ "traits": [
+ "arcane",
+ "transmutation"
+ ],
+ "entries": [
+ "The dragon breathes a time storm. Each creature within a 50-foot cone must attempt a DC 42 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature is {@condition stunned|CRB|stunned 1}.",
+ "Failure": "The creature is {@condition stunned|CRB|stunned 4}.",
+ "Critical Failure": "The creature is {@condition stunned|CRB|stunned 6}."
+ }
+ }
+ ],
+ "name": "Time Displacement"
+ }
]
- },
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": "The creature is unaffected.",
- "Success": "The creature is {@condition stunned|CRB|stunned 1}.",
- "Failure": "The creature is {@condition stunned|CRB|stunned 4}.",
- "Critical Failure": "The creature is {@condition stunned|CRB|stunned 6}."
- }
}
],
"name": "Breath Weapon"
@@ -8241,12 +8247,14 @@
},
"will": {
"std": 35
- }
+ },
+ "abilities": [
+ "1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
],
"immunities": [
diff --git a/data/bestiary/creatures-av1.json b/data/bestiary/creatures-av1.json
index 3d690b73c9..441466c910 100644
--- a/data/bestiary/creatures-av1.json
+++ b/data/bestiary/creatures-av1.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Aller Rosk",
- "isNpc": false,
"source": "AV1",
"page": 43,
"level": 5,
@@ -13,6 +12,7 @@
"ghoul",
"undead"
],
+ "description": "Male ghoul tattoo artist (Pathfinder Bestiary 168)",
"perception": {
"std": 15
},
@@ -25,7 +25,8 @@
"languages": [
"aklo",
"common",
- "necril"
+ "necril",
+ "undercommon"
]
},
"skills": {
@@ -35,6 +36,9 @@
"athletics": {
"std": 14
},
+ "crafting": {
+ "std": 13
+ },
"occultism": {
"std": 11
},
@@ -94,8 +98,9 @@
"traits": [
"manipulate"
],
+ "requirements": "Aller is adjacent to a tattooed scrap of flesh or to the corpse of a creature that died within the last hour",
"entries": [
- "Requirements Aller is adjacent to a tattooed scrap of flesh or to the corpse of a creature that died within the last hour; Aller devours a bite of flesh and regains {@dice 4d6} Hit Points.",
+ "Aller devours a bite of flesh and regains {@dice 4d6} Hit Points.",
"If the piece of flesh was tattooed, he is also {@condition quickened|CRB|quickened 1} and can use this extra action to make a jaws {@action Strike}. Aller then can't Consume Flesh for {@dice 1d4} rounds. He has one piece of tattooed flesh on his person."
],
"name": "Consume Tattooed Flesh"
@@ -154,12 +159,18 @@
"negative healing"
]
}
+ ],
+ "immunities": [
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Augrael",
- "isNpc": false,
"source": "AV1",
"page": 35,
"level": 3,
@@ -250,13 +261,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+10, {@skill Stealth} +10 Str +4, Dex +3, Con +1, Int +1, Wis +3, Cha +1."
- ],
- "name": "Occultism"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -376,7 +380,6 @@
},
{
"name": "Bloodsiphon",
- "isNpc": false,
"source": "AV1",
"page": 23,
"level": 4,
@@ -512,7 +515,6 @@
},
{
"name": "Boss Skrawng",
- "isNpc": false,
"source": "AV1",
"page": 11,
"level": 1,
@@ -523,6 +525,7 @@
"fey",
"gremlin"
],
+ "description": "Male mitflit gang boss (Pathfinder Bestiary 192)",
"perception": {
"std": 7
},
@@ -568,6 +571,11 @@
"wis": 2,
"cha": 1
},
+ "items": [
+ "blowgun (10 darts, 2 with spear frog poison)",
+ "mud and bug crown",
+ "trident"
+ ],
"speed": {
"walk": 20,
"climb": 20
@@ -614,7 +622,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -638,8 +645,9 @@
"spells": [
{
"name": "speak with animals",
+ "amount": "at will",
"notes": [
- "at will; arthropods only"
+ "arthropods only"
]
}
]
@@ -649,12 +657,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+5, {@skill Stealth} +7, {@skill Thievery} +7 Str +1, Dex +4, Con +1, Int +0, Wis +2, Cha +1."
- ],
- "name": "Nature"
- },
{
"traits": [
"emotion",
@@ -668,8 +670,7 @@
},
{
"entries": [
- "As mitflit.",
- "Items blowgun (10 darts, 2 with spear frog poison), mud and bug crown, trident."
+ "As mitflit."
],
"name": "Vermin Empathy",
"entries_as_xyz": "Ability not found: 'Vermin Empathy As mitflit.' in Boss Skrawng, p.11"
@@ -677,19 +678,26 @@
],
"bot": [
{
+ "type": "affliction",
+ "name": "Spear Frog Poison",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 15 Fortitude"
- ],
- "name": "Spear Frog Poison"
- },
- {
- "entries": [
- "6 rounds; Stage 1 {@damage 1d4} poison damage (1 round); Stage 2 {@damage 1d6} poison damage and {@condition enfeebled|CRB|enfeebled 1} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 15,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 1d4} poison damage",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 1d6} poison damage and {@condition enfeebled|CRB|enfeebled 1}",
+ "duration": "1 round"
+ }
+ ]
},
{
"traits": [
@@ -721,15 +729,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Canker Cultist",
- "isNpc": false,
"source": "AV1",
"page": 41,
"level": 3,
@@ -740,6 +746,7 @@
"ghoul",
"undead"
],
+ "description": "Ghoul zealot (Pathfinder Bestiary 168)",
"perception": {
"std": 11
},
@@ -823,7 +830,6 @@
],
"spellcasting": [
{
- "name": "Occult Prepared",
"type": "Prepared",
"tradition": "occult",
"DC": 20,
@@ -873,14 +879,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Religion} +8, {@skill Stealth} +9 Str +4, Dex +3, Con +1, Int +1, Wis +3, Cha +3 Items 2 lumps of decayed flesh strung on a necklace."
- ],
- "name": "Occultism"
- }
- ],
"bot": [
{
"activity": {
@@ -927,8 +925,12 @@
},
{
"stage": 5,
- "entry": "as stage 4 ",
+ "entry": "as stage 4",
"duration": "1 day"
+ },
+ {
+ "stage": 6,
+ "entry": "dead, and rises as a ghoul the next midnight"
}
]
},
@@ -981,13 +983,15 @@
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Chandriu Invisar",
- "isNpc": false,
"source": "AV1",
"page": 50,
"level": 6,
@@ -1056,11 +1060,13 @@
"abilities": {
"top": [
{
- "traits": [
- "area c36 and c37"
+ "entries": [
+ "(area C36 and C37)"
],
- "entries": [],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -1073,7 +1079,11 @@
"To put Chandriu to rest permanently, a hero must convince her to stop pining over Volluk with a successful DC 21 {@skill Diplomacy} check.",
"Regardless of the result of this check, Chandriu flies into a rage and attacks, but if the {@skill Diplomacy} check is successful, she is {@condition slowed|CRB|slowed 1} for 10 rounds while she fights. If defeated while she is {@condition slowed}, she is put to rest."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -1124,7 +1134,6 @@
},
{
"name": "Corpselight",
- "isNpc": false,
"source": "AV1",
"page": 82,
"level": 2,
@@ -1306,7 +1315,6 @@
},
{
"name": "Flickerwisp",
- "isNpc": false,
"source": "AV1",
"page": 83,
"level": 2,
@@ -1407,7 +1415,7 @@
"requirements": "A creature within 15 feet of the flickerwisp is {@condition confused}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The flickerwisp feeds on the creature's confusion, even as its flashing body and disjointed gyrations cause existing confusion effects to persist. It regains {@dice 1d4} Hit Points, and if the creature's {@condition confused} condition has a limited duration, it lasts 1 additional round."
@@ -1449,8 +1457,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
],
"immunities": [
@@ -1461,7 +1468,6 @@
},
{
"name": "Jarelle Kaldrian",
- "isNpc": false,
"source": "AV1",
"page": 40,
"level": 5,
@@ -1528,11 +1534,13 @@
"abilities": {
"top": [
{
- "traits": [
- "area c13"
+ "entries": [
+ "(area C13)"
],
- "entries": [],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -1544,7 +1552,11 @@
"entries": [
"Removing this room's tables and tools allows Jarelle to move on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -1563,7 +1575,10 @@
"entries": [
"Jarelle attempts to possess an adjacent corporeal creature. This has the same effect as the {@spell possession} spell (with a spell DC of 22), except since Jarelle doesn't have a physical body, she is unaffected by that restriction of the spell."
],
- "name": "Malevolent Possession"
+ "name": "Malevolent Possession",
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -1613,7 +1628,6 @@
},
{
"name": "Jaul Mezmin",
- "isNpc": false,
"source": "AV1",
"page": 59,
"level": 6,
@@ -1715,7 +1729,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 24,
@@ -1832,8 +1845,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"weaknesses": [
@@ -1846,7 +1858,6 @@
},
{
"name": "Jaul's Wolf",
- "isNpc": false,
"source": "AV1",
"page": 60,
"level": 4,
@@ -1908,7 +1919,6 @@
"abilities": {
"bot": [
{
- "entries": [],
"name": "Knockdown",
"generic": {
"tag": "ability"
@@ -1939,15 +1949,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Morlock Cultist",
- "isNpc": false,
"source": "AV1",
"page": 85,
"level": 4,
@@ -1981,7 +1989,8 @@
"Climbing": 13
},
"crafting": {
- "std": 11
+ "std": 11,
+ "note": "Repair only"
},
"occultism": {
"std": 13
@@ -2042,12 +2051,27 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
"attack": 13,
"entry": {
+ "0": {
+ "spells": [
+ {
+ "name": "daze"
+ },
+ {
+ "name": "ghost sound"
+ },
+ {
+ "name": "shield"
+ },
+ {
+ "name": "telekinetic projectile"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -2080,13 +2104,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+11 ({@action Repair} only), {@skill Occultism} +13, {@skill Stealth} +11 Str +3, Dex +3, Con +1, Int +5, Wis +3, Cha +0 Items club."
- ],
- "name": "Crafting"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2129,19 +2146,20 @@
},
"will": {
"std": 11
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. disease and poison"
+ ]
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
}
},
{
"name": "Morlock Engineer",
- "isNpc": false,
"source": "AV1",
"page": 84,
"level": 3,
@@ -2239,7 +2257,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2309,8 +2326,7 @@
},
"hp": [
{
- "hp": 46,
- "abilities": null
+ "hp": 46
}
]
},
@@ -2318,7 +2334,6 @@
},
{
"name": "Morlock Scavenger",
- "isNpc": false,
"source": "AV1",
"page": 84,
"level": 1,
@@ -2413,7 +2428,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2465,8 +2479,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -2474,7 +2487,6 @@
},
{
"name": "Nhakazarin",
- "isNpc": false,
"source": "AV1",
"page": 48,
"level": 5,
@@ -2485,6 +2497,7 @@
"ghoul",
"undead"
],
+ "description": "Female ghoul cult leader (Pathfinder Bestiary 168)",
"perception": {
"std": 10
},
@@ -2581,7 +2594,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 22,
@@ -2653,24 +2665,25 @@
]
}
}
+ },
+ {
+ "name": "Domain",
+ "type": "Focus",
+ "DC": 22,
+ "fp": 1,
+ "entry": {
+ "3": {
+ "spells": [
+ {
+ "name": "touch of undeath"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+11, {@skill Religion} +10, {@skill Stealth} +11 Str +4, Dex +2, Con +4, Int +2, Wis \u20131, Cha +5 Items staff of necromancy."
- ],
- "name": "Occultism"
- }
- ],
"bot": [
- {
- "entries": [
- "1 Focus Point, DC 22; 3rd touch of undeath (Core Rulebook 398)"
- ],
- "name": "Domain Spells"
- },
{
"activity": {
"number": 1,
@@ -2693,8 +2706,9 @@
"traits": [
"manipulate"
],
+ "requirements": "Nhakazarin is adjacent to the rotting statue of Belcorra in area {@b C34}",
"entries": [
- "Requirements Nhakazarin is adjacent to the rotting statue of Belcorra in area C34; Nhakazarin devours a chunk of flesh from the statue and regains {@dice 3d6} Hit Points and is {@condition quickened|CRB|quickened 1} for 1 round. She can use this extra action only to make a jaws {@action Strike} or {@action Cast a Spell}. She can feed from the statue only once each day."
+ "Nhakazarin devours a chunk of flesh from the statue and regains {@dice 3d6} Hit Points and is {@condition quickened|CRB|quickened 1} for 1 round. She can use this extra action only to make a jaws {@action Strike} or {@action Cast a Spell}. She can feed from the statue only once each day."
],
"name": "Consume Masterpiece"
},
@@ -2755,13 +2769,15 @@
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Otari Ilvashti",
- "isNpc": false,
"source": "AV1",
"page": 89,
"level": 9,
@@ -2796,6 +2812,9 @@
"society": {
"std": 18
},
+ "stealth": {
+ "std": 20
+ },
"thievery": {
"std": 20
}
@@ -2831,16 +2850,12 @@
"top": [
{
"entries": [
- "+4."
+ "(area D18)"
],
- "name": "Cha"
- },
- {
- "traits": [
- "area d18"
- ],
- "entries": [],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -2848,7 +2863,11 @@
"entries": [
"Securing the four icons of the Roseguard and placing them on the altar in area D13 allows Otari to move on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -2933,12 +2952,26 @@
"rejuvenation"
]
}
+ ],
+ "immunities": [
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
+ }
]
}
},
{
"name": "Scalathrax",
- "isNpc": false,
"source": "AV1",
"page": 86,
"level": 4,
@@ -3080,8 +3113,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"weaknesses": [
@@ -3101,7 +3133,6 @@
},
{
"name": "Voidglutton",
- "isNpc": false,
"source": "AV1",
"page": 87,
"level": 8,
@@ -3181,14 +3212,11 @@
],
"effects": [
"ectoplasmic web trap"
- ],
- "damage": "ectoplasmic web trap",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -3279,7 +3307,7 @@
"requirements": "An enemy is affected by a {@trait fear} effect or has the {@condition frightened} or {@condition dying} condition, and is within 25 feet of the voidglutton",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The voidglutton feeds on the creature's terror. It regains {@dice 3d4} Hit Points and its Glow reignites if it had been extinguished. It cannot use Consume Light again for {@dice 1d4} rounds, as it is too glutted on fear to suppress its Glow."
@@ -3305,8 +3333,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -3317,7 +3344,6 @@
},
{
"name": "Volluk Azrinae",
- "isNpc": false,
"source": "AV1",
"page": 54,
"level": 7,
@@ -3398,7 +3424,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 25,
@@ -3455,7 +3480,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -3567,7 +3591,7 @@
},
{
"amount": 7,
- "name": "{@trait splash} damage"
+ "name": "splash damage"
}
],
"resistances": [
@@ -3580,7 +3604,6 @@
},
{
"name": "Wrin Sivinxi",
- "isNpc": false,
"source": "AV1",
"page": 90,
"level": 5,
@@ -3592,6 +3615,7 @@
"humanoid",
"tiefling"
],
+ "description": "Female tiefling elf oddities merchant (Pathfinder Bestiary 262)",
"perception": {
"std": 12
},
@@ -3632,6 +3656,9 @@
},
"astrology lore": {
"std": 12
+ },
+ "spirit lore": {
+ "std": 16
}
},
"abilityMods": {
@@ -3642,6 +3669,12 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "harrow fortune-telling deck",
+ "silver religious symbol",
+ "+1 starknife",
+ "violin"
+ ],
"speed": {
"walk": 25
},
@@ -3695,7 +3728,6 @@
],
"spellcasting": [
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 22,
@@ -3770,22 +3802,25 @@
]
}
}
+ },
+ {
+ "name": "Bloodline",
+ "type": "Focus",
+ "DC": 22,
+ "fp": 1,
+ "entry": {
+ "3": {
+ "spells": [
+ {
+ "name": "faerie dust"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
"top": [
- {
- "entries": [
- "+12, {@skill Performance} +10, {@skill Religion} +13, Spirit."
- ],
- "name": "Occultism"
- },
- {
- "entries": [
- "+16 Str +0, Dex +3, Con +0, Int +2, Wis +3, Cha +4."
- ],
- "name": "Lore"
- },
{
"entries": [
"Wrin becomes overwhelmed when she's underground, or when she's in an indoor space that's smaller than 10 feet in diameter. At these times, she is {@condition sickened|CRB|sickened 2} and cannot reduce her {@condition sickened} condition until she's outside of the enclosed area."
@@ -3794,8 +3829,7 @@
},
{
"entries": [
- "Wrin can see creatures with the {@trait spirit} trait within 30 feet, regardless of whether they are visible to the naked eye. This ability sometimes allows Wrin to notice other supernatural auras, such as the buildup of spiritual energy atop Gauntlight.",
- "Items harrow fortune-telling deck, silver religious symbol, +1 starknife, violin."
+ "Wrin can see creatures with the {@trait spirit} trait within 30 feet, regardless of whether they are visible to the naked eye. This ability sometimes allows Wrin to notice other supernatural auras, such as the buildup of spiritual energy atop {@i Gauntlight}."
],
"name": "Spirit Sight"
}
@@ -3803,15 +3837,9 @@
"bot": [
{
"entries": [
- "1 Focus Point, DC 22; 3rd faerie dust (Core Rulebook 404)"
+ "When Wrin casts charm, enthrall, faerie dust, ghost sound, or hideous laughter, fey glamours dance around Wrin or one target of the spell, causing them to be {@condition concealed} for 1 round. Such obvious concealment can't be used to {@action Hide}."
],
- "name": "Bloodline Spells"
- },
- {
- "entries": [
- "Wrin casts charm, enthrall, faerie dust, ghost sound, or hideous laughter, fey glamours dance around Wrin or one target of the spell, causing them to be {@condition concealed} for 1 round. Such obvious concealment can't be used to {@action Hide}."
- ],
- "name": "Blood Magic When"
+ "name": "Blood Magic"
},
{
"traits": [
@@ -3822,27 +3850,21 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "Wrin attempts to read the future in the stars by spending an hour studying the night sky\u2014she can't use this ability during the day, on an overcast night, or when she can't otherwise study the stars. Although Wrin usually performs this reading for an individual person or to answer a pressing question she has, for the purposes of this campaign she reads the stars for the party as a whole. She attempts an."
- ],
- "name": "Read the Stars"
- },
- {
- "entries": [
- "{@skill Lore} check, using the DC appropriate for the heroes' current level (see Table 10\u20135: DCs by Level, Core Rulebook 503).",
+ "Wrin attempts to read the future in the stars by spending an hour studying the night sky\u2014she can't use this ability during the day, on an overcast night, or when she can't otherwise study the stars. Although Wrin usually performs this reading for an individual person or to answer a pressing question she has, for the purposes of this campaign she reads the stars for the party as a whole. She attempts an {@skill Astrology Lore} check, using the DC appropriate for the heroes' current level (see {@table dcs by level|crb|Table 10\u20135: DCs by Level}).",
{
"type": "successDegree",
"entries": {
- "Critical Success": "The results of Wrin's astrological readings have the effects of read omens, and the heroes gain a +1 circumstance bonus to saving throws for 24 hours.",
- "Success": "The results of Wrin's astrological readings have the effects of augury, but can predict results up to 24 hours into the future.",
+ "Critical Success": "The results of Wrin's astrological readings have the effects of {@spell read omens}, and the heroes gain a +1 circumstance bonus to saving throws for 24 hours.",
+ "Success": "The results of Wrin's astrological readings have the effects of {@spell augury}, but can predict results up to 24 hours into the future.",
"Failure": "No reading.",
"Critical Failure": "Wrin brushes against {@condition hostile} spiritual forces, and cannot Read the Stars for 1 week."
}
}
],
- "name": "Astrology"
+ "name": "Read the Stars"
}
]
},
@@ -3863,8 +3885,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
diff --git a/data/bestiary/creatures-av2.json b/data/bestiary/creatures-av2.json
index fa67ca9d3a..f631b0330f 100644
--- a/data/bestiary/creatures-av2.json
+++ b/data/bestiary/creatures-av2.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Carman Rajani",
- "isNpc": false,
"source": "AV2",
"page": 87,
"level": 6,
@@ -13,6 +12,7 @@
"human",
"humanoid"
],
+ "description": "Male human scoundrel",
"perception": {
"std": 12
},
@@ -28,6 +28,9 @@
"athletics": {
"std": 14
},
+ "deception": {
+ "std": 12
+ },
"intimidation": {
"std": 14
},
@@ -49,6 +52,13 @@
"wis": 0,
"cha": 2
},
+ "items": [
+ "Cooperative Blade (page 71)",
+ "light hammer (4)",
+ "+1 studded leather armor",
+ "thieves' tools",
+ "110 gp"
+ ],
"speed": {
"walk": 25
},
@@ -93,14 +103,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15 Str +4, Dex +5, Con +1, Int +0, Wis +0, Cha +2 Items Cooperative Blade (page 71), light hammer (4), +1 studded leather armor, thieves' tools, 110 gp."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"activity": {
@@ -162,15 +164,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Chafkhem",
- "isNpc": false,
"source": "AV2",
"page": 19,
"level": 8,
@@ -181,6 +181,7 @@
"mummy",
"undead"
],
+ "description": "Male mummy ritualist 8",
"perception": {
"std": 17
},
@@ -265,7 +266,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 26,
@@ -358,21 +358,24 @@
}
}
],
+ "rituals": [
+ {
+ "DC": 29,
+ "rituals": [
+ {
+ "name": "awaken portal",
+ "source": "AV1"
+ },
+ {
+ "name": "create undead"
+ },
+ {
+ "name": "inveigle"
+ }
+ ]
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Intimidation} +16, {@skill Occultism} +17"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+15 Str +3, Dex +4, Con +3, Int +7, Wis +3, Cha +4 Items staff of abjuration."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"traits": [
@@ -409,9 +412,17 @@
"arcane",
"manipulation"
],
- "trigger": "A creature Chafkhem can see makes a melee",
+ "trigger": "A creature Chafkhem can see makes a melee {@action Strike} against Chafkhem",
"entries": [
- "{@action Strike} against Chafkhem; Chafkhem traces a magical glyph in the air that glows and fades. The triggering creature must attempt a DC 25 Fortitude save. Success The target is unaffected. Failure The target is {@condition blinded} until the start of its next turn. Critical Failure The target is {@condition blinded} for 1 minute."
+ "Chafkhem traces a magical glyph in the air that glows and fades. The triggering creature must attempt a DC 25 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Success": "The target is unaffected.",
+ "Failure": "The target is {@condition blinded} until the start of its next turn.",
+ "Critical Failure": "The target is {@condition blinded} for 1 minute."
+ }
+ }
],
"name": "Warding Script"
}
@@ -427,7 +438,7 @@
"necromancy",
"negative"
],
- "note": "This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level resurrect ritual or similar magic.",
+ "note": "This disease and any damage from it can't be healed until this curse is removed. A creature killed by mummy rot turns to dust and can't be resurrected except by a 7th-level {@ritual resurrect} ritual or similar magic.",
"DC": 24,
"savingThrow": "Fortitude",
"stages": [
@@ -458,7 +469,10 @@
},
"will": {
"std": 17
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. positive"
+ ]
},
"hp": [
{
@@ -469,13 +483,22 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "fire"
+ }
]
}
},
{
"name": "Dreshkan",
- "isNpc": false,
"source": "AV2",
"page": 78,
"level": 4,
@@ -569,7 +592,6 @@
"name": "Cha"
},
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -631,8 +653,7 @@
},
"hp": [
{
- "hp": 72,
- "abilities": null
+ "hp": 72
}
],
"immunities": [
@@ -643,7 +664,6 @@
},
{
"name": "Gibtanius",
- "isNpc": false,
"source": "AV2",
"page": 81,
"level": 8,
@@ -703,7 +723,7 @@
"deadly <1d12>",
"reach <10 feet>"
],
- "damage": "{@damage 2d10+10} piercing plus {@damage 1d4} {@condition persistent damage ||persistent acid}",
+ "damage": "{@damage 2d10+10} piercing plus {@damage 1d4} {@condition persistent damage||persistent acid}",
"types": [
"persistent",
"piercing"
@@ -717,7 +737,7 @@
"range increment <30 feet>",
"splash"
],
- "damage": "{@damage 2d6} acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and {@damage 1d6} acid splash",
+ "damage": "{@damage 2d6} acid plus {@damage 1d6} {@condition persistent damage||persistent acid} and {@damage 1d6} acid splash",
"types": [
"acid",
"persistent"
@@ -725,14 +745,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16 Str +6, Dex +3, Con +6, Int \u20133, Wis +2, Cha +3."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"traits": [
@@ -791,8 +803,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -809,7 +820,6 @@
},
{
"name": "Gibtas Bounder",
- "isNpc": false,
"source": "AV2",
"page": 80,
"level": 5,
@@ -868,7 +878,7 @@
"traits": [
"deadly <1d12>"
],
- "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid}",
+ "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} {@condition persistent damage||persistent acid}",
"types": [
"persistent",
"piercing"
@@ -882,7 +892,7 @@
"range increment <30 feet>",
"splash"
],
- "damage": "{@damage 1d6} acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and {@damage 1d6} acid splash damage",
+ "damage": "{@damage 1d6} acid plus {@damage 1d6} {@condition persistent damage||persistent acid} and {@damage 1d6} acid splash damage",
"types": [
"acid",
"persistent"
@@ -907,7 +917,6 @@
"unit": "action"
},
"requirements": "The gibtas's last action was a",
- "entries": [],
"name": "Pinning Chomp"
},
{
@@ -935,8 +944,7 @@
},
"hp": [
{
- "hp": 76,
- "abilities": null
+ "hp": 76
}
],
"immunities": [
@@ -947,7 +955,6 @@
},
{
"name": "Gibtas Spawn Swarm",
- "isNpc": false,
"source": "AV2",
"page": 80,
"level": 6,
@@ -990,7 +997,6 @@
"speed": {
"walk": 20
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -1018,7 +1024,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the swarm's space takes {@damage 2d8} piercing damage and {@damage 1d6} acid damage (DC 22 basic Reflex save). A creature that fails its save against Swarming Bites also takes {@damage 1d4} {@condition persistent damage ||persistent acid damage}."
+ "Each enemy in the swarm's space takes {@damage 2d8} piercing damage and {@damage 1d6} acid damage (DC 22 basic Reflex save). A creature that fails its save against Swarming Bites also takes {@damage 1d4} {@condition persistent damage||persistent acid damage}."
],
"name": "Swarming Bites"
}
@@ -1041,8 +1047,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"immunities": [
@@ -1074,7 +1079,6 @@
},
{
"name": "Gulzash",
- "isNpc": false,
"source": "AV2",
"page": 35,
"level": 4,
@@ -1085,6 +1089,7 @@
"humanoid",
"xulgath"
],
+ "description": "Male xulgath lutenist (Pathfinder Bestiary 336)",
"perception": {
"std": 10
},
@@ -1122,6 +1127,11 @@
"wis": 2,
"cha": 2
},
+ "items": [
+ "+1 striking battle lute (page 73)",
+ "daggers (4)",
+ "leather armor"
+ ],
"speed": {
"walk": 30
},
@@ -1189,14 +1199,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Stealth} +10 Str +4, Dex +2, Con +1, Int +0, Wis +2, Cha +2 Items +1 striking battle lute (page 73), daggers (4), leather armor."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"traits": [
@@ -1227,15 +1229,9 @@
"unit": "action"
},
"entries": [
- "Gulzash Leaps to a square adjacent to a creature, then Shoves that creature. If Gulzash rolls a success on."
+ "Gulzash Leaps to a square adjacent to a creature, then Shoves that creature. If Gulzash rolls a success on the {@action Shove}, he gets a critical success instead."
],
"name": "Mosh"
- },
- {
- "entries": [
- "{@action Shove}, he gets a critical success instead."
- ],
- "name": "the"
}
]
},
@@ -1256,15 +1252,13 @@
},
"hp": [
{
- "hp": 72,
- "abilities": null
+ "hp": 72
}
]
}
},
{
"name": "Jafaki",
- "isNpc": false,
"source": "AV2",
"page": 88,
"level": 8,
@@ -1275,6 +1269,7 @@
"aberration",
"seugathi"
],
+ "description": "Seugathi fleshwarper (page 82)",
"perception": {
"std": 18
},
@@ -1316,6 +1311,9 @@
"nature": {
"std": 16
},
+ "occultism": {
+ "std": 18
+ },
"stealth": {
"std": 18
}
@@ -1328,6 +1326,13 @@
"wis": 4,
"cha": 3
},
+ "items": [
+ "+1 striking rapier",
+ "wand of gentle repose",
+ "wand of 2nd-level magic missile",
+ "expanded alchemist's tools",
+ "keys to areas {@b B11} and {@b C7}"
+ ],
"speed": {
"walk": 25
},
@@ -1375,7 +1380,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "5 acid plus {@damage 2d6+2} {@condition persistent damage ||persistent acid} and 6 acid splash",
+ "damage": "5 acid plus {@damage 2d6+2} {@condition persistent damage||persistent acid} and 6 acid splash",
"types": [
"acid",
"persistent"
@@ -1398,7 +1403,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -1453,15 +1457,9 @@
"top": [
{
"entries": [
- "+17, {@skill Medicine} +16, {@skill Nature} +16, {@skill Occultism} +18, {@skill Stealth} +18 Str +3, Dex +6, Con +4, Int +4, Wis +4, Cha +3 Items +1 striking rapier, wand of gentle repose, wand of 2nd-level {@spell magic missile}, expanded alchemist's tools, keys to areas B11 and C7."
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "Items Jafaki carries these infused items: 2 moderate acid flasks, 2 moderate bottled lightnings, 2 moderate cognitive mutagens, 2 lesser elixirs of life, 2 moderate mistform elixirs, and 2 doses of wyvern poison (one of which they have already applied to their rapier). These items last for 24 hours, or until the next time Jafaki makes their daily preparations."
+ "Jafaki carries these infused items: 2 {@item moderate acid flask||moderate acid flasks}, 2 {@item moderate bottled lightning||moderate bottled lightnings}, 2 {@item moderate cognitive mutagen||moderate cognitive mutagens}, 2 {@item lesser elixir of life||lesser elixirs of life}, 2 {@item moderate mistform elixir||moderate mistform elixirs}, and 2 doses of {@item wyvern poison} (one of which they have already applied to their rapier). These items last for 24 hours, or until the next time Jafaki makes their daily preparations."
],
- "name": "Infused"
+ "name": "Infused Items"
}
],
"mid": [
@@ -1482,15 +1480,9 @@
},
"trigger": "A creature fails its save against Jafaki's mindfog aura",
"entries": [
- "Jafaki determines who the {@condition confused} creature attacks for that round, instead of the target being randomly determined by."
+ "Jafaki determines who the {@condition confused} creature attacks for that round, instead of the target being randomly determined by the GM. If the chosen target is the {@condition confused} creature's ally, the creature can immediately attempt a DC 21 Will save; on a success, its target is determined randomly as normal, and on a critical success the target is no longer {@condition confused}."
],
"name": "Command Confusion"
- },
- {
- "entries": [
- "If the chosen target is the {@condition confused} creature's ally, the creature can immediately attempt a DC 21 Will save; on a success, its target is determined randomly as normal, and on a critical success the target is no longer {@condition confused}."
- ],
- "name": "the GM."
}
],
"bot": [
@@ -1509,9 +1501,9 @@
},
{
"entries": [
- "Mastery Jafaki can {@action Cast a Spell} from magic items even if the spell isn't on their spell list. All such spells are occult spells and use Jafaki's innate spell DC and attack modifier."
+ "Jafaki can {@action Cast a Spell} from magic items even if the spell isn't on their spell list. All such spells are occult spells and use Jafaki's innate spell DC and attack modifier."
],
- "name": "Magic Item"
+ "name": "Magic Item Mastery"
},
{
"activity": {
@@ -1527,19 +1519,26 @@
"name": "Quick Consumption"
},
{
+ "type": "affliction",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 24 Fortitude"
+ "DC": 24,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 1d6} poison damage and {@condition stupefied|CRB|stupefied 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 2d6} poison damage and {@condition deafened} and {@condition stupefied|CRB|stupefied 2}",
+ "duration": "1 round"
+ }
],
"name": "Seugathi Venom"
- },
- {
- "entries": [
- "6 rounds; Stage 1 {@damage 1d6} poison damage and {@condition stupefied|CRB|stupefied 1} (1 round); Stage 2 {@damage 2d6} poison damage and {@condition deafened} and {@condition stupefied|CRB|stupefied 2} (1 round)"
- ],
- "name": "Maximum Duration"
}
]
},
@@ -1556,23 +1555,30 @@
},
"will": {
"std": 16
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"immunities": [
"mental",
"poison"
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "bludgeoning"
+ }
]
}
},
{
"name": "Kragala",
- "isNpc": false,
"source": "AV2",
"page": 35,
"level": 4,
@@ -1584,6 +1590,7 @@
"dwarf",
"humanoid"
],
+ "description": "Female duergar drummer (Pathfinder Bestiary 138)",
"perception": {
"std": 8
},
@@ -1609,6 +1616,9 @@
"intimidation": {
"std": 12
},
+ "occultism": {
+ "std": 10
+ },
"performance": {
"std": 12
},
@@ -1631,15 +1641,60 @@
"speed": {
"walk": 20
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "drumstick",
+ "attack": 13,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 2d6+3} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "drumstick",
+ "attack": 10,
+ "traits": [
+ "agile",
+ "thrown <20 feet>"
+ ],
+ "damage": "{@damage 2d6+3} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 21,
"attack": 13,
"entry": {
+ "0": {
+ "level": 2,
+ "spells": [
+ {
+ "name": "daze"
+ },
+ {
+ "name": "ghost sound"
+ },
+ {
+ "name": "guidance"
+ },
+ {
+ "name": "mending"
+ },
+ {
+ "name": "telekinetic projectile"
+ }
+ ]
+ },
"1": {
"slots": 4,
"spells": [
@@ -1674,7 +1729,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
@@ -1701,7 +1755,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -1723,31 +1776,16 @@
],
"bot": [
{
- "traits": [
- "2nd"
- ],
"entries": [
- "daze, ghost sound, guidance, mending, telekinetic projectile Occult Innate Spells DC 21; 2nd enlarge (self only), invisibility (self only)"
+ "When Kragala casts {@spell guidance} while using a percussive instrument, her targets don't become temporarily immune to her guidance."
],
- "name": "Cantrips"
+ "name": "Guiding Rhythm"
},
{
- "traits": [
- "casts"
- ],
"entries": [
- "guidance while using a percussive instrument, her targets don't become temporarily immune to her guidance."
+ "Kragala deals an additional {@dice 1d6} damage with hammers, including drumsticks (already included in the {@action Strike||Strikes}' damage)."
],
- "name": "Guiding Rhythm When Kragala"
- },
- {
- "traits": [
- "deals"
- ],
- "entries": [
- "an additional {@dice 1d6} damage with hammers, including drumsticks (already included in the {@action Strike||Strikes}' damage)."
- ],
- "name": "Percussive Reverberation Kragala"
+ "name": "Percussive Reverberation"
}
]
},
@@ -1764,19 +1802,20 @@
},
"will": {
"std": 11
- }
+ },
+ "abilities": [
+ "+2 status to saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 62,
- "abilities": null
+ "hp": 62
}
]
}
},
{
"name": "Mulventok",
- "isNpc": false,
"source": "AV2",
"page": 79,
"level": 7,
@@ -1971,7 +2010,6 @@
},
{
"name": "Murschen",
- "isNpc": false,
"source": "AV2",
"page": 39,
"level": 8,
@@ -2087,7 +2125,7 @@
},
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"Murschen makes two unarmed {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purposes of resistances and weaknesses. Murschen's multiple attack penalty applies normally to these {@action Strike||Strikes}."
@@ -2133,15 +2171,13 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
}
},
{
"name": "Nox",
- "isNpc": false,
"source": "AV2",
"page": 36,
"level": 4,
@@ -2152,6 +2188,7 @@
"caligni",
"humanoid"
],
+ "description": "Nonbinary caligni lutenist (Pathfinder Bestiary 50)",
"perception": {
"std": 11
},
@@ -2192,6 +2229,12 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "hand crossbow (10 bolts)",
+ "kukri",
+ "leather armor",
+ "virtuoso handheld musical instrument (theorbo)"
+ ],
"speed": {
"walk": 25
},
@@ -2226,7 +2269,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 20,
@@ -2261,13 +2303,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+8, {@skill Stealth} +11 Str +1, Dex +3, Con +0, Int +0, Wis +3, Cha +4 Items hand crossbow (10 bolts), kukri, leather armor, virtuoso handheld musical instrument (theorbo)"
- ],
- "name": "Society"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2319,14 +2354,15 @@
"hp": [
{
"hp": 60,
- "abilities": null
+ "abilities": [
+ "death flame"
+ ]
}
]
}
},
{
"name": "Ryta",
- "isNpc": false,
"source": "AV2",
"page": 36,
"level": 4,
@@ -2337,6 +2373,7 @@
"humanoid",
"ratfolk"
],
+ "description": "Female ratfolk vocalist (Pathfinder Bestiary 277)",
"perception": {
"std": 10
},
@@ -2402,7 +2439,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 21,
@@ -2463,14 +2499,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Society} +9, {@skill Stealth} +11 Str +1, Dex +3, Con +0, Int +1, Wis +2, Cha +4 Items studded leather armor."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"activity": {
@@ -2487,16 +2515,15 @@
"bot": [
{
"entries": [
- "Pouches Ryta has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than four light items). She can remove or store an item using."
+ "Ryta has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than four light items). She can remove or store an item using. the {@action Interact} action. As long as she has at least one object in her cheek pouches, her speech is noticeably difficult to understand."
],
- "name": "Cheek"
+ "name": "Cheek Pouches"
},
{
"entries": [
- "{@action Interact} action. As long as she has at least one object in her cheek pouches, her speech is noticeably difficult to understand.",
- "Swarming Ryta can end her movement in the same square as an ally that also has this ability. Only two such creatures can share the same space."
+ "Ryta can end her movement in the same square as an ally that also has this ability. Only two such creatures can share the same space."
],
- "name": "the"
+ "name": "Swarming"
},
{
"activity": {
@@ -2527,15 +2554,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Sacuishu",
- "isNpc": false,
"source": "AV2",
"page": 57,
"level": 9,
@@ -2546,6 +2571,7 @@
"aberration",
"air"
],
+ "description": "Female will-o'-wisp spy",
"perception": {
"std": 21
},
@@ -2607,7 +2633,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 28,
@@ -2675,9 +2700,7 @@
},
{
"name": "fear",
- "notes": [
- "2"
- ]
+ "amount": 2
}
]
},
@@ -2701,14 +2724,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Stealth} +19 Str \u20135, Dex +6, Con +0, Int +3, Wis +6, Cha +4."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"traits": [
@@ -2722,9 +2737,9 @@
},
{
"entries": [
- "Immunity Sacuishu is immune to all spells except faerie fire, glitterdust, magic missile, and maze."
+ "Sacuishu is immune to all spells except {@spell faerie fire}, {@spell glitterdust}, {@spell magic missile}, and {@spell maze}."
],
- "name": "Magic"
+ "name": "Magic Immunity"
}
],
"bot": [
@@ -2774,8 +2789,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -2785,7 +2799,6 @@
},
{
"name": "Seugathi Reality Warper",
- "isNpc": false,
"source": "AV2",
"page": 83,
"level": 9,
@@ -2893,7 +2906,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -2966,14 +2978,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+17, {@skill Occultism} +19, {@skill Stealth} +19 Str +4, Dex +6, Con +3, Int +4, Wis +2, Cha +5 Items +1 battle axe."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"traits": [
@@ -3086,12 +3090,14 @@
},
"will": {
"std": 15
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -3108,7 +3114,6 @@
},
{
"name": "Seugathi Servant",
- "isNpc": false,
"source": "AV2",
"page": 82,
"level": 6,
@@ -3207,7 +3212,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 24,
@@ -3248,14 +3252,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+10 Str +2, Dex +5, Con +2, Int +2, Wis +4, Cha +5 Items longsword."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"traits": [
@@ -3336,12 +3332,14 @@
},
"will": {
"std": 12
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -3359,7 +3357,6 @@
},
{
"name": "Shanrigol Behemoth",
- "isNpc": false,
"source": "AV2",
"page": 85,
"level": 9,
@@ -3444,9 +3441,7 @@
],
"effects": [
"web trap"
- ],
- "damage": "web trap",
- "types": []
+ ]
}
],
"abilities": {
@@ -3470,17 +3465,17 @@
"unit": "action"
},
"entries": [
- "As shanrigol heap, but {@damage 1d10+11} bludgeoning and {@damage 1d6} {@condition persistent damage ||persistent bleed}, DC 25."
+ "As shanrigol heap, but {@damage 1d10+11} bludgeoning and {@damage 1d6} {@condition persistent damage||persistent bleed}, DC 25."
],
"name": "Sapping Squeeze",
"requirements": "The shanrigol has a creature {@condition grabbed}",
"entries_as_xyz": [
- "The shanrigol squeezes the life essence from its target, dealing {@damage 1d6+5} bludgeoning and {@damage 1d4} {@condition persistent damage ||persistent bleed damage} (DC 18 basic Fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute."
+ "The shanrigol squeezes the life essence from its target, dealing {@damage 1d6+5} bludgeoning and {@damage 1d4} {@condition persistent damage||persistent bleed damage} (DC 18 basic Fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute."
]
},
{
"entries": [
- "A shanrigol behemoth's attacks brutally rend its foes. Creatures critically hit by the shanrigol's fleshy slap {@action Strike} take an additional {@damage 2d6} {@condition persistent damage ||persistent bleed damage} and are {@condition enfeebled|CRB|enfeebled 1} for as long as they are bleeding."
+ "A shanrigol behemoth's attacks brutally rend its foes. Creatures critically hit by the shanrigol's fleshy slap {@action Strike} take an additional {@damage 2d6} {@condition persistent damage||persistent bleed damage} and are {@condition enfeebled|CRB|enfeebled 1} for as long as they are bleeding."
],
"name": "Shred Flesh"
},
@@ -3548,7 +3543,6 @@
},
{
"name": "Shanrigol Heap",
- "isNpc": false,
"source": "AV2",
"page": 84,
"level": 4,
@@ -3632,13 +3626,13 @@
},
"requirements": "The shanrigol has a creature {@condition grabbed}",
"entries": [
- "The shanrigol squeezes the life essence from its target, dealing {@damage 1d6+5} bludgeoning and {@damage 1d4} {@condition persistent damage ||persistent bleed damage} (DC 18 basic Fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute."
+ "The shanrigol squeezes the life essence from its target, dealing {@damage 1d6+5} bludgeoning and {@damage 1d4} {@condition persistent damage||persistent bleed damage} (DC 18 basic Fortitude save). The shanrigol regains temporary Hit Points equal to half the amount of bludgeoning damage a single target takes; these temporary Hit Points last for 1 minute."
],
"name": "Sapping Squeeze"
},
{
"entries": [
- "A shanrigol rips flesh away from targets in great chunks. Creatures critically hit by the shanrigol's fleshy slap {@action Strike} take an additional {@damage 1d6} {@condition persistent damage ||persistent bleed damage} and are {@condition enfeebled|CRB|enfeebled 1} for as long as they are bleeding."
+ "A shanrigol rips flesh away from targets in great chunks. Creatures critically hit by the shanrigol's fleshy slap {@action Strike} take an additional {@damage 1d6} {@condition persistent damage||persistent bleed damage} and are {@condition enfeebled|CRB|enfeebled 1} for as long as they are bleeding."
],
"name": "Shred Flesh"
},
@@ -3700,7 +3694,6 @@
},
{
"name": "Urevian",
- "isNpc": false,
"source": "AV2",
"page": 90,
"level": 9,
@@ -3711,6 +3704,7 @@
"devil",
"fiend"
],
+ "description": "Male phistophilus field commander (Pathfinder Bestiary 90)",
"perception": {
"std": 19
},
@@ -3725,7 +3719,13 @@
"aklo",
"celestial",
"common",
- "infernal"
+ "infernal",
+ "necril",
+ "undercommon"
+ ],
+ "abilities": [
+ "telepathy 100 feet",
+ "tongues"
]
},
"skills": {
@@ -3744,6 +3744,9 @@
"religion": {
"std": 19
},
+ "society": {
+ "std": 19
+ },
"thievery": {
"std": 18
},
@@ -3802,7 +3805,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 30,
@@ -3888,26 +3890,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Undercommon; telepathy 100 feet, tongues Skills {@skill Acrobatics} +17, {@skill Deception} +21, {@skill Diplomacy} +19"
- ],
- "name": "Necril"
- },
- {
- "entries": [
- "+19, {@skill Lore||Legal Lore} +23, {@skill Religion} +19, {@skill Society} +19, {@skill Thievery} +18 Str +3, Dex +4, Con +3, Int +6, Wis +4, Cha +6."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"entries": [
- "Declaration Urevian keeps a few sly words at the ready to distract enemies. He always uses {@skill Deception} for initiative."
+ "Urevian keeps a few sly words at the ready to distract enemies. He always uses {@skill Deception} for initiative."
],
- "name": "Distracting"
+ "name": "Distracting Declaration"
},
{
"entries": [
@@ -3929,8 +3917,7 @@
],
"entries": [
"Urevian produces an infernal contract for a single living mortal. This contract can grant a wide range of abilities and effects, akin to the power of a {@spell wish} spell but fulfilled to the letter by Urevian. To receive any of those benefits, the mortal must willingly sign its true name to the contract. At that point, the mortal's soul is bound to Urevian and to Hell.",
- "While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a {@spell locate} spell with unlimited range.",
- "Avoiding the terms of an infernal contract is difficult and often dangerous."
+ "While the contract is in effect, the mortal can't be restored to life except by wish or similar magic. If the mortal is restored to life by those means, Urevian knows which mortal came to life and can locate the creature or creatures who restored the mortal to life for 1 year, gaining the effects of a {@spell locate} spell with unlimited range. Avoiding the terms of an infernal contract is difficult and often dangerous."
],
"name": "Draft Contract"
},
@@ -3940,24 +3927,16 @@
"necromancy"
],
"entries": [
- "Urevian's {@action Strike||Strikes} also deal {@damage 2d6} {@condition persistent damage ||persistent bleed damage} that resists attempts to heal them. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery."
+ "Urevian's {@action Strike||Strikes} also deal {@damage 2d6} {@condition persistent damage||persistent bleed damage} that resists attempts to heal them. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.",
+ "The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 28 counteract check or the magic fails to heal the creature."
],
"name": "Infernal Wound"
},
- {
- "traits": [
- "a"
- ],
- "entries": [
- "creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 28 counteract check or the magic fails to heal the creature."
- ],
- "name": "The DC to Administer First Aid to"
- },
{
"entries": [
- "Inspection Urevian can cast his innate {@spell scrying} spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled."
+ "Urevian can cast his innate {@spell scrying} spell at will, but only to target a creature with which he has a contract, a specific creature named in a contract he has, or a descendant of any of those creatures. The outcome of the target's saving throw is one step worse than the result it rolled."
],
- "name": "Right of"
+ "name": "Right of Inspection"
}
]
},
@@ -3974,12 +3953,14 @@
},
"will": {
"std": 22
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -3994,14 +3975,19 @@
],
"resistances": [
{
- "name": "physical"
+ "amount": 10,
+ "name": "physical",
+ "note": "except silver"
+ },
+ {
+ "amount": 10,
+ "name": "poison"
}
]
}
},
{
"name": "Vischari",
- "isNpc": false,
"source": "AV2",
"page": 34,
"level": 7,
@@ -4012,6 +3998,7 @@
"humanoid",
"urdefhan"
],
+ "description": "Female urdefhan pugilist (Pathfinder Bestiary 2 272)",
"perception": {
"std": 15
},
@@ -4032,7 +4019,8 @@
"std": 15
},
"athletics": {
- "std": 17
+ "std": 17,
+ "to Grapple or Shove": 19
},
"intimidation": {
"std": 15
@@ -4083,7 +4071,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 22,
@@ -4124,14 +4111,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15, {@skill Medicine} +13, {@skill Survival} +15 Str +6, Dex +4, Con +2, Int +0, Wis +2, Cha +4."
- ],
- "name": "Shove), Intimidation"
- }
- ],
"mid": [
{
"traits": [
@@ -4149,7 +4128,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4225,7 +4203,8 @@
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "fear"
],
"weaknesses": [
{
diff --git a/data/bestiary/creatures-av3.json b/data/bestiary/creatures-av3.json
index 41f11f9c4c..6c779dadeb 100644
--- a/data/bestiary/creatures-av3.json
+++ b/data/bestiary/creatures-av3.json
@@ -1,4 +1,9 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Belcorra Haruvex",
@@ -97,15 +102,9 @@
],
"resistances": [
{
- "name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -127,8 +126,7 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
- "tradition": "Occult",
+ "tradition": "occult",
"type": "Spontaneous",
"DC": 33,
"attack": 25,
@@ -294,7 +292,7 @@
},
{
"name": "teleportation circle",
- "source": "advanced players guide"
+ "source": "APG"
}
]
}
@@ -313,10 +311,12 @@
},
{
"name": "Site Bound",
- "traits": [
- "lowest three levels of the Abomination Vaults"
+ "entries": [
+ "(lowest three levels of the Abomination Vaults)"
],
- "entries": []
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -327,8 +327,12 @@
"necromancy"
],
"entries": [
- "When Belcorra is destroyed, she re-forms in {@dice 2d4} days within the Empty Vault (though she can reduce that time by empowering herself with glimmers of {@deity Nhimbaloth|LOGM}'s essence using the Ebon Fulcrum Lens [page 220]). Belcorra can only be permanently destroyed if she enacts her full revenge on Absalom or if {@deity Nhimbaloth|LOGM} devours her soul."
- ]
+ "When Belcorra is destroyed, she re-forms in {@dice 2d4} days within the Empty Vault (though she can reduce that time by empowering herself with glimmers of {@deity Nhimbaloth|LOGM}'s essence using the {@item Ebon Fulcrum Lens|av3}). Belcorra can only be permanently destroyed if she enacts her full revenge on Absalom or if {@deity Nhimbaloth|LOGM} devours her soul."
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -346,7 +350,10 @@
},
"entries": [
"Belcorra stares at a creature she can see within 30 feet. The target takes {@damage 9d6} mental damage (DC 33 basic Will save). A creature that fails its save is also {@condition stupefied||stupefied 1} for 1 minute."
- ]
+ ],
+ "generic": {
+ "tag": "ability"
+ }
},
{
"name": "Haunted Lighthouse",
@@ -355,7 +362,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"recurs": true,
"interval": 10,
"unit": "minute"
@@ -371,7 +378,7 @@
"unit": "free"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -383,8 +390,19 @@
"description": "Female ghost sorcerer (Pathfinder Bestiary 166)"
},
{
- "name": "Bhazrade And Klathor",
- "isNpc": false,
+ "name": "Klathor",
+ "source": "AV3",
+ "page": 33,
+ "_copy": {
+ "name": "Bhazrade",
+ "source": "AV3",
+ "_preserve": {
+ "description": true
+ }
+ }
+ },
+ {
+ "name": "Bhazrade",
"source": "AV3",
"page": 33,
"level": 9,
@@ -396,6 +414,7 @@
"elf",
"humanoid"
],
+ "description": "Male drow cavern seer (Pathfinder Bestiary 136)",
"perception": {
"std": 18
},
@@ -460,7 +479,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -488,7 +506,6 @@
}
},
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 28,
@@ -590,9 +607,7 @@
},
{
"name": "ectoplasmic expulsion",
- "notes": [
- "page 75"
- ]
+ "source": "AV3"
},
{
"name": "prying eyes"
@@ -605,7 +620,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -638,7 +652,7 @@
"requirements": "The cavern seer is underground",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Pebbles and dust rise from the stone to impede vision. The cavern seer and their allies within 60 feet become {@condition concealed} for 1 minute. This concealment can't be used to {@action Hide} or {@action Sneak}."
@@ -670,8 +684,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"immunities": [
@@ -681,7 +694,6 @@
},
{
"name": "Bright Walker",
- "isNpc": false,
"source": "AV3",
"page": 78,
"level": 9,
@@ -837,7 +849,6 @@
"light"
],
"requirements": "The bright walker's",
- "entries": [],
"name": "Light Flare"
},
{
@@ -892,7 +903,6 @@
},
{
"name": "Caligni Defender",
- "isNpc": false,
"source": "AV3",
"page": 35,
"level": 8,
@@ -942,6 +952,11 @@
"wis": 2,
"cha": 2
},
+ "items": [
+ "black smear poison (2 doses; Pathfinder Bestiary 51)",
+ "chainmail",
+ "shortbow (20 arrows)"
+ ],
"speed": {
"walk": 25
},
@@ -983,7 +998,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 24,
@@ -1014,13 +1028,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+17, {@skill Survival} +16 Str +4, Dex +5, Con +1, Int \u20131, Wis +2, Cha +2 Items black smear poison (2 doses; Pathfinder Bestiary 51), chainmail, shortbow (20 arrows)"
- ],
- "name": "Stealth"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -1048,7 +1055,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1082,14 +1088,15 @@
"hp": [
{
"hp": 125,
- "abilities": null
+ "abilities": [
+ "death flame"
+ ]
}
]
}
},
{
"name": "Deepwater Dhuthorex",
- "isNpc": false,
"source": "AV3",
"page": 80,
"level": 9,
@@ -1191,7 +1198,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1204,7 +1210,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Aquatic Ambush",
"generic": {
"tag": "ability"
@@ -1252,8 +1257,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -1264,7 +1268,6 @@
},
{
"name": "Dragon's Blood Puffball",
- "isNpc": false,
"source": "AV3",
"page": 79,
"level": 8,
@@ -1362,8 +1365,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -1384,7 +1386,6 @@
},
{
"name": "Dread Dhuthorex",
- "isNpc": false,
"source": "AV3",
"page": 80,
"level": 11,
@@ -1489,7 +1490,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 27,
@@ -1521,7 +1521,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1535,7 +1534,7 @@
"mental"
],
"entries": [
- "60 feet, DC 27."
+ "60 feet, DC 27"
],
"name": "Frightful Presence",
"generic": {
@@ -1549,7 +1548,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Aquatic Ambush",
"generic": {
"tag": "ability"
@@ -1600,8 +1598,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -1612,7 +1609,6 @@
},
{
"name": "Dread Wisp",
- "isNpc": false,
"source": "AV3",
"page": 81,
"level": 9,
@@ -1714,7 +1710,7 @@
"requirements": "An enemy within 15 feet of the dread wisp is under a {@trait fear} effect, {@condition drained}, or {@condition dying}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The dread wisp feeds on the creature's despair. The dread wisp regains {@dice 2d8} Hit Points and deals {@damage 3d8} negative damage to the creature (DC 25 basic Fortitude save), and if the dread wisp has Gone Dark, their Dread Flickering reignites."
@@ -1794,7 +1790,6 @@
},
{
"name": "Drow Hunter",
- "isNpc": false,
"source": "AV3",
"page": 82,
"level": 7,
@@ -1843,6 +1838,11 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "chain shirt",
+ "+1 composite longbow (20 arrows)",
+ "longsword"
+ ],
"speed": {
"walk": 30
},
@@ -1878,7 +1878,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -1909,13 +1908,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+16 (+18 to {@action Subsist}) Str +3, Dex +4, Con +2, Int +0, Wis +3, Cha +1 Items chain shirt, +1 composite longbow (20 arrows), longsword."
- ],
- "name": "Survival"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -1938,11 +1930,11 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"prerequisites": "The hunter is wielding a ranged weapon with a reload of 0",
"entries": [
- "The hunter makes two ranged {@action Strike||Strikes} against their prey. If both hit and deal damage, the target takes an additional {@damage 1d8} {@condition persistent damage ||persistent bleed damage}."
+ "The hunter makes two ranged {@action Strike||Strikes} against their prey. If both hit and deal damage, the target takes an additional {@damage 1d8} {@condition persistent damage||persistent bleed damage}."
],
"name": "Hunter's Wound"
},
@@ -1972,12 +1964,15 @@
},
"will": {
"std": 14
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic",
+ "+2 status to all saves vs. mental"
+ ]
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -1987,7 +1982,6 @@
},
{
"name": "Drow Shootist",
- "isNpc": false,
"source": "AV3",
"page": 83,
"level": 8,
@@ -2041,6 +2035,13 @@
"wis": 4,
"cha": 2
},
+ "items": [
+ "+1 repeating hand crossbow (4 magazines; page 73)",
+ "rapier",
+ "shootist bandolier (page 73)",
+ "stupor poison (4; page 74)",
+ "studded leather armor"
+ ],
"speed": {
"walk": 30
},
@@ -2079,7 +2080,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -2110,13 +2110,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+17 Str +2, Dex +5, Con +1, Int +0, Wis +4, Cha +2 Items +1 repeating hand crossbow (4 magazines; page 73), rapier, shootist bandolier (page 73), stupor poison (4; page 74), studded leather armor."
- ],
- "name": "Thievery"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2135,7 +2128,7 @@
"trigger": "The shootist fails a save",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The shootist rerolls the save and uses the better result."
@@ -2172,7 +2165,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The shootist Interacts to draw a repeating hand crossbow and {@action Strike||Strikes} with it, or {@action Strike||Strikes} with a loaded repeating hand crossbow they're holding then Interacts to stow it."
@@ -2204,12 +2197,15 @@
},
"will": {
"std": 16
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic",
+ "+2 status to all saves vs. mental"
+ ]
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -2219,7 +2215,6 @@
},
{
"name": "Drow Warden",
- "isNpc": false,
"source": "AV3",
"page": 82,
"level": 4,
@@ -2311,7 +2306,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -2342,7 +2336,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2355,7 +2348,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2398,15 +2390,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Dulac",
- "isNpc": false,
"source": "AV3",
"page": 9,
"level": 9,
@@ -2417,6 +2407,7 @@
"caligni",
"humanoid"
],
+ "description": "Female caligni cult leader (Pathfinder Bestiary 50)",
"perception": {
"std": 18
},
@@ -2484,7 +2475,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -2554,13 +2544,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+16, {@skill Religion} +18, {@skill Stealth} +18 Str +4, Dex +3, Con +0, Int +1, Wis +3, Cha +5 Items chain shirt, +1 striking war flail."
- ],
- "name": "Occultism"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2594,9 +2577,9 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "An ally within",
+ "trigger": "An ally within Dulac's reach is targeted with a ranged or melee attack by an attacker she can see",
"entries": [
- "Dulac's reach is targeted with a ranged or melee attack by an attacker she can see; The ally gains a +2 circumstance bonus to AC against the triggering attack, and the ally can {@action Step} after the attack."
+ "The ally gains a +2 circumstance bonus to AC against the triggering attack, and the ally can {@action Step} after the attack."
],
"name": "Warding Shove"
}
@@ -2628,14 +2611,15 @@
"hp": [
{
"hp": 155,
- "abilities": null
+ "abilities": [
+ "death shadows"
+ ]
}
]
}
},
{
"name": "Elder Child Of Belcorra",
- "isNpc": false,
"source": "AV3",
"page": 14,
"level": 9,
@@ -2707,7 +2691,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 28,
@@ -2775,7 +2758,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -2882,7 +2864,6 @@
},
{
"name": "Galudu",
- "isNpc": false,
"source": "AV3",
"page": 36,
"level": 11,
@@ -2893,6 +2874,7 @@
"caligni",
"humanoid"
],
+ "description": "Female caligni leader (Pathfinder Bestiary 50)",
"perception": {
"std": 18
},
@@ -2972,7 +2954,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -3008,12 +2989,31 @@
}
},
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 30,
"attack": 22,
"entry": {
+ "0": {
+ "level": 6,
+ "spells": [
+ {
+ "name": "acid splash"
+ },
+ {
+ "name": "daze"
+ },
+ {
+ "name": "message"
+ },
+ {
+ "name": "ray of frost"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -3102,13 +3102,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+20, {@skill Stealth} +20 Str +2, Dex +5, Con +0, Int +1, Wis +3, Cha +5 Items dagger, wand of continuation (stoneskin)"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -3139,35 +3132,20 @@
}
],
"bot": [
- {
- "traits": [
- "6th"
- ],
- "entries": [
- "acid splash, daze, message, ray of frost, shield."
- ],
- "name": "Cantrips"
- },
{
"entries": [
- "Attack Galudu deals an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
+ "Galudu deals an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak"
+ "name": "Sneak Attack"
},
{
"traits": [
"healing"
],
"entries": [
- "A creature that eats food conjured by Galudu's {@spell create food} spell regains {@dice 4d4} Hit."
+ "A creature that eats food conjured by Galudu's {@spell create food} spell regains {@dice 4d4} Hit Points. A creature can only benefit from this healing once per week."
],
"name": "Survivor's Nourishment"
- },
- {
- "entries": [
- "A creature can only benefit from this healing once per week."
- ],
- "name": "Points."
}
]
},
@@ -3198,7 +3176,6 @@
},
{
"name": "Khurfel",
- "isNpc": false,
"source": "AV3",
"page": 89,
"level": 10,
@@ -3289,7 +3266,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -3360,7 +3336,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3446,7 +3421,6 @@
},
{
"name": "Lady's Whisper",
- "isNpc": false,
"source": "AV3",
"page": 49,
"level": 11,
@@ -3538,7 +3512,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 30,
@@ -3570,7 +3543,6 @@
}
},
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 30,
@@ -3778,7 +3750,6 @@
},
{
"name": "Padli",
- "isNpc": false,
"source": "AV3",
"page": 7,
"level": 9,
@@ -3789,6 +3760,7 @@
"caligni",
"humanoid"
],
+ "description": "Male caligni subcommander (Pathfinder Bestiary 50)",
"perception": {
"std": 16
},
@@ -3831,6 +3803,12 @@
"wis": 1,
"cha": 5
},
+ "items": [
+ "dagger (3)",
+ "key to area {@b A7}",
+ "leather armor",
+ "wand of magic missile (3rd level)"
+ ],
"speed": {
"walk": 25
},
@@ -3852,7 +3830,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -3922,13 +3899,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+18, {@skill Occultism} +14, {@skill Stealth} +18 Str +2, Dex +5, Con +1, Int \u20131, Wis +1, Cha +5 Items dagger (3), key to area A7, leather armor, wand of magic missile (3rd level)"
- ],
- "name": "Intimidation"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -3985,14 +3955,15 @@
"hp": [
{
"hp": 160,
- "abilities": null
+ "abilities": [
+ "death flame"
+ ]
}
]
}
},
{
"name": "Quara Orshendiel",
- "isNpc": false,
"source": "AV3",
"page": 91,
"level": 11,
@@ -4089,7 +4060,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -4138,7 +4108,6 @@
"name": "Cha"
},
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -4164,7 +4133,6 @@
"name": "Deny Advantage"
},
{
- "entries": [],
"name": "Attack."
},
{
@@ -4213,7 +4181,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Quara Interacts to draw a loaded repeating hand crossbow and {@action Strike||Strikes} with it, or {@action Strike||Strikes} with a loaded repeating hand crossbow she's holding and then Interacts to stow it."
@@ -4249,8 +4217,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"immunities": [
@@ -4260,7 +4227,6 @@
},
{
"name": "Reaper Skull Puffball",
- "isNpc": false,
"source": "AV3",
"page": 79,
"level": 9,
@@ -4411,8 +4377,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -4438,7 +4403,6 @@
},
{
"name": "Salaisa Malthulas",
- "isNpc": false,
"source": "AV3",
"page": 30,
"level": 11,
@@ -4450,6 +4414,7 @@
"elf",
"humanoid"
],
+ "description": "Female drow head warden (Pathfinder Bestiary 136)",
"perception": {
"std": 22
},
@@ -4489,6 +4454,12 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "breastplate",
+ "hand crossbow (10 bolts)",
+ "+1 striking corrosive longsword",
+ "stupor poison (3; page 74)"
+ ],
"speed": {
"walk": 30
},
@@ -4521,7 +4492,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -4552,13 +4522,6 @@
"abilities": {
"top": [
{
- "entries": [
- "+21, {@skill Survival} +20 Str +5, Dex +4, Con +3, Int +0, Wis +3, Cha +1 Items breastplate, hand crossbow (10 bolts), +1 striking corrosive longsword, stupor poison (3; page 74)"
- ],
- "name": "Stealth"
- },
- {
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -4571,7 +4534,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4614,12 +4576,15 @@
},
"will": {
"std": 22
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic",
+ "+2 status to all saves vs. mental"
+ ]
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -4629,7 +4594,6 @@
},
{
"name": "Urdefhan Blood Mage",
- "isNpc": false,
"source": "AV3",
"page": 85,
"level": 8,
@@ -4714,7 +4678,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -4751,7 +4714,6 @@
}
},
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 26,
@@ -4833,9 +4795,7 @@
"spells": [
{
"name": "call the blood",
- "notes": [
- "page 75"
- ]
+ "source": "AV3"
},
{
"name": "confusion"
@@ -4878,7 +4838,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The blood mage cuts themself and takes 8 slashing damage. If the blood mage's next action is to {@action Cast a Spell}, the action can't be disrupted, and if the spell has a range, the blood mage can increase that spell's range by 30 feet."
@@ -4930,7 +4890,6 @@
},
{
"name": "Urdefhan Death Scout",
- "isNpc": false,
"source": "AV3",
"page": 84,
"level": 6,
@@ -4996,7 +4955,7 @@
"effects": [
"Wicked Bite"
],
- "damage": "{@damage 1d6+4} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed} and Wicked Bite",
+ "damage": "{@damage 1d6+4} slashing plus {@damage 1d6} {@condition persistent damage||persistent bleed} and Wicked Bite",
"types": [
"persistent",
"slashing"
@@ -5030,7 +4989,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -5087,7 +5045,7 @@
"bot": [
{
"entries": [
- "The death scout deals an additional {@damage 1d6} {@condition persistent damage ||persistent bleed damage} with shauth blades and can use their Wicked Bite through magical shauth weapon {@action Strike||Strikes}."
+ "The death scout deals an additional {@damage 1d6} {@condition persistent damage||persistent bleed damage} with shauth blades and can use their Wicked Bite through magical shauth weapon {@action Strike||Strikes}."
],
"name": "Shauth Bite"
},
@@ -5144,7 +5102,6 @@
},
{
"name": "Urdefhan Lasher",
- "isNpc": false,
"source": "AV3",
"page": 84,
"level": 7,
@@ -5230,7 +5187,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 22,
@@ -5288,17 +5244,7 @@
"unit": "action"
},
"entries": [
- "Melee jaws +17, Damage {@dice 2d6+7} plus Wicked Bite Divine Innate Spells DC 22, attack +14; 3rd paralyze; 2nd death knell; 1st feather fall (at will, self only), ray of enfeeblement."
- ],
- "name": "and Wicked Bite"
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 1d8+7} slashing, DC 25."
+ "{@damage 1d8+7} slashing, DC 25"
],
"name": "Constrict",
"generic": {
@@ -5348,14 +5294,20 @@
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "fear"
+ ],
+ "weaknesses": [
+ {
+ "amount": 5,
+ "name": "positive"
+ }
]
},
"hasImages": true
},
{
"name": "Voidbracken Chuul",
- "isNpc": false,
"source": "AV3",
"page": 57,
"level": 9,
@@ -5435,7 +5387,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5518,8 +5469,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
diff --git a/data/bestiary/creatures-b1.json b/data/bestiary/creatures-b1.json
index 633880a8dd..6ee4986691 100644
--- a/data/bestiary/creatures-b1.json
+++ b/data/bestiary/creatures-b1.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Aasimar Redeemer",
- "isNpc": false,
"source": "B1",
"page": 263,
"level": 5,
@@ -90,7 +89,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 20,
@@ -157,7 +155,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -183,15 +180,13 @@
},
"hp": [
{
- "hp": 73,
- "abilities": null
+ "hp": 73
}
]
}
},
{
"name": "Adamantine Golem",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Nex"
@@ -377,14 +372,13 @@
{
"amount": 20,
"name": "physical",
- "note": "(except vorpal adamantine)"
+ "note": "except vorpal adamantine"
}
]
}
},
{
"name": "Adult Black Dragon",
- "isNpc": false,
"source": "B1",
"page": 105,
"level": 11,
@@ -506,7 +500,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 30,
@@ -532,7 +525,7 @@
"mental"
],
"entries": [
- "90 feet, DC 28."
+ "90 feet, DC 28"
],
"name": "Frightful Presence",
"generic": {
@@ -579,7 +572,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they're of a lower level than the dragon (a creature can attempt a DC 28 Will save to protect liquids in its possession). This doesn't affect the liquids in a creature's body."
@@ -622,8 +615,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -635,7 +627,6 @@
},
{
"name": "Adult Blue Dragon",
- "isNpc": false,
"source": "B1",
"page": 108,
"level": 13,
@@ -764,7 +755,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 33,
@@ -781,8 +771,9 @@
"spells": [
{
"name": "create water",
+ "amount": "at will",
"notes": [
- "at will; see desert thirst"
+ "see desert thirst"
]
}
]
@@ -822,7 +813,7 @@
"mental"
],
"entries": [
- "90 feet, DC 32."
+ "90 feet, DC 32"
],
"name": "Frightful Presence",
"generic": {
@@ -903,8 +894,7 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
],
"immunities": [
@@ -916,7 +906,6 @@
},
{
"name": "Adult Brass Dragon",
- "isNpc": false,
"source": "B1",
"page": 118,
"level": 11,
@@ -1032,7 +1021,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 30,
@@ -1059,7 +1047,7 @@
"mental"
],
"entries": [
- "90 feet, DC 28."
+ "90 feet, DC 28"
],
"name": "Frightful Presence",
"generic": {
@@ -1107,7 +1095,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The dragon calls upon the desert wind. This has the same effect as gust of wind (DC 30 Fortitude) but in a 60-foot cone. A creature that fails its save is also {@condition blinded} until the end of its next turn (or for 1 minute on a critical failure)."
@@ -1150,8 +1138,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -1163,7 +1150,6 @@
},
{
"name": "Adult Bronze Dragon",
- "isNpc": false,
"source": "B1",
"page": 120,
"level": 13,
@@ -1282,7 +1268,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 33,
@@ -1327,7 +1312,7 @@
"mental"
],
"entries": [
- "90 feet, DC 31."
+ "90 feet, DC 31"
],
"name": "Frightful Presence",
"generic": {
@@ -1414,8 +1399,7 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
],
"immunities": [
@@ -1427,7 +1411,6 @@
},
{
"name": "Adult Copper Dragon",
- "isNpc": false,
"source": "B1",
"page": 122,
"level": 12,
@@ -1541,7 +1524,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 33,
@@ -1578,7 +1560,7 @@
"mental"
],
"entries": [
- "90 feet, DC 29."
+ "90 feet, DC 29"
],
"name": "Frightful Presence",
"generic": {
@@ -1657,8 +1639,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"immunities": [
@@ -1670,7 +1651,6 @@
},
{
"name": "Adult Gold Dragon",
- "isNpc": false,
"source": "B1",
"page": 124,
"level": 15,
@@ -1798,7 +1778,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 35,
@@ -1843,7 +1822,7 @@
"mental"
],
"entries": [
- "90 feet, DC 33."
+ "90 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -1930,8 +1909,7 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
],
"immunities": [
@@ -1949,7 +1927,6 @@
},
{
"name": "Adult Green Dragon",
- "isNpc": false,
"source": "B1",
"page": 110,
"level": 12,
@@ -2088,7 +2065,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 32,
@@ -2121,7 +2097,7 @@
"mental"
],
"entries": [
- "90 feet, DC 31."
+ "90 feet, DC 31"
],
"name": "Frightful Presence",
"generic": {
@@ -2204,8 +2180,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -2217,7 +2192,6 @@
},
{
"name": "Adult Red Dragon",
- "isNpc": false,
"source": "B1",
"page": 112,
"level": 14,
@@ -2346,7 +2320,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 35,
@@ -2402,7 +2375,7 @@
"mental"
],
"entries": [
- "90 feet, DC 33."
+ "90 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -2475,8 +2448,7 @@
},
"hp": [
{
- "hp": 305,
- "abilities": null
+ "hp": 305
}
],
"immunities": [
@@ -2494,7 +2466,6 @@
},
{
"name": "Adult Silver Dragon",
- "isNpc": false,
"source": "B1",
"page": 126,
"level": 14,
@@ -2612,7 +2583,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 33,
@@ -2648,7 +2618,7 @@
"mental"
],
"entries": [
- "90 feet, DC 33."
+ "90 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -2727,8 +2697,7 @@
},
"hp": [
{
- "hp": 295,
- "abilities": null
+ "hp": 295
}
],
"immunities": [
@@ -2746,7 +2715,6 @@
},
{
"name": "Adult White Dragon",
- "isNpc": false,
"source": "B1",
"page": 114,
"level": 10,
@@ -2855,7 +2823,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 27,
@@ -2909,7 +2876,7 @@
"mental"
],
"entries": [
- "90 feet, DC 27."
+ "90 feet, DC 27"
],
"name": "Frightful Presence",
"generic": {
@@ -3015,8 +2982,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -3034,7 +3000,6 @@
},
{
"name": "Air Mephit",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -3103,7 +3068,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -3171,7 +3135,6 @@
},
{
"name": "Alchemical Golem",
- "isNpc": false,
"source": "B1",
"page": 185,
"foundIn": [
@@ -3243,9 +3206,7 @@
],
"effects": [
"see Generate Bomb"
- ],
- "damage": "see Generate Bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -3318,8 +3279,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -3344,14 +3304,13 @@
{
"amount": 12,
"name": "physical",
- "note": "(except adamantine or bludgeoning)"
+ "note": "except adamantine or bludgeoning"
}
]
}
},
{
"name": "Alghollthu Master",
- "isNpc": false,
"source": "B1",
"page": 14,
"level": 7,
@@ -3392,8 +3351,9 @@
"occultism": {
"std": 16
},
- "lore (any one subcategory)": {
- "std": 14
+ "lore": {
+ "std": 14,
+ "note": "any one subcategory"
}
},
"abilityMods": {
@@ -3429,7 +3389,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -3548,15 +3507,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Ancient Black Dragon",
- "isNpc": false,
"source": "B1",
"page": 106,
"level": 16,
@@ -3633,7 +3590,7 @@
"magical",
"reach <15 feet>"
],
- "damage": "{@damage 3d10+14} piercing plus {@damage 2d6} acid and {@damage 2d6} {@condition persistent damage ||persistent acid}",
+ "damage": "{@damage 3d10+14} piercing plus {@damage 2d6} acid and {@damage 2d6} {@condition persistent damage||persistent acid}",
"types": [
"acid",
"persistent",
@@ -3683,7 +3640,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 37,
@@ -3709,7 +3665,7 @@
"mental"
],
"entries": [
- "90 feet, DC 35."
+ "90 feet, DC 35"
],
"name": "Frightful Presence",
"generic": {
@@ -3760,7 +3716,7 @@
"name": "Corrupt Water",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
},
{
@@ -3800,8 +3756,7 @@
},
"hp": [
{
- "hp": 325,
- "abilities": null
+ "hp": 325
}
],
"immunities": [
@@ -3813,7 +3768,6 @@
},
{
"name": "Ancient Blue Dragon",
- "isNpc": false,
"source": "B1",
"page": 108,
"level": 18,
@@ -3945,7 +3899,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 43,
@@ -3962,8 +3915,9 @@
"spells": [
{
"name": "create water",
+ "amount": "at will",
"notes": [
- "at will; see desert thirst"
+ "see desert thirst"
]
}
]
@@ -4019,7 +3973,7 @@
"mental"
],
"entries": [
- "90 feet, DC 39."
+ "90 feet, DC 39"
],
"name": "Frightful Presence",
"generic": {
@@ -4097,7 +4051,7 @@
"requirements": "A storm cloud created by Breath Weapon is within 500 feet, and the dragon can see the cloud.",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deals {@damage 6d12} electricity damage to all enemies in its path (DC 40 basic Reflex save)."
@@ -4125,8 +4079,7 @@
},
"hp": [
{
- "hp": 370,
- "abilities": null
+ "hp": 370
}
],
"immunities": [
@@ -4138,7 +4091,6 @@
},
{
"name": "Ancient Brass Dragon",
- "isNpc": false,
"source": "B1",
"page": 118,
"level": 16,
@@ -4221,7 +4173,7 @@
"magical",
"reach <15 feet>"
],
- "damage": "{@damage 3d10+15} piercing plus {@damage 3d6} fire and {@damage 2d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 3d10+15} piercing plus {@damage 3d6} fire and {@damage 2d6} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent",
@@ -4245,7 +4197,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 37,
@@ -4272,7 +4223,7 @@
"mental"
],
"entries": [
- "90 feet, DC 35."
+ "90 feet, DC 35"
],
"name": "Frightful Presence",
"generic": {
@@ -4326,7 +4277,7 @@
"name": "Desert Wind",
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
}
},
{
@@ -4366,8 +4317,7 @@
},
"hp": [
{
- "hp": 325,
- "abilities": null
+ "hp": 325
}
],
"immunities": [
@@ -4379,7 +4329,6 @@
},
{
"name": "Ancient Bronze Dragon",
- "isNpc": false,
"source": "B1",
"page": 120,
"level": 18,
@@ -4502,7 +4451,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 40,
@@ -4555,7 +4503,7 @@
"mental"
],
"entries": [
- "90 feet, DC 38."
+ "90 feet, DC 38"
],
"name": "Frightful Presence",
"generic": {
@@ -4666,8 +4614,7 @@
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"immunities": [
@@ -4679,7 +4626,6 @@
},
{
"name": "Ancient Copper Dragon",
- "isNpc": false,
"source": "B1",
"page": 122,
"level": 17,
@@ -4796,7 +4742,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 39,
@@ -4840,7 +4785,7 @@
"mental"
],
"entries": [
- "90 feet, DC 35."
+ "90 feet, DC 35"
],
"name": "Frightful Presence",
"generic": {
@@ -4923,7 +4868,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The copper dragon tells a fantastic joke. Each creature in a 100-foot emanation must succeed at a DC 39 Will save or suffer the effects of a 9th-level {@spell hideous laughter} spell for 1 minute."
@@ -4951,8 +4896,7 @@
},
"hp": [
{
- "hp": 345,
- "abilities": null
+ "hp": 345
}
],
"immunities": [
@@ -4964,7 +4908,6 @@
},
{
"name": "Ancient Gold Dragon",
- "isNpc": false,
"source": "B1",
"page": 125,
"level": 20,
@@ -5095,7 +5038,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 41,
@@ -5140,7 +5082,7 @@
"mental"
],
"entries": [
- "90 feet, DC 39."
+ "90 feet, DC 39"
],
"name": "Frightful Presence",
"generic": {
@@ -5233,8 +5175,7 @@
},
"hp": [
{
- "hp": 450,
- "abilities": null
+ "hp": 450
}
],
"immunities": [
@@ -5252,7 +5193,6 @@
},
{
"name": "Ancient Green Dragon",
- "isNpc": false,
"source": "B1",
"page": 110,
"level": 17,
@@ -5394,7 +5334,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 39,
@@ -5446,7 +5385,7 @@
"mental"
],
"entries": [
- "90 feet, DC 37."
+ "90 feet, DC 37"
],
"name": "Frightful Presence",
"generic": {
@@ -5540,8 +5479,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"immunities": [
@@ -5553,7 +5491,6 @@
},
{
"name": "Ancient Red Dragon",
- "isNpc": false,
"source": "B1",
"page": 112,
"level": 19,
@@ -5685,7 +5622,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 42,
@@ -5742,7 +5678,7 @@
"mental"
],
"entries": [
- "90 feet, DC 40."
+ "90 feet, DC 40"
],
"name": "Frightful Presence",
"generic": {
@@ -5846,8 +5782,7 @@
},
"hp": [
{
- "hp": 425,
- "abilities": null
+ "hp": 425
}
],
"immunities": [
@@ -5865,7 +5800,6 @@
},
{
"name": "Ancient Silver Dragon",
- "isNpc": false,
"source": "B1",
"page": 127,
"level": 19,
@@ -5985,7 +5919,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 40,
@@ -6021,7 +5954,7 @@
"mental"
],
"entries": [
- "90 feet, DC 40."
+ "90 feet, DC 40"
],
"name": "Frightful Presence",
"generic": {
@@ -6125,8 +6058,7 @@
},
"hp": [
{
- "hp": 410,
- "abilities": null
+ "hp": 410
}
],
"immunities": [
@@ -6144,7 +6076,6 @@
},
{
"name": "Ancient White Dragon",
- "isNpc": false,
"source": "B1",
"page": 115,
"level": 15,
@@ -6256,7 +6187,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 36,
@@ -6329,7 +6259,7 @@
"mental"
],
"entries": [
- "90 feet, DC 34."
+ "90 feet, DC 34"
],
"name": "Frightful Presence",
"generic": {
@@ -6436,8 +6366,7 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
],
"immunities": [
@@ -6455,7 +6384,6 @@
},
{
"name": "Animated Armor",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Nex"
@@ -6541,7 +6469,8 @@
"defenses": {
"ac": {
"std": 17,
- "when broken": 13
+ "when broken": 13,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -6557,8 +6486,7 @@
"hardness": 9,
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -6581,7 +6509,6 @@
},
{
"name": "Animated Broom",
- "isNpc": false,
"source": "B1",
"page": 20,
"foundIn": [
@@ -6664,7 +6591,8 @@
"defenses": {
"ac": {
"std": 16,
- "when broken": 14
+ "when broken": 14,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -6680,8 +6608,7 @@
"hardness": 2,
"hp": [
{
- "hp": 6,
- "abilities": null
+ "hp": 6
}
],
"immunities": [
@@ -6704,7 +6631,6 @@
},
{
"name": "Animated Statue",
- "isNpc": false,
"source": "B1",
"page": 21,
"foundIn": [
@@ -6777,7 +6703,8 @@
"defenses": {
"ac": {
"std": 19,
- "when broken": 15
+ "when broken": 15,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -6793,8 +6720,7 @@
"hardness": 6,
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -6817,7 +6743,6 @@
},
{
"name": "Ankhrav",
- "isNpc": false,
"source": "B1",
"page": 22,
"level": 3,
@@ -6912,10 +6837,10 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
- "The ankhrav spews acid in a 30-foot cone, dealing {@damage 3d6} acid damage and {@damage 1d6} {@condition persistent damage ||persistent acid damage} (DC 20 basic Reflex save)."
+ "The ankhrav spews acid in a 30-foot cone, dealing {@damage 3d6} acid damage and {@damage 1d6} {@condition persistent damage||persistent acid damage} (DC 20 basic Reflex save)."
],
"name": "Spray Acid"
}
@@ -6939,15 +6864,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Ankylosaurus",
- "isNpc": false,
"source": "B1",
"page": 97,
"level": 6,
@@ -7030,7 +6953,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, foot, DC 24."
+ "Medium or smaller, foot, DC 24"
],
"name": "Trample",
"generic": {
@@ -7057,15 +6980,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Annis Hag",
- "isNpc": false,
"source": "B1",
"page": 202,
"level": 6,
@@ -7197,7 +7118,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -7224,15 +7144,13 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
]
}
},
{
"name": "Arbiter",
- "isNpc": false,
"source": "B1",
"page": 8,
"level": 1,
@@ -7315,7 +7233,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -7395,8 +7312,7 @@
},
"hp": [
{
- "hp": 22,
- "abilities": null
+ "hp": 22
}
],
"immunities": [
@@ -7416,7 +7332,6 @@
},
{
"name": "Arboreal Regent",
- "isNpc": false,
"source": "B1",
"page": 25,
"level": 8,
@@ -7513,7 +7428,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -7557,7 +7471,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -7583,8 +7496,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"weaknesses": [
@@ -7610,7 +7522,6 @@
},
{
"name": "Arboreal Warden",
- "isNpc": false,
"source": "B1",
"page": 24,
"level": 4,
@@ -7694,7 +7605,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7705,7 +7615,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -7744,8 +7653,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"weaknesses": [
@@ -7771,7 +7679,6 @@
},
{
"name": "Astradaemon",
- "isNpc": false,
"source": "B1",
"page": 73,
"level": 16,
@@ -7894,7 +7801,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -7903,8 +7809,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
}
]
@@ -8035,8 +7942,7 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
],
"immunities": [
@@ -8053,7 +7959,6 @@
},
{
"name": "Astral Deva",
- "isNpc": false,
"source": "B1",
"page": 19,
"level": 14,
@@ -8129,7 +8034,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -8288,8 +8192,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"weaknesses": [
@@ -8302,7 +8205,6 @@
},
{
"name": "Awakened Tree",
- "isNpc": false,
"source": "B1",
"page": 25,
"level": 6,
@@ -8397,8 +8299,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"weaknesses": [
@@ -8424,7 +8325,6 @@
},
{
"name": "Axiomite",
- "isNpc": false,
"source": "B1",
"page": 9,
"level": 8,
@@ -8518,7 +8418,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -8621,8 +8520,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -8640,7 +8538,6 @@
},
{
"name": "Azure Worm",
- "isNpc": false,
"source": "B1",
"page": 57,
"level": 15,
@@ -8753,7 +8650,7 @@
"trigger": "The purple worm would be affected by a condition or adverse effect (such as baleful polymorph).",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
}
],
@@ -8849,15 +8746,13 @@
},
"hp": [
{
- "hp": 320,
- "abilities": null
+ "hp": 320
}
]
}
},
{
"name": "Balisse",
- "isNpc": false,
"source": "B1",
"page": 18,
"level": 8,
@@ -8934,7 +8829,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -9036,7 +8930,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The balisse marks an evil creature within its confessor's aura as irredeemable. It can only do so after a failed attempt to convince the creature to repent. The touched creature takes a \u20131 status penalty to AC and saves, reduces its resistances by 2, and gains weakness 2 to good damage. The duration depends on the target's DC 26 Will save.",
@@ -9097,8 +8991,7 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
],
"weaknesses": [
@@ -9117,7 +9010,6 @@
},
{
"name": "Ball Python",
- "isNpc": false,
"source": "B1",
"page": 302,
"level": 1,
@@ -9201,7 +9093,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8} bludgeoning, DC 17."
+ "{@damage 1d8} bludgeoning, DC 17"
],
"name": "Constrict",
"generic": {
@@ -9239,15 +9131,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Balor",
- "isNpc": false,
"source": "B1",
"page": 83,
"level": 20,
@@ -9361,7 +9251,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 44,
@@ -9488,7 +9377,7 @@
"trigger": "The balor hits a creature, object, or spell effect with a weapon {@action Strike}.",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The balor casts an innate dispel magic on the target of the triggering {@action Strike}."
@@ -9549,8 +9438,7 @@
},
"hp": [
{
- "hp": 480,
- "abilities": null
+ "hp": 480
}
],
"immunities": [
@@ -9574,7 +9462,6 @@
},
{
"name": "Banshee",
- "isNpc": false,
"source": "B1",
"page": 34,
"level": 17,
@@ -9751,14 +9638,13 @@
{
"amount": 12,
"name": "all damage",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Baomal",
- "isNpc": false,
"source": "B1",
"page": 35,
"level": 20,
@@ -9842,7 +9728,6 @@
"abilities": {
"mid": [
{
- "entries": [],
"name": "All-Around Vision",
"generic": {
"tag": "ability"
@@ -9853,7 +9738,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -9941,8 +9825,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"resistances": [
@@ -9955,7 +9838,6 @@
},
{
"name": "Barbazu",
- "isNpc": false,
"source": "B1",
"page": 88,
"level": 5,
@@ -10069,7 +9951,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -10099,7 +9980,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -10139,7 +10019,7 @@
"necromancy"
],
"entries": [
- "A bearded devil's glaive {@action Strike} also deals {@damage 1d6} {@condition persistent damage ||persistent bleed damage} that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.",
+ "A bearded devil's glaive {@action Strike} also deals {@damage 1d6} {@condition persistent damage||persistent bleed damage} that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.",
"The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature."
],
"name": "Infernal Wound"
@@ -10163,7 +10043,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The barbazu makes a beard {@action Strike}. This {@action Strike} ignores their multiple attack penalty and doesn't count toward that penalty."
@@ -10191,8 +10071,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -10208,7 +10087,7 @@
{
"amount": 5,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 10,
@@ -10219,7 +10098,6 @@
},
{
"name": "Barghest",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -10313,7 +10191,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -10360,7 +10237,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -10413,8 +10289,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"resistances": [
@@ -10425,14 +10300,13 @@
{
"amount": 5,
"name": "physical",
- "note": "(except magical)"
+ "note": "except magical"
}
]
}
},
{
"name": "Basilisk",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -10546,15 +10420,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Black Pudding",
- "isNpc": false,
"source": "B1",
"page": 255,
"foundIn": [
@@ -10654,7 +10526,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+7} bludgeoning plus {@damage 1d6} acid, DC 26."
+ "{@damage 1d8+7} bludgeoning plus {@damage 1d6} acid, DC 26"
],
"name": "Constrict",
"generic": {
@@ -10693,8 +10565,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"immunities": [
@@ -10711,7 +10582,6 @@
},
{
"name": "Bloodseeker",
- "isNpc": false,
"source": "B1",
"page": 42,
"level": -1,
@@ -10763,16 +10633,14 @@
],
"effects": [
"attach"
- ],
- "damage": "attach",
- "types": []
+ ]
}
],
"abilities": {
"bot": [
{
"entries": [
- "When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is flatfooted while attached. If the bloodseeker is killed or pushed away while attached to a creature it has {@condition drained} blood from, that creature takes 1 {@condition persistent damage ||persistent bleed damage}. Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage."
+ "When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is flatfooted while attached. If the bloodseeker is killed or pushed away while attached to a creature it has {@condition drained} blood from, that creature takes 1 {@condition persistent damage||persistent bleed damage}. Escaping the attach or removing the bloodseeker in other ways doesn't cause bleed damage."
],
"name": "Attach"
},
@@ -10807,15 +10675,13 @@
},
"hp": [
{
- "hp": 6,
- "abilities": null
+ "hp": 6
}
]
}
},
{
"name": "Boar",
- "isNpc": false,
"source": "B1",
"page": 43,
"level": 2,
@@ -10877,7 +10743,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -10915,15 +10780,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Boggard Scout",
- "isNpc": false,
"source": "B1",
"page": 44,
"level": 1,
@@ -11002,9 +10865,7 @@
],
"effects": [
"tongue grab"
- ],
- "damage": "tongue grab",
- "types": []
+ ]
},
{
"range": "Ranged",
@@ -11070,15 +10931,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Boggard Swampseer",
- "isNpc": false,
"source": "B1",
"page": 45,
"level": 3,
@@ -11164,14 +11023,11 @@
],
"effects": [
"tongue grab"
- ],
- "damage": "tongue grab",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 21,
@@ -11221,14 +11077,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Religion} +9 Str +3, Dex +0, Con +2, Int +0, Wis +4, Cha +3 Items staff."
- ],
- "name": "Performance"
- }
- ],
"bot": [
{
"activity": {
@@ -11239,16 +11087,10 @@
"sonic"
],
"entries": [
- "The swampseer utters a powerful croak that deals {@damage 4d6} sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the {@condition frightened} condition takes additional sonic damage equal to twice the value of their {@condition frightened} condition. The boggard can't use."
+ "The swampseer utters a powerful croak that deals {@damage 4d6} sonic damage to any non-boggard within a 15-foot emanation (DC 19 basic Fortitude save); any creature with the {@condition frightened} condition takes additional sonic damage equal to twice the value of their {@condition frightened} condition. The boggard can't use Destructive Croak again for {@dice 1d4} rounds."
],
"name": "Destructive Croak"
},
- {
- "entries": [
- "Croak again for {@dice 1d4} rounds."
- ],
- "name": "Destructive"
- },
{
"activity": {
"number": 1,
@@ -11291,13 +11133,6 @@
"As boggard scout, except AC 15 and 4 HP."
],
"name": "Tongue Grab"
- },
- {
- "entries": [
- "Boggards brew a potent toxin made from blue dragonflies.",
- "Swampseers consume this mixture to awaken their divine powers, but the poison inspires crippling hallucinations in most other creatures."
- ],
- "name": "Blue Dragonfly Poison"
}
]
},
@@ -11319,15 +11154,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Boggard Warrior",
- "isNpc": false,
"source": "B1",
"page": 44,
"level": 2,
@@ -11402,9 +11235,7 @@
],
"effects": [
"tongue grab"
- ],
- "damage": "tongue grab",
- "types": []
+ ]
},
{
"range": "Ranged",
@@ -11481,15 +11312,13 @@
},
"hp": [
{
- "hp": 38,
- "abilities": null
+ "hp": 38
}
]
}
},
{
"name": "Brain Collector",
- "isNpc": false,
"source": "B1",
"page": 46,
"level": 8,
@@ -11536,8 +11365,9 @@
"stealth": {
"std": 17
},
- "lore (all subcategories)": {
- "std": 18
+ "lore": {
+ "std": 18,
+ "note": "all subcategories"
}
},
"abilityMods": {
@@ -11580,7 +11410,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 26,
@@ -11742,8 +11571,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -11758,7 +11586,6 @@
},
{
"name": "Brine Shark",
- "isNpc": false,
"source": "B1",
"page": 152,
"foundIn": [
@@ -11854,8 +11681,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -11874,7 +11700,6 @@
},
{
"name": "Brontosaurus",
- "isNpc": false,
"source": "B1",
"page": 100,
"level": 10,
@@ -11961,7 +11786,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 29."
+ "Huge or smaller, foot, DC 29"
],
"name": "Trample",
"generic": {
@@ -11988,15 +11813,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Bugbear Thug",
- "isNpc": false,
"source": "B1",
"page": 47,
"level": 2,
@@ -12132,15 +11955,13 @@
},
"hp": [
{
- "hp": 34,
- "abilities": null
+ "hp": 34
}
]
}
},
{
"name": "Bugbear Tormentor",
- "isNpc": false,
"source": "B1",
"page": 47,
"level": 3,
@@ -12285,15 +12106,13 @@
},
"hp": [
{
- "hp": 44,
- "abilities": null
+ "hp": 44
}
]
}
},
{
"name": "Bulette",
- "isNpc": false,
"source": "B1",
"page": 48,
"level": 8,
@@ -12405,15 +12224,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Bunyip",
- "isNpc": false,
"source": "B1",
"page": 49,
"level": 3,
@@ -12467,7 +12284,7 @@
"range": "Melee",
"name": "jaws",
"attack": 11,
- "damage": "{@damage 1d10+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 1d10+4} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -12554,7 +12371,7 @@
"transmutation"
],
"entries": [
- "A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its jaws {@action Strike} doesn't deal the {@damage 1d6} {@condition persistent damage ||persistent bleed damage}. It can choose to gain either a long snake tail, granting its tail {@action Strike} reach <10 feet> and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs."
+ "A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. When it does, its teeth shrink and its jaws {@action Strike} doesn't deal the {@damage 1d6} {@condition persistent damage||persistent bleed damage}. It can choose to gain either a long snake tail, granting its tail {@action Strike} reach <10 feet> and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs."
],
"name": "Shift Form"
}
@@ -12578,15 +12395,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Cacodaemon",
- "isNpc": false,
"source": "B1",
"page": 70,
"level": 1,
@@ -12663,7 +12478,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -12683,8 +12497,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
},
{
@@ -12696,8 +12511,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -12803,8 +12619,7 @@
},
"hp": [
{
- "hp": 22,
- "abilities": null
+ "hp": 22
}
],
"immunities": [
@@ -12814,7 +12629,6 @@
},
{
"name": "Caligni Creeper",
- "isNpc": false,
"source": "B1",
"page": 50,
"level": 2,
@@ -12907,7 +12721,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 15,
@@ -12983,7 +12796,6 @@
},
{
"name": "Caligni Dancer",
- "isNpc": false,
"source": "B1",
"page": 50,
"level": 1,
@@ -13084,7 +12896,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 16,
@@ -13101,14 +12912,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+7 Str +0, Dex +4, Con +2, Int \u20131, Wis +1, Cha +3 Items baton (light mace), dagger."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"activity": {
@@ -13192,7 +12995,6 @@
},
{
"name": "Caligni Stalker",
- "isNpc": false,
"source": "B1",
"page": 51,
"level": 4,
@@ -13270,7 +13072,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 19,
@@ -13379,7 +13180,6 @@
},
{
"name": "Cassisian",
- "isNpc": false,
"source": "B1",
"page": 16,
"level": 1,
@@ -13450,7 +13250,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 16,
@@ -13567,8 +13366,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"weaknesses": [
@@ -13591,7 +13389,6 @@
},
{
"name": "Catfolk Pouncer",
- "isNpc": false,
"source": "B1",
"page": 54,
"foundIn": [
@@ -13747,15 +13544,13 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
}
},
{
"name": "Cauthooj",
- "isNpc": false,
"source": "B1",
"page": 55,
"level": 12,
@@ -13905,8 +13700,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"resistances": [
@@ -13919,7 +13713,6 @@
},
{
"name": "Cave Bear",
- "isNpc": false,
"source": "B1",
"page": 40,
"level": 6,
@@ -14024,15 +13817,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Centaur",
- "isNpc": false,
"source": "B1",
"page": 60,
"level": 3,
@@ -14144,7 +13935,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -14158,7 +13948,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 18."
+ "Medium or smaller, hoof, DC 18"
],
"name": "Trample",
"generic": {
@@ -14186,15 +13976,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Centipede Swarm",
- "isNpc": false,
"source": "B1",
"page": 61,
"level": 3,
@@ -14240,7 +14028,6 @@
"walk": 30,
"climb": 30
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -14294,8 +14081,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -14316,7 +14102,6 @@
},
{
"name": "Ceustodaemon",
- "isNpc": false,
"source": "B1",
"page": 71,
"level": 6,
@@ -14411,7 +14196,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -14420,8 +14204,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
}
]
@@ -14477,7 +14262,7 @@
"fire"
],
"entries": [
- "The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take {@damage 7d6} fire damage (DC 24 basic Reflex save). The ceustodaemon and each creature that fails the save catch fire, taking {@damage 2d6} {@condition persistent damage ||persistent fire damage}. The breath weapon can't be used again for {@dice 1d4} rounds."
+ "The ceustodaemon breathes flames in a 30-foot cone. Creatures in the cone take {@damage 7d6} fire damage (DC 24 basic Reflex save). The ceustodaemon and each creature that fails the save catch fire, taking {@damage 2d6} {@condition persistent damage||persistent fire damage}. The breath weapon can't be used again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
},
@@ -14513,8 +14298,7 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
],
"immunities": [
@@ -14524,7 +14308,6 @@
},
{
"name": "Changeling Exile",
- "isNpc": false,
"source": "B1",
"page": 62,
"level": 3,
@@ -14609,7 +14392,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 21,
@@ -14694,15 +14476,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Chimera",
- "isNpc": false,
"source": "B1",
"page": 63,
"level": 8,
@@ -14814,7 +14594,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -14882,15 +14661,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Choral",
- "isNpc": false,
"source": "B1",
"page": 17,
"level": 6,
@@ -14983,7 +14760,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -14996,16 +14772,10 @@
"name": "ghost sound"
},
{
- "name": "inspire competence",
- "notes": [
- "Core Rulebook 386"
- ]
+ "name": "inspire competence"
},
{
- "name": "inspire courage",
- "notes": [
- "Core Rulebook 386"
- ]
+ "name": "inspire courage"
}
]
},
@@ -15013,9 +14783,7 @@
"spells": [
{
"name": "counter performance",
- "notes": [
- "at will; Core Rulebook 386"
- ]
+ "amount": "at will"
}
]
},
@@ -15130,8 +14898,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"weaknesses": [
@@ -15150,7 +14917,6 @@
},
{
"name": "Chuul",
- "isNpc": false,
"source": "B1",
"page": 64,
"level": 7,
@@ -15231,7 +14997,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -15312,8 +15077,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"immunities": [
@@ -15323,7 +15087,6 @@
},
{
"name": "Cinder Rat",
- "isNpc": false,
"source": "B1",
"page": 148,
"foundIn": [
@@ -15383,7 +15146,7 @@
"traits": [
"finesse"
],
- "damage": "{@damage 1d8+4} fire plus {@damage 1d4} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d8+4} fire plus {@damage 1d4} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -15429,8 +15192,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -15450,7 +15212,6 @@
},
{
"name": "Clay Golem",
- "isNpc": false,
"source": "B1",
"page": 186,
"foundIn": [
@@ -15548,7 +15309,7 @@
"trigger": "The clay golem's turn begins.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"It can't trigger this free action on the first turn of combat. The clay golem becomes {@condition quickened} for 1 minute."
@@ -15599,8 +15360,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -15625,14 +15385,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Cloaker",
- "isNpc": false,
"source": "B1",
"page": 65,
"level": 5,
@@ -15771,15 +15530,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Cloud Giant",
- "isNpc": false,
"source": "B1",
"page": 173,
"level": 11,
@@ -15885,7 +15642,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 30,
@@ -15923,7 +15679,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -15934,7 +15689,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -15947,7 +15701,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -15997,15 +15750,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Cockatrice",
- "isNpc": false,
"source": "B1",
"page": 66,
"level": 3,
@@ -16091,15 +15842,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Crag Linnorm",
- "isNpc": false,
"source": "B1",
"page": 224,
"level": 14,
@@ -16206,7 +15955,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 33,
@@ -16269,7 +16017,7 @@
"primal"
],
"entries": [
- "The crag linnorm breathes out a stream of magma in a 120-foot line that deals {@damage 12d6} fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes {@damage 4d6} {@condition persistent damage ||persistent fire damage}. The crag linnorm can't use Breath Weapon again for {@dice 1d4} rounds. The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Breath Weapon, and if the linnorm was airborne, the magma rains downward in a sheet 60 feet high. Any creature that moves across or through the magma takes {@damage 6d6} fire damage (DC 34 basic Reflex save). At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone on the ground, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours."
+ "The crag linnorm breathes out a stream of magma in a 120-foot line that deals {@damage 12d6} fire damage to creatures within the area (DC 34 basic Reflex save). Any creature that fails its save also takes {@damage 4d6} {@condition persistent damage||persistent fire damage}. The crag linnorm can't use Breath Weapon again for {@dice 1d4} rounds. The magma remains until the start of the linnorm's next turn. If the linnorm was on the ground, the magma remains as a burning line on the ground directly under the line of the Breath Weapon, and if the linnorm was airborne, the magma rains downward in a sheet 60 feet high. Any creature that moves across or through the magma takes {@damage 6d6} fire damage (DC 34 basic Reflex save). At the start of the linnorm's next turn, the magma cools to a thin layer of brittle stone on the ground, or the magma rain finishes falling and turns to harmless pebbles. The cooled magma quickly degrades to powder and sand over the course of several hours."
],
"name": "Breath Weapon"
},
@@ -16279,7 +16027,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d6+14} bludgeoning, DC 34."
+ "{@damage 2d6+14} bludgeoning, DC 34"
],
"name": "Constrict",
"generic": {
@@ -16353,7 +16101,6 @@
},
{
"name": "Crimson Worm",
- "isNpc": false,
"source": "B1",
"page": 59,
"level": 18,
@@ -16474,7 +16221,7 @@
"trigger": "The crimson worm would be affected by a condition or adverse effect (such as baleful polymorph).",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
}
],
@@ -16581,8 +16328,7 @@
},
"hp": [
{
- "hp": 410,
- "abilities": null
+ "hp": 410
}
],
"immunities": [
@@ -16598,7 +16344,6 @@
},
{
"name": "Crocodile",
- "isNpc": false,
"source": "B1",
"page": 67,
"level": 2,
@@ -16678,7 +16423,7 @@
"unit": "action"
},
"entries": [
- "35 feet."
+ "35 feet"
],
"name": "Aquatic Ambush",
"generic": {
@@ -16725,15 +16470,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Cyclops",
- "isNpc": false,
"source": "B1",
"page": 68,
"level": 5,
@@ -16824,7 +16567,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -16844,7 +16586,7 @@
"trigger": "The cyclops is about to roll a d20.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The cyclops peers into an occluded spectrum of possible futures. It gets a success (but not a critical success) on the roll instead of rolling."
@@ -16886,15 +16628,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Daeodon",
- "isNpc": false,
"source": "B1",
"page": 43,
"level": 4,
@@ -16956,7 +16696,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -16994,15 +16733,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Dandasuka",
- "isNpc": false,
"source": "B1",
"page": 274,
"foundIn": [
@@ -17070,7 +16807,7 @@
"finesse",
"magical"
],
- "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -17093,7 +16830,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 22,
@@ -17133,7 +16869,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 19,
@@ -17160,14 +16895,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13 Str +1, Dex +4, Con +3, Int +1, Wis +1, Cha +3."
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"activity": {
@@ -17218,8 +16945,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"weaknesses": [
@@ -17231,14 +16957,14 @@
"resistances": [
{
"amount": 5,
- "name": "physical"
+ "name": "physical",
+ "note": "except piercing"
}
]
}
},
{
"name": "Dark Naga",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray"
@@ -17325,7 +17051,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 26,
@@ -17407,7 +17132,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -17486,15 +17210,13 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
},
{
"name": "Deadly Mantis",
- "isNpc": false,
"source": "B1",
"page": 233,
"level": 11,
@@ -17622,15 +17344,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Deep Gnome Rockwarden",
- "isNpc": false,
"source": "B1",
"page": 75,
"level": 5,
@@ -17716,7 +17436,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 24,
@@ -17781,7 +17500,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -17814,15 +17532,13 @@
},
"hp": [
{
- "hp": 63,
- "abilities": null
+ "hp": 63
}
]
}
},
{
"name": "Deep Gnome Scout",
- "isNpc": false,
"source": "B1",
"page": 74,
"level": 1,
@@ -17907,7 +17623,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 14,
@@ -17950,15 +17665,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Deep Gnome Warrior",
- "isNpc": false,
"source": "B1",
"page": 75,
"level": 2,
@@ -18036,7 +17749,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 15,
@@ -18058,7 +17770,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -18069,7 +17780,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -18095,15 +17805,13 @@
},
"hp": [
{
- "hp": 34,
- "abilities": null
+ "hp": 34
}
]
}
},
{
"name": "Deinonychus",
- "isNpc": false,
"source": "B1",
"page": 97,
"level": 2,
@@ -18211,15 +17919,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Deinosuchus",
- "isNpc": false,
"source": "B1",
"page": 67,
"level": 9,
@@ -18295,7 +18001,7 @@
"unit": "action"
},
"entries": [
- "50 feet."
+ "50 feet"
],
"name": "Aquatic Ambush",
"generic": {
@@ -18343,15 +18049,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Demilich",
- "isNpc": false,
"source": "B1",
"page": 222,
"level": 15,
@@ -18437,7 +18141,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 40,
@@ -18645,14 +18348,13 @@
{
"amount": 5,
"name": "physical",
- "note": "(except bludgeoning)"
+ "note": "except bludgeoning"
}
]
}
},
{
"name": "Dero Magister",
- "isNpc": false,
"source": "B1",
"page": 85,
"level": 5,
@@ -18735,7 +18437,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 24,
@@ -18772,7 +18473,6 @@
}
},
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 24,
@@ -18868,7 +18568,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The magister focuses their gaze on a creature they can see within 30 feet. The target is {@condition dazzled} for 1 round and must succeed at a DC 24 Will saving throw or be {@condition confused} for 1 round."
@@ -18895,8 +18595,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"immunities": [
@@ -18911,7 +18610,6 @@
},
{
"name": "Dero Stalker",
- "isNpc": false,
"source": "B1",
"page": 84,
"level": 2,
@@ -19011,7 +18709,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 17,
@@ -19081,8 +18778,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"weaknesses": [
@@ -19094,7 +18790,6 @@
},
{
"name": "Dero Strangler",
- "isNpc": false,
"source": "B1",
"page": 84,
"level": 3,
@@ -19195,7 +18890,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 19,
@@ -19269,8 +18963,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -19285,7 +18978,6 @@
},
{
"name": "Desert Drake",
- "isNpc": false,
"source": "B1",
"page": 135,
"level": 8,
@@ -19416,7 +19108,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -19443,8 +19135,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -19461,7 +19152,6 @@
},
{
"name": "Dezullon",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray"
@@ -19787,7 +19477,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 18,
@@ -19844,7 +19533,6 @@
},
{
"name": "Dire Wolf",
- "isNpc": false,
"source": "B1",
"page": 334,
"level": 3,
@@ -19916,7 +19604,7 @@
"unit": "reaction"
},
"entries": [
- "DC 20."
+ "DC 20"
],
"name": "Buck",
"generic": {
@@ -19964,15 +19652,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Djinni",
- "isNpc": false,
"source": "B1",
"page": 163,
"foundIn": [
@@ -20099,7 +19785,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 23,
@@ -20112,8 +19797,9 @@
},
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -20142,10 +19828,9 @@
"spells": [
{
"name": "plane shift",
+ "amount": "at will",
"notes": [
- "at will; to Astral Plane",
- "Elemental Planes",
- "or Material Plane only"
+ "to Astral Plane, Elemental Planes or Material Plane only"
]
}
]
@@ -20190,7 +19875,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The djinni all creatures in its whirlwind pushes back 20 feet, or forces all creatures in the aura to move 20 feet clockwise or counterclockwise. Each creature must attempt a DC 21 Fortitude save. On a success, it avoids being moved, and on a critical failure it falls {@condition prone} in addition to being moved. Creatures with the {@trait air} trait are immune."
@@ -20217,8 +19902,7 @@
},
"hp": [
{
- "hp": 71,
- "abilities": null
+ "hp": 71
}
],
"immunities": [
@@ -20238,7 +19922,6 @@
},
{
"name": "Doppelganger",
- "isNpc": false,
"source": "B1",
"page": 103,
"level": 3,
@@ -20260,7 +19943,7 @@
"languages": [
"common"
],
- "abilities": [
+ "notes": [
"two other languages"
]
},
@@ -20305,7 +19988,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 21,
@@ -20378,15 +20060,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Dragon Turtle",
- "isNpc": false,
"source": "B1",
"page": 128,
"level": 9,
@@ -20440,7 +20120,6 @@
"walk": 20,
"swim": 30
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -20515,8 +20194,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -20528,7 +20206,6 @@
},
{
"name": "Drakauthix",
- "isNpc": false,
"source": "B1",
"page": 129,
"level": 9,
@@ -20623,7 +20300,7 @@
"unit": "action"
},
"entries": [
- "The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing {@damage 4d6} poison damage and {@damage 1d6} {@condition persistent damage ||persistent poison damage}. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one {@condition grabbed} by the drakauthix takes a \u20134 circumstance penalty to this save."
+ "The tendrils that cover the drakauthix's body reach out and infest adjacent creatures, dealing {@damage 4d6} poison damage and {@damage 1d6} {@condition persistent damage||persistent poison damage}. A creature can attempt a basic DC 27 Reflex save to reduce this damage, but one {@condition grabbed} by the drakauthix takes a \u20134 circumstance penalty to this save."
],
"name": "Spore Tendrils"
},
@@ -20657,8 +20334,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"weaknesses": [
@@ -20675,7 +20351,6 @@
},
{
"name": "Drider",
- "isNpc": false,
"source": "B1",
"page": 159,
"level": 6,
@@ -20794,14 +20469,11 @@
],
"effects": [
"web trap"
- ],
- "damage": "web trap",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 20,
@@ -20855,7 +20527,6 @@
}
},
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 24,
@@ -20952,15 +20623,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Drow Fighter",
- "isNpc": false,
"source": "B1",
"page": 136,
"foundIn": [
@@ -21074,7 +20743,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 14,
@@ -21105,7 +20773,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -21118,7 +20785,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -21142,7 +20808,7 @@
"unit": "action"
},
"entries": [
- "The drow fighter {@action Strike||Strikes} with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The drow fighter {@action Strike||Strikes} with its rapier, and gains a +1 circumstance bonus to the attack roll. A creature damaged by the attack takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Skewer"
}
@@ -21167,8 +20833,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
],
"immunities": [
@@ -21178,7 +20843,6 @@
},
{
"name": "Drow Priestess",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Nex"
@@ -21282,7 +20946,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 21,
@@ -21337,7 +21000,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -21394,7 +21056,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -21407,7 +21068,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -21435,8 +21095,7 @@
},
"hp": [
{
- "hp": 39,
- "abilities": null
+ "hp": 39
}
],
"immunities": [
@@ -21446,7 +21105,6 @@
},
{
"name": "Drow Rogue",
- "isNpc": false,
"source": "B1",
"page": 137,
"foundIn": [
@@ -21547,7 +21205,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 16,
@@ -21578,7 +21235,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -21639,8 +21295,7 @@
},
"hp": [
{
- "hp": 26,
- "abilities": null
+ "hp": 26
}
],
"immunities": [
@@ -21650,7 +21305,6 @@
},
{
"name": "Dryad",
- "isNpc": false,
"source": "B1",
"page": 246,
"level": 3,
@@ -21731,7 +21385,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -21849,8 +21502,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"weaknesses": [
@@ -21867,7 +21519,6 @@
},
{
"name": "Dryad Queen",
- "isNpc": false,
"source": "B1",
"page": 249,
"level": 13,
@@ -21973,7 +21624,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 35,
@@ -22090,7 +21740,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 35,
@@ -22151,10 +21800,7 @@
"8": {
"spells": [
{
- "name": "impaling briars",
- "notes": [
- "Core Rulebook 400"
- ]
+ "name": "impaling briars"
}
]
},
@@ -22179,7 +21825,6 @@
"name": "Nature Empathy"
},
{
- "entries": [],
"name": "Tied to the Land"
}
],
@@ -22211,7 +21856,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Change Shape",
"generic": {
"tag": "ability"
@@ -22246,7 +21890,6 @@
"mental",
"primal"
],
- "entries": [],
"name": "Inspiration"
},
{
@@ -22264,7 +21907,6 @@
"name": "Tree Meld"
},
{
- "entries": [],
"name": "Octopus, Giant"
}
]
@@ -22286,8 +21928,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"weaknesses": [
@@ -22304,7 +21945,6 @@
},
{
"name": "Duergar Bombardier",
- "isNpc": false,
"source": "B1",
"page": 139,
"level": 1,
@@ -22389,14 +22029,11 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 17,
@@ -22431,7 +22068,6 @@
],
"mid": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -22492,15 +22128,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Duergar Sharpshooter",
- "isNpc": false,
"source": "B1",
"page": 138,
"level": 0,
@@ -22581,7 +22215,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 12,
@@ -22608,7 +22241,6 @@
"abilities": {
"mid": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -22641,15 +22273,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Duergar Taskmaster",
- "isNpc": false,
"source": "B1",
"page": 139,
"level": 2,
@@ -22727,7 +22357,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 18,
@@ -22768,7 +22397,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 18,
@@ -22801,7 +22429,6 @@
"name": "Iron Mind"
},
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -22840,15 +22467,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Dullahan",
- "isNpc": false,
"source": "B1",
"page": 140,
"level": 7,
@@ -22967,7 +22592,7 @@
"mental"
],
"entries": [
- "30 feet, DC 23."
+ "30 feet, DC 23"
],
"name": "Frightful Presence",
"generic": {
@@ -22979,7 +22604,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -23061,7 +22685,6 @@
},
{
"name": "Duskwalker Ghost Hunter",
- "isNpc": false,
"source": "B1",
"page": 262,
"level": 4,
@@ -23174,7 +22797,7 @@
"bot": [
{
"entries": [
- "The duskwalker's weapons have the benefits of the ghost touch property rune on attacks against incorporeal undead."
+ "The duskwalker's weapons have the benefits of the {@item ghost touch} property rune on attacks against incorporeal undead."
],
"name": "Ghost Hunter"
},
@@ -23196,7 +22819,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The duskwalker makes two longbow {@action Strike||Strikes} against its hunted prey. If both {@action Strike||Strikes} hit, combine their damage for the purpose of resistances and weaknesses."
@@ -23223,8 +22846,7 @@
},
"hp": [
{
- "hp": 56,
- "abilities": null
+ "hp": 56
}
],
"immunities": [
@@ -23235,7 +22857,6 @@
},
{
"name": "Eagle",
- "isNpc": false,
"source": "B1",
"page": 141,
"level": -1,
@@ -23327,15 +22948,13 @@
},
"hp": [
{
- "hp": 6,
- "abilities": null
+ "hp": 6
}
]
}
},
{
"name": "Earth Mephit",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -23406,7 +23025,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -23476,7 +23094,6 @@
},
{
"name": "Efreeti",
- "isNpc": false,
"source": "B1",
"page": 164,
"level": 9,
@@ -23588,7 +23205,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 29,
@@ -23624,7 +23240,9 @@
"spells": [
{
"name": "plane shift",
- "notes": "Elemental Planes, or {@place Material Plane} only"
+ "notes": [
+ "Elemental Planes, or {@place Material Plane} only"
+ ]
}
]
},
@@ -23664,7 +23282,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The efreeti changes a creature's size. This works as a 4th-level {@spell enlarge} or {@spell shrink} spell but can target an unwilling creature (DC 29 Fortitude save negates)."
@@ -23702,8 +23320,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -23713,7 +23330,6 @@
},
{
"name": "Elananx",
- "isNpc": false,
"source": "B1",
"page": 143,
"level": 6,
@@ -23801,7 +23417,7 @@
"trigger": "The elananx takes damage from a {@condition hostile} source.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The elananx disperses into a cloud of smoke and cinders, filling its space and a 20-foot emanation. While in this form, the elananx can't be attacked or targeted, and it doesn't take up space. Anything inside this cloud is {@condition concealed}, and any creature ending its turn there takes {@damage 2d6} fire damage. At the start of its turn, the elananx returns to its normal form in any square the cloud covered. If the elananx {@action Strike||Strikes} a creature using its first action after returning to its normal form, the target is {@condition flat-footed} and the {@action Strike} deals an extra {@damage 1d6} fire damage."
@@ -23852,8 +23468,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -23869,7 +23484,6 @@
},
{
"name": "Electric Eel",
- "isNpc": false,
"source": "B1",
"page": 142,
"level": 1,
@@ -23974,15 +23588,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Elemental Avalanche",
- "isNpc": false,
"source": "B1",
"page": 147,
"level": 11,
@@ -24116,7 +23728,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, fist, DC 30."
+ "Large or smaller, fist, DC 30"
],
"name": "Trample",
"generic": {
@@ -24142,8 +23754,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -24156,7 +23767,6 @@
},
{
"name": "Elemental Hurricane",
- "isNpc": false,
"source": "B1",
"page": 145,
"level": 11,
@@ -24315,8 +23925,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -24329,7 +23938,6 @@
},
{
"name": "Elemental Inferno",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -24388,7 +23996,7 @@
"traits": [
"reach <15 feet>"
],
- "damage": "{@damage 2d10+12} fire plus {@damage 3d8} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d10+12} fire plus {@damage 3d8} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -24505,7 +24113,6 @@
},
{
"name": "Elemental Tsunami",
- "isNpc": false,
"source": "B1",
"page": 153,
"foundIn": [
@@ -24638,8 +24245,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -24658,7 +24264,6 @@
},
{
"name": "Elephant",
- "isNpc": false,
"source": "B1",
"page": 154,
"foundIn": [
@@ -24729,9 +24334,7 @@
],
"effects": [
"grabbing trunk"
- ],
- "damage": "grabbing trunk",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -24760,7 +24363,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 24."
+ "Large or smaller, foot, DC 24"
],
"name": "Trample",
"generic": {
@@ -24787,15 +24390,13 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
},
{
"name": "Erinys",
- "isNpc": false,
"source": "B1",
"page": 89,
"level": 8,
@@ -24916,14 +24517,11 @@
],
"effects": [
"rope snare"
- ],
- "damage": "rope snare",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -24957,10 +24555,7 @@
"name": "divine wrath"
},
{
- "name": "retributive pain",
- "notes": [
- "Core Rulebook 396"
- ]
+ "name": "retributive pain"
}
]
},
@@ -25027,8 +24622,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -25045,7 +24639,6 @@
},
{
"name": "Ether Spider",
- "isNpc": false,
"source": "B1",
"page": 155,
"level": 5,
@@ -25115,9 +24708,7 @@
],
"effects": [
"ethereal web trap"
- ],
- "damage": "ethereal web trap",
- "types": []
+ ]
}
],
"abilities": {
@@ -25172,7 +24763,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The ether spider flings a gout of stored webs in a 30-foot cone. These webs can pass between the Material Plane and the Ethereal Plane. Each creature in the area is {@condition immobilized}, as ethereal web trap, unless it succeeds at a DC 22 Reflex save."
@@ -25199,15 +24790,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Ettin",
- "isNpc": false,
"source": "B1",
"page": 156,
"level": 6,
@@ -25309,7 +24898,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -25335,15 +24923,13 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
}
},
{
"name": "Faceless Stalker",
- "isNpc": false,
"source": "B1",
"page": 13,
"level": 4,
@@ -25433,7 +25019,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 19,
@@ -25521,15 +25106,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Faerie Dragon",
- "isNpc": false,
"source": "B1",
"page": 157,
"level": 2,
@@ -25604,7 +25187,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 21,
@@ -25622,7 +25204,6 @@
}
},
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 18,
@@ -25702,15 +25283,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Fire Giant",
- "isNpc": false,
"source": "B1",
"page": 172,
"level": 10,
@@ -25812,7 +25391,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -25823,7 +25401,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -25882,8 +25459,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -25899,7 +25475,6 @@
},
{
"name": "Fire Mephit",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -25971,7 +25546,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 15,
@@ -26010,7 +25584,7 @@
"fire"
],
"entries": [
- "The fire mephit breathes flames in a 15-foot cone that deals {@damage 2d4} fire and {@damage 1d4} {@condition persistent damage ||persistent fire damage} to each creature within the area (DC 17 basic Reflex save). The fire mephit can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The fire mephit breathes flames in a 15-foot cone that deals {@damage 2d4} fire and {@damage 1d4} {@condition persistent damage||persistent fire damage} to each creature within the area (DC 17 basic Reflex save). The fire mephit can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
}
@@ -26050,7 +25624,6 @@
},
{
"name": "Firewyrm",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -26109,7 +25682,7 @@
"traits": [
"reach <15 feet>"
],
- "damage": "{@damage 2d8+11} fire plus {@damage 2d8} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d8+11} fire plus {@damage 2d8} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -26170,7 +25743,7 @@
"primal"
],
"entries": [
- "The firewyrm breathes a 30-foot cone of fire dealing {@damage 7d6} fire and {@damage 2d8} {@condition persistent damage ||persistent fire damage} to every creature within the cone (DC 28 basic Reflex save). The firewyrm can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The firewyrm breathes a 30-foot cone of fire dealing {@damage 7d6} fire and {@damage 2d8} {@condition persistent damage||persistent fire damage} to every creature within the cone (DC 28 basic Reflex save). The firewyrm can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
}
@@ -26216,7 +25789,6 @@
},
{
"name": "Flame Drake",
- "isNpc": false,
"source": "B1",
"page": 131,
"level": 5,
@@ -26354,7 +25926,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -26381,8 +25953,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -26400,7 +25971,6 @@
},
{
"name": "Flash Beetle",
- "isNpc": false,
"source": "B1",
"page": 41,
"level": -1,
@@ -26499,15 +26069,13 @@
},
"hp": [
{
- "hp": 6,
- "abilities": null
+ "hp": 6
}
]
}
},
{
"name": "Flesh Golem",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Nex"
@@ -26633,8 +26201,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -26659,14 +26226,13 @@
{
"amount": 5,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Frost Drake",
- "isNpc": false,
"source": "B1",
"page": 134,
"level": 7,
@@ -26810,7 +26376,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -26837,8 +26403,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -26856,7 +26421,6 @@
},
{
"name": "Frost Giant",
- "isNpc": false,
"source": "B1",
"page": 171,
"level": 9,
@@ -26964,7 +26528,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -26998,7 +26561,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -27034,8 +26596,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -27051,7 +26612,6 @@
},
{
"name": "Fungus Leshy",
- "isNpc": false,
"source": "B1",
"page": 219,
"level": 2,
@@ -27133,7 +26693,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -27189,7 +26748,7 @@
"poison"
],
"entries": [
- "A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 {@condition persistent damage ||persistent poison damage}. A creature has its vision reduced as long as the {@condition persistent damage} continues and can see only within 20 feet (or 10 feet, on a critical failure)."
+ "A fungus leshy can unleash a cloud of spores that irritates the eyes and throats of non-fungi creatures in a 15-foot emanation. Each creature must succeed at a DC 16 Fortitude save or take 1 {@condition persistent damage||persistent poison damage}. A creature has its vision reduced as long as the {@condition persistent damage} continues and can see only within 20 feet (or 10 feet, on a critical failure)."
],
"name": "Spore Cloud"
},
@@ -27219,15 +26778,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Gancanagh",
- "isNpc": false,
"source": "B1",
"page": 31,
"level": 4,
@@ -27311,7 +26868,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -27426,8 +26982,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"weaknesses": [
@@ -27444,7 +26999,6 @@
},
{
"name": "Gargoyle",
- "isNpc": false,
"source": "B1",
"page": 161,
"level": 4,
@@ -27565,22 +27119,20 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"resistances": [
{
"amount": 5,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Gelatinous Cube",
- "isNpc": false,
"source": "B1",
"page": 254,
"foundIn": [
@@ -27705,8 +27257,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -27721,7 +27272,6 @@
},
{
"name": "Gelugon",
- "isNpc": false,
"source": "B1",
"page": 91,
"level": 13,
@@ -27854,7 +27404,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 33,
@@ -27925,7 +27474,7 @@
"mental"
],
"entries": [
- "10 feet, DC 31."
+ "10 feet, DC 31"
],
"name": "Frightful Presence",
"generic": {
@@ -27937,7 +27486,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -27964,8 +27512,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -27982,7 +27529,7 @@
{
"amount": 10,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 10,
@@ -27993,7 +27540,6 @@
},
{
"name": "Ghaele",
- "isNpc": false,
"source": "B1",
"page": 33,
"level": 13,
@@ -28099,7 +27645,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 33,
@@ -28125,8 +27670,9 @@
},
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; evil only"
+ "evil only"
]
},
{
@@ -28162,8 +27708,9 @@
},
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -28315,8 +27862,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"weaknesses": [
@@ -28339,7 +27885,6 @@
},
{
"name": "Ghast",
- "isNpc": false,
"source": "B1",
"page": 169,
"foundIn": [
@@ -28557,7 +28102,6 @@
},
{
"name": "Ghost Commoner",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes",
@@ -28630,8 +28174,10 @@
"abilities": {
"top": [
{
- "entries": [],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -28643,7 +28189,11 @@
"entries": [
"Setting right the injustice that led to the commoner's death allows it to move on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -28661,9 +28211,12 @@
"mental"
],
"entries": [
- "DC 21."
+ "DC 21"
],
- "name": "Frightful Moan"
+ "name": "Frightful Moan",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -28703,7 +28256,7 @@
{
"amount": 5,
"name": "all damage",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
@@ -28720,7 +28273,6 @@
"LOIL|323"
]
},
- "isNpc": false,
"source": "B1",
"page": 167,
"level": 10,
@@ -28786,7 +28338,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 29,
@@ -28867,8 +28418,10 @@
"abilities": {
"top": [
{
- "entries": [],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -28880,7 +28433,11 @@
"entries": [
"Completing the ghost mage's project allows it to move on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -28898,9 +28455,12 @@
"mental"
],
"entries": [
- "DC 29."
+ "DC 29"
],
- "name": "Frightful Moan"
+ "name": "Frightful Moan",
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -28912,9 +28472,12 @@
"evocation"
],
"entries": [
- "{@damage 6d6} bludgeoning, DC 29."
+ "{@damage 6d6} bludgeoning, DC 29"
],
- "name": "Telekinetic Assault"
+ "name": "Telekinetic Assault",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -28955,14 +28518,13 @@
{
"amount": 10,
"name": "all damage",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Ghoul",
- "isNpc": false,
"foundIn": [
"Geb"
],
@@ -29161,7 +28723,6 @@
},
{
"name": "Giant Anaconda",
- "isNpc": false,
"source": "B1",
"page": 303,
"level": 8,
@@ -29261,7 +28822,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d10+7} bludgeoning, DC 26."
+ "{@damage 1d10+7} bludgeoning, DC 26"
],
"name": "Greater Constrict",
"generic": {
@@ -29327,15 +28888,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Giant Animated Statue",
- "isNpc": false,
"source": "B1",
"page": 21,
"level": 7,
@@ -29435,7 +28994,7 @@
"fire"
],
"entries": [
- "The statue grinds a creature it has {@condition grabbed} into the red-hot coals of its brazier. The target takes {@damage 3d8} fire damage and {@damage 1d8} {@condition persistent damage ||persistent fire damage}."
+ "The statue grinds a creature it has {@condition grabbed} into the red-hot coals of its brazier. The target takes {@damage 3d8} fire damage and {@damage 1d8} {@condition persistent damage||persistent fire damage}."
],
"name": "Burn Alive"
}
@@ -29445,7 +29004,8 @@
"defenses": {
"ac": {
"std": 26,
- "when broken": 22
+ "when broken": 22,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -29461,8 +29021,7 @@
"hardness": 10,
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"immunities": [
@@ -29485,7 +29044,6 @@
},
{
"name": "Giant Bat",
- "isNpc": false,
"source": "B1",
"page": 39,
"level": 2,
@@ -29593,15 +29151,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Giant Centipede",
- "isNpc": false,
"source": "B1",
"page": 61,
"level": -1,
@@ -29707,15 +29263,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Giant Eagle",
- "isNpc": false,
"source": "B1",
"page": 141,
"level": 3,
@@ -29830,15 +29384,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Giant Flytrap",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Impossible Lands"
@@ -29975,8 +29527,7 @@
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
],
"immunities": [
@@ -29998,7 +29549,6 @@
},
{
"name": "Giant Frilled Lizard",
- "isNpc": false,
"source": "B1",
"page": 229,
"level": 5,
@@ -30108,15 +29658,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Giant Gecko",
- "isNpc": false,
"source": "B1",
"page": 228,
"level": 1,
@@ -30196,15 +29744,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Giant Mantis",
- "isNpc": false,
"source": "B1",
"page": 233,
"level": 3,
@@ -30311,15 +29857,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Giant Monitor Lizard",
- "isNpc": false,
"source": "B1",
"page": 229,
"level": 2,
@@ -30446,15 +29990,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Giant Moray Eel",
- "isNpc": false,
"source": "B1",
"page": 142,
"level": 5,
@@ -30578,8 +30120,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"resistances": [
@@ -30596,7 +30137,6 @@
},
{
"name": "Giant Octopus",
- "isNpc": false,
"source": "B1",
"page": 250,
"level": 8,
@@ -30771,15 +30311,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Giant Rat",
- "isNpc": false,
"source": "B1",
"page": 276,
"level": -1,
@@ -30901,15 +30439,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Giant Scorpion",
- "isNpc": false,
"source": "B1",
"page": 285,
"level": 3,
@@ -31006,7 +30542,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6+4} bludgeoning, DC 20."
+ "{@damage 1d6+4} bludgeoning, DC 20"
],
"name": "Constrict",
"generic": {
@@ -31060,15 +30596,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Giant Stag Beetle",
- "isNpc": false,
"source": "B1",
"page": 41,
"level": 4,
@@ -31133,7 +30667,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, foot, DC 21."
+ "Medium or smaller, foot, DC 21"
],
"name": "Trample",
"generic": {
@@ -31160,15 +30694,13 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
]
}
},
{
"name": "Giant Tarantula",
- "isNpc": false,
"source": "B1",
"page": 307,
"level": 6,
@@ -31300,15 +30832,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Giant Viper",
- "isNpc": false,
"source": "B1",
"page": 303,
"level": 2,
@@ -31440,15 +30970,13 @@
},
"hp": [
{
- "hp": 26,
- "abilities": null
+ "hp": 26
}
]
}
},
{
"name": "Giant Wasp",
- "isNpc": false,
"source": "B1",
"page": 324,
"level": 3,
@@ -31588,15 +31116,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Gibbering Mouther",
- "isNpc": false,
"source": "B1",
"page": 176,
"level": 5,
@@ -31649,7 +31175,7 @@
"effects": [
"Grab"
],
- "damage": "{@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed damage} and Grab",
+ "damage": "{@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage||persistent bleed damage} and Grab",
"types": [
"persistent",
"piercing"
@@ -31689,7 +31215,6 @@
"name": "Gibbering"
},
{
- "entries": [],
"name": "All-Around Vision",
"generic": {
"tag": "ability"
@@ -31762,8 +31287,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"weaknesses": [
@@ -31776,7 +31300,6 @@
},
{
"name": "Gimmerling",
- "isNpc": false,
"source": "B1",
"page": 177,
"level": 12,
@@ -31993,8 +31516,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"weaknesses": [
@@ -32147,8 +31669,7 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
- "tradition": "Divine",
+ "tradition": "divine",
"type": "Innate",
"DC": 42,
"entry": {
@@ -32195,8 +31716,7 @@
"name": "heal"
}
]
- },
- "constant": {}
+ }
}
}
],
@@ -32221,7 +31741,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -32324,7 +31843,7 @@
"traits": [
"cold",
"magical",
- "versatile P"
+ "versatile
"
],
"name": "frost greatsword",
"attack": 24,
@@ -32369,7 +31888,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -32412,15 +31930,13 @@
]
},
{
- "name": "Weapon Master",
- "entries": []
+ "name": "Weapon Master"
}
]
}
},
{
"name": "Glabrezu",
- "isNpc": false,
"source": "B1",
"page": 79,
"level": 13,
@@ -32537,7 +32053,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -32696,8 +32211,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"weaknesses": [
@@ -32714,7 +32228,6 @@
},
{
"name": "Gnoll Cultist",
- "isNpc": false,
"source": "B1",
"page": 179,
"level": 3,
@@ -32833,15 +32346,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Gnoll Hunter",
- "isNpc": false,
"source": "B1",
"page": 178,
"level": 2,
@@ -32969,15 +32480,13 @@
},
"hp": [
{
- "hp": 29,
- "abilities": null
+ "hp": 29
}
]
}
},
{
"name": "Gnoll Sergeant",
- "isNpc": false,
"source": "B1",
"page": 179,
"level": 4,
@@ -33080,7 +32589,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -33134,15 +32642,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Goblin Commando",
- "isNpc": false,
"source": "B1",
"page": 180,
"level": 1,
@@ -33261,15 +32767,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Goblin Dog",
- "isNpc": false,
"source": "B1",
"page": 182,
"level": 1,
@@ -33332,7 +32836,7 @@
"unit": "reaction"
},
"entries": [
- "DC 17."
+ "DC 17"
],
"name": "Buck",
"generic": {
@@ -33419,15 +32923,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Goblin Pyro",
- "isNpc": false,
"source": "B1",
"page": 181,
"foundIn": [
@@ -33502,7 +33004,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 16,
@@ -33571,15 +33072,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Goblin War Chanter",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -33677,7 +33176,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 17,
@@ -33768,15 +33266,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Goblin Warrior",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes"
@@ -33901,15 +33397,13 @@
},
"hp": [
{
- "hp": 6,
- "abilities": null
+ "hp": 6
}
]
}
},
{
"name": "Gogiteth",
- "isNpc": false,
"source": "B1",
"page": 183,
"level": 12,
@@ -34017,7 +33511,7 @@
"unit": "action"
},
"entries": [
- "{@damage 3d6+12} bludgeoning, DC 32."
+ "{@damage 3d6+12} bludgeoning, DC 32"
],
"name": "Constrict",
"generic": {
@@ -34054,8 +33548,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"resistances": [
@@ -34068,7 +33561,6 @@
},
{
"name": "Goliath Spider",
- "isNpc": false,
"source": "B1",
"page": 307,
"level": 11,
@@ -34136,9 +33628,7 @@
],
"effects": [
"web tether"
- ],
- "damage": "web tether",
- "types": []
+ ]
}
],
"abilities": {
@@ -34231,15 +33721,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Gorilla",
- "isNpc": false,
"source": "B1",
"page": 23,
"level": 3,
@@ -34357,15 +33845,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Gourd Leshy",
- "isNpc": false,
"source": "B1",
"page": 218,
"level": 1,
@@ -34447,7 +33933,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 15,
@@ -34532,15 +34017,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Great Cyclops",
- "isNpc": false,
"source": "B1",
"page": 69,
"level": 12,
@@ -34654,7 +34137,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -34665,7 +34147,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -34708,7 +34189,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -34734,15 +34214,13 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
]
}
},
{
"name": "Great White Shark",
- "isNpc": false,
"source": "B1",
"page": 291,
"level": 4,
@@ -34858,15 +34336,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Greater Barghest",
- "isNpc": false,
"source": "B1",
"page": 37,
"level": 7,
@@ -34953,7 +34429,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -35008,7 +34483,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -35036,19 +34510,14 @@
}
},
{
- "activity": {
- "number": 2,
- "unit": "action"
- },
- "trigger": "The barghest completes a {@action Strike}.",
"entries": [
"The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the following options.",
{
"type": "list",
"items": [
- "{@bold Fangs} (poison) The barghest grows elongated fangs that seep poison. Its jaws deal {@dice 1d6} additional poison damage and {@damage 1d6} {@condition persistent damage ||persistent poison damage}.",
- "{@bold Toxic Breath} (divine, evocation, poison) The barghest breathes a cloud of toxic gas that deals {@damage 8d6} poison damage to all creatures in a 30-foot cone (DC 25 basic Fortitude save). It can't use Toxic Breath again for {@dice 1d4} rounds.",
- "{@bold Vestigial Arm Strike} {@as F} Frequency once per round; The barghest makes a claw {@action Strike} with a shriveled third arm hanging from its torso. This attack doesn't count for the barghest's multiple attack penalty, nor does that penalty apply on the attack.",
+ "{@bold Fangs} (poison) The barghest grows elongated fangs that seep poison. Its jaws deal {@damage 1d6} additional poison damage and {@damage 1d6} {@condition persistent damage||persistent poison damage}.",
+ "{@bold Toxic Breath} {@as 2} (divine, evocation, poison) The barghest breathes a cloud of toxic gas that deals {@damage 8d6} poison damage to all creatures in a 30-foot cone (DC 25 basic Fortitude save). It can't use Toxic Breath again for {@dice 1d4} rounds.",
+ "{@bold Vestigial Arm Strike} {@as F} {@b Frequency} once per round; {@b Trigger} The barghest completes a {@action Strike}. {@b Effect} The barghest makes a claw {@action Strike} with a shriveled third arm hanging from its torso. This attack doesn't count for the barghest's multiple attack penalty, nor does that penalty apply on the attack.",
"{@bold Wings} The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet."
]
}
@@ -35075,8 +34544,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"weaknesses": [
@@ -35097,14 +34565,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except magical)"
+ "note": "except magical"
}
]
}
},
{
"name": "Greater Nightmare",
- "isNpc": false,
"source": "B1",
"page": 244,
"level": 11,
@@ -35190,7 +34657,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 30,
@@ -35246,7 +34712,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, hoof, DC 30."
+ "Large or smaller, hoof, DC 30"
],
"name": "Trample",
"generic": {
@@ -35272,15 +34738,13 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
]
}
},
{
"name": "Greater Shadow",
- "isNpc": false,
"source": "B1",
"page": 289,
"level": 7,
@@ -35339,7 +34803,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -35411,8 +34874,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -35432,14 +34894,13 @@
{
"amount": 10,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance against non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance against non-magical"
}
]
}
},
{
"name": "Green Hag",
- "isNpc": false,
"source": "B1",
"page": 201,
"level": 4,
@@ -35519,7 +34980,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 20,
@@ -35675,8 +35135,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"weaknesses": [
@@ -35689,7 +35148,6 @@
},
{
"name": "Griffon",
- "isNpc": false,
"source": "B1",
"page": 194,
"level": 4,
@@ -35816,15 +35274,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Grig",
- "isNpc": false,
"source": "B1",
"page": 308,
"level": 1,
@@ -35908,7 +35364,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -35991,15 +35446,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Grikkitog",
- "isNpc": false,
"source": "B1",
"page": 195,
"level": 14,
@@ -36111,7 +35564,7 @@
"bot": [
{
"entries": [
- "Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While {@condition immobilized}, the victim takes {@damage 3d8} {@condition persistent damage ||persistent bleed damage} and the grikkitog feeds upon its flesh. The creature is {@condition immobilized} until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to {@action Escape}. The grikkitog can immobilize any number of creatures with these maws."
+ "Striking a creature with its jaws, the grikkitog can extend its barbed teeth, immobilizing the target unless it succeeds at a DC 34 Reflex save. While {@condition immobilized}, the victim takes {@damage 3d8} {@condition persistent damage||persistent bleed damage} and the grikkitog feeds upon its flesh. The creature is {@condition immobilized} until the grikkitog ends the effect as a free action or the target succeeds at a DC 38 check to {@action Escape}. The grikkitog can immobilize any number of creatures with these maws."
],
"name": "Barbed Maw Upon"
},
@@ -36141,22 +35594,20 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"resistances": [
{
"amount": 10,
"name": "all damage",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Grim Reaper",
- "isNpc": false,
"source": "B1",
"page": 196,
"level": 21,
@@ -36251,7 +35702,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 47,
@@ -36423,7 +35873,6 @@
},
{
"name": "Grizzly Bear",
- "isNpc": false,
"source": "B1",
"page": 40,
"level": 3,
@@ -36527,15 +35976,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Grothlut",
- "isNpc": false,
"source": "B1",
"page": 158,
"foundIn": [
@@ -36653,8 +36100,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -36665,7 +36111,6 @@
},
{
"name": "Guard Dog",
- "isNpc": false,
"source": "B1",
"page": 102,
"level": -1,
@@ -36750,15 +36195,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Guardian Naga",
- "isNpc": false,
"source": "B1",
"page": 243,
"foundIn": [
@@ -36846,14 +36289,11 @@
],
"effects": [
"guardian naga venom"
- ],
- "damage": "guardian naga venom",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 29,
@@ -37017,15 +36457,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Gug",
- "isNpc": false,
"source": "B1",
"page": 198,
"level": 10,
@@ -37108,7 +36546,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -37140,7 +36577,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -37166,15 +36602,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Guthallath",
- "isNpc": false,
"source": "B1",
"page": 199,
"level": 19,
@@ -37250,7 +36684,6 @@
],
"spellcasting": [
{
- "name": "Innate Primal",
"type": "Innate",
"tradition": "primal",
"DC": 37,
@@ -37327,7 +36760,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 45."
+ "Huge or smaller, foot, DC 45"
],
"name": "Trample",
"generic": {
@@ -37354,8 +36787,7 @@
},
"hp": [
{
- "hp": 325,
- "abilities": null
+ "hp": 325
}
],
"immunities": [
@@ -37378,14 +36810,13 @@
{
"amount": 15,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Harpy",
- "isNpc": false,
"source": "B1",
"page": 204,
"level": 5,
@@ -37521,15 +36952,13 @@
},
"hp": [
{
- "hp": 68,
- "abilities": null
+ "hp": 68
}
]
}
},
{
"name": "Hell Hound",
- "isNpc": false,
"source": "B1",
"page": 205,
"level": 3,
@@ -37637,8 +37066,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -37654,7 +37082,6 @@
},
{
"name": "Hill Giant",
- "isNpc": false,
"source": "B1",
"page": 170,
"foundIn": [
@@ -37761,7 +37188,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -37774,7 +37200,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -37809,15 +37234,13 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
}
},
{
"name": "Hive Mother",
- "isNpc": false,
"source": "B1",
"page": 22,
"level": 8,
@@ -37901,7 +37324,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -37938,7 +37360,7 @@
"acid"
],
"entries": [
- "The hive mother spews acid in a 60-foot cone, dealing {@damage 8d6} acid damage and {@damage 1d6} {@condition persistent damage ||persistent acid damage} (DC 26 basic Reflex save). It can't spew acid again for {@dice 1d4} rounds."
+ "The hive mother spews acid in a 60-foot cone, dealing {@damage 8d6} acid damage and {@damage 1d6} {@condition persistent damage||persistent acid damage} (DC 26 basic Reflex save). It can't spew acid again for {@dice 1d4} rounds."
],
"name": "Spray Acid"
}
@@ -37961,15 +37383,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Hobgoblin Archer",
- "isNpc": false,
"source": "B1",
"page": 207,
"level": 4,
@@ -38102,15 +37522,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Hobgoblin General",
- "isNpc": false,
"source": "B1",
"page": 207,
"level": 6,
@@ -38240,15 +37658,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Hobgoblin Soldier",
- "isNpc": false,
"source": "B1",
"page": 206,
"level": 1,
@@ -38332,7 +37748,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -38343,7 +37758,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -38376,15 +37790,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Homunculus",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Nex"
@@ -38508,15 +37920,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Horned Archon",
- "isNpc": false,
"source": "B1",
"page": 27,
"level": 4,
@@ -38613,7 +38023,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -38728,8 +38137,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"weaknesses": [
@@ -38742,7 +38150,6 @@
},
{
"name": "Hunting Spider",
- "isNpc": false,
"source": "B1",
"page": 306,
"level": 1,
@@ -38810,9 +38217,7 @@
],
"effects": [
"web trap"
- ],
- "damage": "web trap",
- "types": []
+ ]
}
],
"abilities": {
@@ -38903,15 +38308,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Hyaenodon",
- "isNpc": false,
"source": "B1",
"page": 211,
"level": 3,
@@ -39013,15 +38416,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Hydra",
- "isNpc": false,
"source": "B1",
"page": 210,
"level": 6,
@@ -39085,7 +38486,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -39153,14 +38553,14 @@
"hp": [
{
"hp": 90,
- "note": "(body)",
+ "name": "body",
"abilities": [
"hydra regeneration"
]
},
{
"hp": 15,
- "note": "(head)",
+ "name": "head",
"abilities": [
"head regrowth"
]
@@ -39179,7 +38579,6 @@
},
{
"name": "Hyena",
- "isNpc": false,
"source": "B1",
"page": 211,
"level": 1,
@@ -39275,15 +38674,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Ice Linnorm",
- "isNpc": false,
"source": "B1",
"page": 225,
"level": 17,
@@ -39392,7 +38789,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -39465,7 +38861,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d6+18} bludgeoning, DC 38."
+ "{@damage 2d6+18} bludgeoning, DC 38"
],
"name": "Constrict",
"generic": {
@@ -39543,7 +38939,6 @@
},
{
"name": "Imp",
- "isNpc": false,
"source": "B1",
"page": 87,
"level": 1,
@@ -39619,7 +39014,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -39709,7 +39103,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The imp regains {@dice 1d6} Hit Points."
@@ -39752,7 +39146,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result."
@@ -39779,8 +39173,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
],
"immunities": [
@@ -39796,7 +39189,6 @@
},
{
"name": "Invisible Stalker",
- "isNpc": false,
"source": "B1",
"page": 144,
"foundIn": [
@@ -39911,8 +39303,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"immunities": [
@@ -39925,7 +39316,6 @@
},
{
"name": "Iron Golem",
- "isNpc": false,
"source": "B1",
"page": 188,
"level": 13,
@@ -40082,8 +39472,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"immunities": [
@@ -40108,14 +39497,13 @@
{
"amount": 15,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Janni",
- "isNpc": false,
"source": "B1",
"page": 162,
"foundIn": [
@@ -40143,9 +39531,11 @@
],
"languages": {
"languages": [
- "common",
- "one elemental language (aquan, auran, ignan, or terran)",
- "one planar language (abyssal, celestial, or infernal)"
+ "common"
+ ],
+ "notes": [
+ "one elemental language ({@language aquan}, {@language auran}, {@language ignan}, or {@language terran})",
+ "one planar language ({@language abyssal}, {@language celestial}, or {@language infernal})"
],
"abilities": [
"telepathy 100 feet"
@@ -40230,7 +39620,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 21,
@@ -40294,7 +39683,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The janni changes a creature's size. This works as a 4th-level {@spell enlarge} or {@spell shrink} spell but can target an unwilling creature (DC 21 Fortitude save negates)."
@@ -40320,8 +39709,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"resistances": [
@@ -40334,7 +39722,6 @@
},
{
"name": "Jinkin",
- "isNpc": false,
"source": "B1",
"page": 193,
"level": 1,
@@ -40411,7 +39798,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -40469,15 +39855,13 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
}
},
{
"name": "Jungle Drake",
- "isNpc": false,
"source": "B1",
"page": 132,
"level": 6,
@@ -40623,7 +40007,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -40669,8 +40053,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -40683,7 +40066,6 @@
},
{
"name": "Keketar",
- "isNpc": false,
"source": "B1",
"page": 269,
"level": 17,
@@ -40812,7 +40194,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -40822,8 +40203,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -40859,8 +40241,9 @@
"spells": [
{
"name": "teleport",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -40968,7 +40351,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -41001,7 +40383,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d10+15} bludgeoning, DC 42."
+ "{@damage 1d10+15} bludgeoning, DC 42"
],
"name": "Constrict",
"generic": {
@@ -41078,7 +40460,6 @@
},
{
"name": "Kobold Dragon Mage",
- "isNpc": false,
"source": "B1",
"page": 213,
"level": 2,
@@ -41165,7 +40546,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 20,
@@ -41231,7 +40611,7 @@
"requirements": "The kobold dragon mage is adjacent to at least one enemy.",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon mage creates an illusion of itself in its square and then becomes {@condition invisible} (with the effects of a 2nd-level {@spell invisibility} spell) for {@dice 1d4} rounds. The dragon mage can move up to half its Speed, but it must end its movement in a space that's not adjacent to any enemies. This is a 1st-level spell that requires a somatic component."
@@ -41266,22 +40646,20 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
],
"resistances": [
{
"amount": 5,
"name": "poison",
- "note": "(see dragonscaled)"
+ "note": "see dragonscaled"
}
]
}
},
{
"name": "Kobold Scout",
- "isNpc": false,
"source": "B1",
"page": 213,
"level": 1,
@@ -41411,15 +40789,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Kobold Warrior",
- "isNpc": false,
"source": "B1",
"page": 212,
"level": -1,
@@ -41545,15 +40921,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Kolyarut",
- "isNpc": false,
"source": "B1",
"page": 10,
"level": 12,
@@ -41651,7 +41025,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -41758,7 +41131,6 @@
},
{
"name": "Kraken",
- "isNpc": false,
"source": "B1",
"page": 214,
"level": 18,
@@ -41859,7 +41231,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -41995,8 +41366,7 @@
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"immunities": [
@@ -42017,7 +41387,6 @@
},
{
"name": "Krooth",
- "isNpc": false,
"source": "B1",
"page": 215,
"level": 8,
@@ -42136,7 +41505,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Aquatic Ambush",
"generic": {
"tag": "ability"
@@ -42152,7 +41520,7 @@
],
"requirements": "The krooth damaged a creature with its jaws on its most recent action this turn.",
"entries": [
- "The krooth snaps off one of its teeth in the creature it hit. The creature takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage} and is {@condition drained 1}. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to {@action Administer First Aid}. Instead of ending bleeding or stabilizing, this removes the {@condition drained} condition, but it doesn't automatically end the bleed damage."
+ "The krooth snaps off one of its teeth in the creature it hit. The creature takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} and is {@condition drained 1}. Neither can be healed while the tooth remains. Removing the tooth safely requires a successful DC 26 check to {@action Administer First Aid}. Instead of ending bleeding or stabilizing, this removes the {@condition drained} condition, but it doesn't automatically end the bleed damage."
],
"name": "Poison Tooth"
}
@@ -42177,15 +41545,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Lamia",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Impossible Lands"
@@ -42304,7 +41670,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -42395,15 +41760,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Lamia Matriarch",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -42494,7 +41857,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 28,
@@ -42573,7 +41935,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -42691,8 +42052,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -42702,7 +42062,6 @@
},
{
"name": "Lantern Archon",
- "isNpc": false,
"source": "B1",
"page": 26,
"level": 1,
@@ -42770,7 +42129,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -42787,8 +42145,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; evil only"
+ "evil only"
]
},
{
@@ -42874,8 +42233,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"weaknesses": [
@@ -42894,7 +42252,6 @@
},
{
"name": "Leaf Leshy",
- "isNpc": false,
"source": "B1",
"page": 218,
"level": 0,
@@ -42981,7 +42338,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 14,
@@ -43092,7 +42448,6 @@
},
{
"name": "Legion Archon",
- "isNpc": false,
"source": "B1",
"page": 28,
"level": 7,
@@ -43190,7 +42545,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -43299,8 +42653,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"weaknesses": [
@@ -43319,7 +42672,6 @@
},
{
"name": "Lemure",
- "isNpc": false,
"source": "B1",
"page": 86,
"level": 0,
@@ -43407,8 +42759,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -43425,7 +42776,6 @@
},
{
"name": "Leopard",
- "isNpc": false,
"source": "B1",
"page": 52,
"foundIn": [
@@ -43560,15 +42910,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Lesser Death",
- "isNpc": false,
"source": "B1",
"page": 197,
"level": 16,
@@ -43660,7 +43008,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -43787,7 +43134,6 @@
},
{
"name": "Leukodaemon",
- "isNpc": false,
"source": "B1",
"page": 72,
"level": 9,
@@ -43919,7 +43265,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -43928,8 +43273,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
}
]
@@ -44071,8 +43417,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -44089,7 +43434,6 @@
},
{
"name": "Lich",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Geb"
@@ -44183,7 +43527,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 36,
@@ -44311,7 +43654,7 @@
"mental"
],
"entries": [
- "60 feet, DC 29."
+ "60 feet, DC 29"
],
"name": "Frightful Presence",
"generic": {
@@ -44350,7 +43693,7 @@
"necromancy"
],
"entries": [
- "DC 32."
+ "DC 32"
],
"name": "Paralyzing Touch"
},
@@ -44402,14 +43745,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except magic bludgeoning)"
+ "note": "except magic bludgeoning"
}
]
}
},
{
"name": "Lillend",
- "isNpc": false,
"source": "B1",
"page": 32,
"level": 7,
@@ -44517,7 +43859,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -44645,8 +43986,7 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
],
"weaknesses": [
@@ -44663,7 +44003,6 @@
},
{
"name": "Lion",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes"
@@ -44789,15 +44128,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Living Landslide",
- "isNpc": false,
"source": "B1",
"page": 146,
"foundIn": [
@@ -44920,8 +44257,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -44934,7 +44270,6 @@
},
{
"name": "Living Waterfall",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -45058,8 +44393,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -45078,7 +44412,6 @@
},
{
"name": "Living Whirlwind",
- "isNpc": false,
"source": "B1",
"page": 144,
"foundIn": [
@@ -45188,8 +44521,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -45202,7 +44534,6 @@
},
{
"name": "Living Wildfire",
- "isNpc": false,
"source": "B1",
"page": 148,
"foundIn": [
@@ -45263,7 +44594,7 @@
"finesse",
"reach <10 feet>"
],
- "damage": "{@damage 2d6+6} fire plus {@damage 2d4} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d6+6} fire plus {@damage 2d4} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -45344,7 +44675,6 @@
},
{
"name": "Lizardfolk Defender",
- "isNpc": false,
"source": "B1",
"page": 230,
"level": 1,
@@ -45447,7 +44777,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -45458,7 +44787,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -45499,15 +44827,13 @@
},
"hp": [
{
- "hp": 21,
- "abilities": null
+ "hp": 21
}
]
}
},
{
"name": "Lizardfolk Scout",
- "isNpc": false,
"source": "B1",
"page": 231,
"level": 1,
@@ -45680,15 +45006,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Lizardfolk Stargazer",
- "isNpc": false,
"source": "B1",
"page": 231,
"level": 2,
@@ -45777,7 +45101,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 20,
@@ -45849,15 +45172,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Lyrakien",
- "isNpc": false,
"source": "B1",
"page": 30,
"level": 1,
@@ -45950,7 +45271,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -45973,8 +45293,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; evil only"
+ "evil only"
]
},
{
@@ -46041,15 +45362,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Mammoth",
- "isNpc": false,
"source": "B1",
"page": 154,
"level": 10,
@@ -46112,9 +45431,7 @@
],
"effects": [
"grabbing trunk"
- ],
- "damage": "grabbing trunk",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -46161,7 +45478,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 28."
+ "Large or smaller, foot, DC 28"
],
"name": "Trample",
"generic": {
@@ -46187,15 +45504,13 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
]
}
},
{
"name": "Manticore",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -46324,15 +45639,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Marid",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray"
@@ -46461,7 +45774,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -46506,10 +45818,9 @@
"spells": [
{
"name": "plane shift",
+ "amount": "at will",
"notes": [
- "at will; to Astral Plane",
- "Elemental Planes",
- "or Material Plane only"
+ "to Astral Plane, Elemental Planes or Material Plane only"
]
}
]
@@ -46590,7 +45901,7 @@
"unit": "action"
},
"entries": [
- "The marid makes a trident {@action Strike}, dealing an extra {@damage 2d6} {@condition persistent damage ||persistent bleed damage} on a hit ({@dice 4d6} on a critical hit)."
+ "The marid makes a trident {@action Strike}, dealing an extra {@damage 2d6} {@condition persistent damage||persistent bleed damage} on a hit ({@dice 4d6} on a critical hit)."
],
"name": "Skewer"
}
@@ -46614,8 +45925,7 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
],
"resistances": [
@@ -46628,7 +45938,6 @@
},
{
"name": "Marilith",
- "isNpc": false,
"source": "B1",
"page": 81,
"level": 17,
@@ -46735,7 +46044,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -46867,7 +46175,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d12+13} bludgeoning, DC 39."
+ "{@damage 2d12+13} bludgeoning, DC 39"
],
"name": "Greater Constrict",
"generic": {
@@ -46905,8 +46213,7 @@
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
],
"weaknesses": [
@@ -46923,7 +46230,6 @@
},
{
"name": "Medusa",
- "isNpc": false,
"source": "B1",
"page": 234,
"level": 7,
@@ -47112,15 +46418,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "Megalodon",
- "isNpc": false,
"source": "B1",
"page": 291,
"level": 9,
@@ -47267,15 +46571,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Megaprimatus",
- "isNpc": false,
"source": "B1",
"page": 23,
"level": 8,
@@ -47401,15 +46703,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Merfolk Warrior",
- "isNpc": false,
"source": "B1",
"page": 235,
"level": 1,
@@ -47512,15 +46812,13 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
}
},
{
"name": "Merfolk Wavecaller",
- "isNpc": false,
"source": "B1",
"page": 235,
"level": 2,
@@ -47606,7 +46904,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 18,
@@ -47686,15 +46983,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Mimic",
- "isNpc": false,
"source": "B1",
"page": 236,
"level": 4,
@@ -47807,15 +47102,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Minotaur",
- "isNpc": false,
"source": "B1",
"page": 237,
"level": 4,
@@ -47946,15 +47239,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Mitflit",
- "isNpc": false,
"source": "B1",
"page": 192,
"level": -1,
@@ -48050,7 +47341,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -48074,8 +47364,9 @@
"spells": [
{
"name": "speak with animals",
+ "amount": "at will",
"notes": [
- "at will; arthropods only"
+ "arthropods only"
]
}
]
@@ -48133,15 +47424,19 @@
},
"hp": [
{
- "hp": 10,
- "abilities": null
+ "hp": 10
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 2,
+ "name": "cold iron"
}
]
}
},
{
"name": "Morrigna",
- "isNpc": false,
"source": "B1",
"page": 271,
"level": 15,
@@ -48253,7 +47548,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 35,
@@ -48366,7 +47660,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -48472,7 +47765,7 @@
},
{
"entries": [
- "A morrigna's {@action Strike||Strikes} affect incorporeal creatures as though etched with a ghost touch property rune and deal {@damage 4d6} negative damage to living creatures or {@damage 4d6} positive damage to undead."
+ "A morrigna's {@action Strike||Strikes} affect incorporeal creatures as though etched with a {@item ghost touch} property rune and deal {@damage 4d6} negative damage to living creatures or {@damage 4d6} positive damage to undead."
],
"name": "Spirit Touch"
}
@@ -48521,7 +47814,6 @@
},
{
"name": "Mu Spore",
- "isNpc": false,
"source": "B1",
"page": 238,
"level": 21,
@@ -48686,7 +47978,7 @@
"unit": "action"
},
"entries": [
- "15 bludgeoning, DC 45."
+ "15 bludgeoning, DC 45"
],
"name": "Greater Constrict",
"generic": {
@@ -48756,7 +48048,6 @@
},
{
"name": "Mukradi",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -48954,7 +48245,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, leg, DC 36."
+ "Huge or smaller, leg, DC 36"
],
"name": "Trample",
"generic": {
@@ -48982,8 +48273,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"resistances": [
@@ -49004,7 +48294,6 @@
},
{
"name": "Mummy Guardian",
- "isNpc": false,
"foundIn": [
"Geb"
],
@@ -49034,7 +48323,7 @@
"languages": [
"necril"
],
- "abilities": [
+ "notes": [
"plus any one ancient language"
]
},
@@ -49159,7 +48448,6 @@
},
{
"name": "Mummy Pharaoh",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Geb"
@@ -49190,7 +48478,7 @@
"languages": [
"necril"
],
- "abilities": [
+ "notes": [
"plus any two ancient languages"
]
},
@@ -49405,7 +48693,6 @@
},
{
"name": "Naiad",
- "isNpc": false,
"source": "B1",
"page": 246,
"level": 1,
@@ -49486,7 +48773,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -49500,10 +48786,7 @@
"name": "create water"
},
{
- "name": "tidal surge",
- "notes": [
- "Core Rulebook 397"
- ]
+ "name": "tidal surge"
}
]
},
@@ -49573,8 +48856,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"weaknesses": [
@@ -49593,7 +48875,6 @@
},
{
"name": "Naiad Queen",
- "isNpc": false,
"source": "B1",
"page": 248,
"level": 7,
@@ -49682,7 +48963,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 28,
@@ -49760,7 +49040,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -49779,9 +49058,7 @@
"spells": [
{
"name": "tidal surge",
- "notes": [
- "at will; Core Rulebook 397"
- ]
+ "amount": "at will"
}
]
}
@@ -49791,7 +49068,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Tied to the Land"
},
{
@@ -49828,7 +49104,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Change Shape",
"generic": {
"tag": "ability"
@@ -49863,7 +49138,6 @@
"mental",
"primal"
],
- "entries": [],
"name": "Inspiration"
},
{
@@ -49901,8 +49175,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"weaknesses": [
@@ -49921,7 +49194,6 @@
},
{
"name": "Naunet",
- "isNpc": false,
"source": "B1",
"page": 267,
"level": 7,
@@ -50040,7 +49312,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -50050,8 +49321,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -50182,7 +49454,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+8} bludgeoning, DC 26."
+ "{@damage 1d8+8} bludgeoning, DC 26"
],
"name": "Constrict",
"generic": {
@@ -50236,7 +49508,6 @@
},
{
"name": "Nessian Warhound",
- "isNpc": false,
"source": "B1",
"page": 205,
"level": 9,
@@ -50356,8 +49627,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -50373,7 +49643,6 @@
},
{
"name": "Night Hag",
- "isNpc": false,
"source": "B1",
"page": 202,
"level": 9,
@@ -50469,7 +49738,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -50531,14 +49799,16 @@
"spells": [
{
"name": "bind soul",
+ "amount": "at will",
"notes": [
- "at will; from heartstone"
+ "from heartstone"
]
},
{
"name": "ethereal jaunt",
+ "amount": "at will",
"notes": [
- "at will; from heartstone"
+ "from heartstone"
]
}
]
@@ -50663,8 +49933,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -50680,7 +49949,6 @@
},
{
"name": "Nightmare",
- "isNpc": false,
"source": "B1",
"page": 244,
"level": 6,
@@ -50766,7 +50034,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -50830,15 +50097,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Nilith",
- "isNpc": false,
"source": "B1",
"page": 245,
"level": 10,
@@ -50930,7 +50195,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 29,
@@ -51037,15 +50301,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Nosoi",
- "isNpc": false,
"source": "B1",
"page": 270,
"level": 1,
@@ -51130,7 +50392,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 16,
@@ -51139,8 +50400,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -51224,7 +50486,7 @@
},
{
"entries": [
- "A nosoi's {@action Strike||Strikes} affect incorporeal creatures as though etched with a ghost touch property rune and deal {@damage 1d6} negative damage to living creatures or {@damage 1d6} positive damage to undead."
+ "A nosoi's {@action Strike||Strikes} affect incorporeal creatures as though etched with a {@item ghost touch} property rune and deal {@damage 1d6} negative damage to living creatures or {@damage 1d6} positive damage to undead."
],
"name": "Spirit Touch"
}
@@ -51248,8 +50510,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
],
"immunities": [
@@ -51260,7 +50521,6 @@
},
{
"name": "Ochre Jelly",
- "isNpc": false,
"source": "B1",
"page": 255,
"foundIn": [
@@ -51347,7 +50607,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+3} bludgeoning plus {@damage 1d4} acid, DC 23."
+ "{@damage 1d8+3} bludgeoning plus {@damage 1d4} acid, DC 23"
],
"name": "Constrict",
"generic": {
@@ -51380,8 +50640,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -51399,7 +50658,6 @@
},
{
"name": "Ofalth",
- "isNpc": false,
"source": "B1",
"page": 251,
"level": 10,
@@ -51508,12 +50766,12 @@
},
{
"stage": 2,
- "entry": "{@damage 2d8} {@condition persistent damage ||persistent bleed damage} every hour and {@condition enfeebled 1}",
+ "entry": "{@damage 2d8} {@condition persistent damage||persistent bleed damage} every hour and {@condition enfeebled 1}",
"duration": "1 day"
},
{
"stage": 3,
- "entry": "{@damage 2d8} {@condition persistent damage ||persistent bleed damage} every hour and {@condition enfeebled 2}",
+ "entry": "{@damage 2d8} {@condition persistent damage||persistent bleed damage} every hour and {@condition enfeebled 2}",
"duration": "1 day"
}
]
@@ -51552,7 +50810,6 @@
},
{
"name": "Ogre Boss",
- "isNpc": false,
"source": "B1",
"page": 253,
"foundIn": [
@@ -51646,7 +50903,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -51700,15 +50956,13 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
},
{
"name": "Ogre Glutton",
- "isNpc": false,
"source": "B1",
"page": 253,
"foundIn": [
@@ -51847,15 +51101,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Ogre Warrior",
- "isNpc": false,
"source": "B1",
"page": 252,
"level": 3,
@@ -51947,15 +51199,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Orc Brute",
- "isNpc": false,
"source": "B1",
"page": 256,
"level": 0,
@@ -52049,7 +51299,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -52075,15 +51324,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Orc Warchief",
- "isNpc": false,
"source": "B1",
"page": 257,
"level": 2,
@@ -52181,7 +51428,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -52192,7 +51438,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -52236,15 +51481,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Orc Warrior",
- "isNpc": false,
"source": "B1",
"page": 257,
"level": 1,
@@ -52355,7 +51598,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -52366,7 +51608,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -52391,15 +51632,13 @@
},
"hp": [
{
- "hp": 23,
- "abilities": null
+ "hp": 23
}
]
}
},
{
"name": "Otyugh",
- "isNpc": false,
"source": "B1",
"page": 258,
"level": 4,
@@ -52499,7 +51738,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6+6} bludgeoning, DC 22."
+ "{@damage 1d6+6} bludgeoning, DC 22"
],
"name": "Constrict",
"generic": {
@@ -52568,8 +51807,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"immunities": [
@@ -52579,7 +51817,6 @@
},
{
"name": "Owlbear",
- "isNpc": false,
"source": "B1",
"page": 259,
"level": 4,
@@ -52731,15 +51968,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Pegasus",
- "isNpc": false,
"source": "B1",
"page": 260,
"level": 3,
@@ -52817,7 +52052,7 @@
"unit": "reaction"
},
"entries": [
- "DC 19."
+ "DC 19"
],
"name": "Buck",
"generic": {
@@ -52867,15 +52102,13 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
]
}
},
{
"name": "Phistophilus",
- "isNpc": false,
"source": "B1",
"page": 90,
"level": 10,
@@ -52986,7 +52219,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 31,
@@ -53116,7 +52348,7 @@
"necromancy"
],
"entries": [
- "A contract devil's glaive {@action Strike} also deals {@damage 3d6} {@condition persistent damage ||persistent bleed damage} that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.",
+ "A contract devil's glaive {@action Strike} also deals {@damage 3d6} {@condition persistent damage||persistent bleed damage} that resists attempts to heal it. The flat check to stop the bleeding starts at DC 20. The DC is reduced to 15 only if the bleeding creature or an ally successfully assists with the recovery.",
"The DC to {@action Administer First Aid} to a creature with an infernal wound is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 29 counteract check or the magic fails to heal the creature."
],
"name": "Infernal Wound"
@@ -53142,8 +52374,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -53160,7 +52391,7 @@
{
"amount": 10,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 10,
@@ -53171,7 +52402,6 @@
},
{
"name": "Phoenix",
- "isNpc": false,
"source": "B1",
"page": 261,
"level": 15,
@@ -53244,7 +52474,7 @@
"magical",
"reach <20 feet>"
],
- "damage": "{@damage 1d12+9} piercing plus {@damage 3d8} fire and {@damage 2d10} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d12+9} piercing plus {@damage 3d8} fire and {@damage 2d10} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent",
@@ -53262,7 +52492,7 @@
"magical",
"reach <20 feet>"
],
- "damage": "{@damage 1d6+6} piercing plus {@damage 3d8} fire and {@damage 2d10} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d6+6} piercing plus {@damage 3d8} fire and {@damage 2d10} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent",
@@ -53277,7 +52507,7 @@
"fire",
"range increment <40 feet>"
],
- "damage": "{@damage 6d6} fire plus {@damage 2d10} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 6d6} fire plus {@damage 2d10} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -53286,7 +52516,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 39,
@@ -53447,7 +52676,6 @@
},
{
"name": "Pit Fiend",
- "isNpc": false,
"source": "B1",
"page": 92,
"level": 20,
@@ -53592,7 +52820,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -53694,7 +52921,7 @@
"mental"
],
"entries": [
- "20 feet, DC 42."
+ "20 feet, DC 42"
],
"name": "Frightful Presence",
"generic": {
@@ -53722,7 +52949,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d10+17} bludgeoning plus {@damage 2d6} evil, DC 43."
+ "{@damage 2d10+17} bludgeoning plus {@damage 2d6} evil, DC 43"
],
"name": "Constrict",
"generic": {
@@ -53770,7 +52997,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"If the pit fiend's next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action)."
@@ -53844,7 +53071,7 @@
{
"amount": 15,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 15,
@@ -53855,7 +53082,6 @@
},
{
"name": "Pixie",
- "isNpc": false,
"source": "B1",
"page": 309,
"level": 4,
@@ -53944,7 +53170,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -53994,8 +53219,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -54048,15 +53274,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Plague Zombie",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes",
@@ -54210,7 +53434,6 @@
},
{
"name": "Pleroma",
- "isNpc": false,
"source": "B1",
"page": 10,
"level": 20,
@@ -54298,14 +53521,11 @@
],
"effects": [
"see Sphere of Oblivion"
- ],
- "damage": "see Sphere of Oblivion",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 47,
@@ -54520,7 +53740,6 @@
},
{
"name": "Poltergeist",
- "isNpc": false,
"source": "B1",
"page": 264,
"level": 5,
@@ -54589,7 +53808,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -54620,7 +53838,10 @@
"entries": [
"A poltergeist is tied to a location and can't travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area."
],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -54638,7 +53859,11 @@
"entries": [
"When a poltergeist is destroyed, it re-forms, fully healed, where it was destroyed after {@dice 2d4} days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
},
{
"activity": {
@@ -54731,14 +53956,13 @@
{
"amount": 5,
"name": "all damage",
- "note": "(except force, ghost touch, or positive; double resistance against non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance against non-magical"
}
]
}
},
{
"name": "Poracha",
- "isNpc": false,
"source": "B1",
"page": 265,
"level": 4,
@@ -54879,15 +54103,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Pteranodon",
- "isNpc": false,
"source": "B1",
"page": 272,
"level": 2,
@@ -54972,15 +54194,13 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
}
},
{
"name": "Pugwampi",
- "isNpc": false,
"source": "B1",
"page": 193,
"level": 0,
@@ -55071,7 +54291,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -55129,8 +54348,7 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
],
"weaknesses": [
@@ -55143,7 +54361,6 @@
},
{
"name": "Purple Worm",
- "isNpc": false,
"source": "B1",
"page": 56,
"level": 13,
@@ -55239,9 +54456,7 @@
],
"effects": [
"varies (see ability)"
- ],
- "damage": "varies (see ability)",
- "types": []
+ ]
}
],
"abilities": {
@@ -55260,7 +54475,7 @@
"trigger": "The purple worm would be affected by a condition or adverse effect (such as baleful polymorph).",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The purple worm negates the triggering condition or effect. s from artifacts, deities, or a similarly powerful source can't be avoided in this way."
@@ -55363,15 +54578,13 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
]
}
},
{
"name": "Quasit",
- "isNpc": false,
"source": "B1",
"page": 76,
"level": 1,
@@ -55454,7 +54667,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -55478,8 +54690,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
},
{
@@ -55532,7 +54745,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The quasit restores {@dice 1d6} HP to itself."
@@ -55613,8 +54826,7 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
],
"weaknesses": [
@@ -55631,7 +54843,6 @@
},
{
"name": "Quatoid",
- "isNpc": false,
"source": "B1",
"page": 153,
"foundIn": [
@@ -55716,7 +54927,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 27,
@@ -55755,7 +54965,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d12+6} bludgeoning, DC 25."
+ "{@damage 1d12+6} bludgeoning, DC 25"
],
"name": "Constrict",
"generic": {
@@ -55781,8 +54991,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -55805,7 +55014,6 @@
},
{
"name": "Quelaunt",
- "isNpc": false,
"source": "B1",
"page": 273,
"level": 15,
@@ -55875,7 +55083,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 39,
@@ -55946,7 +55153,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The quelaunt feeds on the emotional unrest of a single creature within 30 feet that's under a harmful {@trait emotion} effect. The target must succeed at a DC 37 Will save or take {@damage 4d10} mental damage and be {@condition stunned} for 1 round. If the target fails its saving throw, the quelaunt regains the same number of Hit Points and Feed on Emotion does not cost the quelaunt an action, allowing it to use another action this turn."
@@ -56003,15 +55210,13 @@
},
"hp": [
{
- "hp": 305,
- "abilities": null
+ "hp": 305
}
]
}
},
{
"name": "Quetzalcoatlus",
- "isNpc": false,
"source": "B1",
"page": 272,
"level": 7,
@@ -56062,7 +55267,7 @@
"deadly <1d10>",
"reach <10 feet>"
],
- "damage": "{@damage 2d10+10} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d10+10} piercing plus {@damage 1d8} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -56108,15 +55313,13 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
}
},
{
"name": "Raja Rakshasa",
- "isNpc": false,
"source": "B1",
"page": 275,
"foundIn": [
@@ -56229,7 +55432,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 31,
@@ -56333,7 +55535,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 31,
@@ -56407,8 +55608,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"weaknesses": [
@@ -56421,14 +55621,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except piercing)"
+ "note": "except piercing"
}
]
}
},
{
"name": "Rat Swarm",
- "isNpc": false,
"source": "B1",
"page": 276,
"level": 1,
@@ -56475,7 +55674,6 @@
"walk": 30,
"climb": 10
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -56543,8 +55741,7 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"immunities": [
@@ -56555,7 +55752,6 @@
},
{
"name": "Ratfolk Grenadier",
- "isNpc": false,
"source": "B1",
"page": 277,
"level": 4,
@@ -56608,7 +55804,7 @@
},
"items": [
"alchemist's tools",
- "{@item hand crossbow} (20 {@item bolt||bolts}",
+ "{@item hand crossbow} (20 {@item bolt||bolts})",
"studded leather armor"
],
"speed": {
@@ -56651,19 +55847,11 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
"top": [
- {
- "entries": [
- "+9 Str +0, Dex +4, Con +2, Int +4, Wis +2, Cha +1 Items alchemist's tools, {@item hand crossbow} (20 {@item bolt||bolts}, studded leather armor."
- ],
- "name": "Thievery"
- },
{
"entries": [
"A ratfolk grenadier carries 2 infused moderate acid flasks, 2 infused moderate alchemist's fires, and 2 infused moderate frost vials. These items last for 24 hours, or until the next time they make their daily preparations."
@@ -56696,7 +55884,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The ratfolk grenadier stores one held item of light or negligible Bulk in its cheek pouches."
@@ -56729,15 +55917,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Redcap",
- "isNpc": false,
"source": "B1",
"page": 278,
"level": 5,
@@ -56890,7 +56076,7 @@
"unit": "action"
},
"entries": [
- "The redcap {@action Stride||Strides} up to half its Speed and makes a boot {@action Strike} at any point during that movement. If the boot {@action Strike} hits a {@condition prone} creature, it deals an extra {@damage 2d6} {@condition persistent damage ||persistent bleed damage}."
+ "The redcap {@action Stride||Strides} up to half its Speed and makes a boot {@action Strike} at any point during that movement. If the boot {@action Strike} hits a {@condition prone} creature, it deals an extra {@damage 2d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Stomp"
}
@@ -56933,7 +56119,6 @@
},
{
"name": "Reefclaw",
- "isNpc": false,
"source": "B1",
"page": 279,
"level": 1,
@@ -57016,7 +56201,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6} bludgeoning, DC 17."
+ "{@damage 1d6} bludgeoning, DC 17"
],
"name": "Constrict",
"generic": {
@@ -57065,15 +56250,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Remorhaz",
- "isNpc": false,
"source": "B1",
"page": 280,
"level": 7,
@@ -57239,8 +56422,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -57251,7 +56433,6 @@
},
{
"name": "Riding Dog",
- "isNpc": false,
"source": "B1",
"page": 102,
"level": 1,
@@ -57295,7 +56476,6 @@
"speed": {
"walk": 35
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -57304,7 +56484,7 @@
"unit": "reaction"
},
"entries": [
- "DC 17."
+ "DC 17"
],
"name": "Buck",
"generic": {
@@ -57339,15 +56519,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Riding Horse",
- "isNpc": false,
"source": "B1",
"page": 209,
"level": 1,
@@ -57407,7 +56585,7 @@
"unit": "reaction"
},
"entries": [
- "DC 16."
+ "DC 16"
],
"name": "Buck",
"generic": {
@@ -57446,15 +56624,13 @@
},
"hp": [
{
- "hp": 22,
- "abilities": null
+ "hp": 22
}
]
}
},
{
"name": "Riding Pony",
- "isNpc": false,
"source": "B1",
"page": 209,
"level": 0,
@@ -57514,7 +56690,7 @@
"unit": "reaction"
},
"entries": [
- "DC 15."
+ "DC 15"
],
"name": "Buck",
"generic": {
@@ -57552,15 +56728,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "River Drake",
- "isNpc": false,
"source": "B1",
"page": 131,
"level": 3,
@@ -57668,7 +56842,7 @@
"evocation"
],
"entries": [
- "The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take {@damage 4d6} acid damage (DC 19 basic Reflex save). Those that fail this save also take {@damage 1d6} {@condition persistent damage ||persistent acid damage} and take a \u20135-foot status penalty to their Speed. This Speed reduction ends with the {@condition persistent damage ||persistent acid damage}. The river drake can't use Caustic Mucus again for {@dice 1d6} rounds."
+ "The river drake spits a ball of caustic mucus up to a range of 50 feet that explodes in a 10-foot burst. Creatures within the burst take {@damage 4d6} acid damage (DC 19 basic Reflex save). Those that fail this save also take {@damage 1d6} {@condition persistent damage||persistent acid damage} and take a \u20135-foot status penalty to their Speed. This Speed reduction ends with the {@condition persistent damage||persistent acid damage}. The river drake can't use Caustic Mucus again for {@dice 1d6} rounds."
],
"name": "Caustic Mucus"
},
@@ -57689,7 +56863,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -57716,8 +56890,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -57734,7 +56907,6 @@
},
{
"name": "Roc",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -57879,15 +57051,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Roper",
- "isNpc": false,
"source": "B1",
"page": 282,
"level": 10,
@@ -57958,9 +57128,7 @@
],
"effects": [
"sticky strand"
- ],
- "damage": "sticky strand",
- "types": []
+ ]
}
],
"abilities": {
@@ -58035,8 +57203,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"weaknesses": [
@@ -58055,7 +57222,6 @@
},
{
"name": "Rune Giant",
- "isNpc": false,
"source": "B1",
"page": 175,
"level": 16,
@@ -58175,7 +57341,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 35,
@@ -58252,7 +57417,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -58337,7 +57501,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -58373,8 +57536,7 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
],
"immunities": [
@@ -58384,7 +57546,6 @@
},
{
"name": "Rust Monster",
- "isNpc": false,
"source": "B1",
"page": 283,
"level": 3,
@@ -58433,9 +57594,7 @@
],
"effects": [
"rust"
- ],
- "damage": "rust",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -58530,15 +57689,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Salamander",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -58646,7 +57803,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -58660,7 +57816,7 @@
"unit": "action"
},
"entries": [
- "The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes {@damage 2d6} {@condition persistent damage ||persistent fire damage} unless it succeeds at a DC 25 Reflex save."
+ "The salamander stokes its internal flames. Until the start of its next turn, it gains a +2 circumstance bonus to AC, and when an adjacent creature touches it or hits it with a physical attack, that creature takes {@damage 2d6} {@condition persistent damage||persistent fire damage} unless it succeeds at a DC 25 Reflex save."
],
"name": "Armor of Flames"
},
@@ -58670,7 +57826,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+4} bludgeoning plus {@damage 1d6} fire, DC 25."
+ "{@damage 1d8+4} bludgeoning plus {@damage 1d6} fire, DC 25"
],
"name": "Constrict",
"generic": {
@@ -58696,8 +57852,7 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
],
"immunities": [
@@ -58717,7 +57872,6 @@
},
{
"name": "Satyr",
- "isNpc": false,
"source": "B1",
"page": 284,
"level": 4,
@@ -58829,7 +57983,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -58929,15 +58082,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Scorpion Swarm",
- "isNpc": false,
"source": "B1",
"page": 285,
"level": 4,
@@ -58977,7 +58128,6 @@
"speed": {
"walk": 25
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -59031,8 +58181,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"immunities": [
@@ -59043,7 +58192,6 @@
},
{
"name": "Sea Devil Baron",
- "isNpc": false,
"source": "B1",
"page": 287,
"level": 6,
@@ -59051,10 +58199,9 @@
"le",
"medium",
"amphibious",
- "devil",
"humanoid",
"mutant",
- "sea"
+ "sea devil"
],
"perception": {
"std": 13
@@ -59184,7 +58331,7 @@
},
{
"entries": [
- "When the sea devil deals piercing or slashing damage, it also deals {@damage 1d4} {@condition persistent damage ||persistent bleed damage} if the target was {@condition flat-footed} or if the attack was a critical hit."
+ "When the sea devil deals piercing or slashing damage, it also deals {@damage 1d4} {@condition persistent damage||persistent bleed damage} if the target was {@condition flat-footed} or if the attack was a critical hit."
],
"name": "Bloodletting"
},
@@ -59222,15 +58369,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Sea Devil Brute",
- "isNpc": false,
"source": "B1",
"page": 287,
"level": 4,
@@ -59238,9 +58383,8 @@
"le",
"medium",
"amphibious",
- "devil",
"humanoid",
- "sea"
+ "sea devil"
],
"perception": {
"std": 7
@@ -59363,7 +58507,7 @@
},
{
"entries": [
- "When the sea devil deals piercing or slashing damage, it also deals {@damage 1d4} {@condition persistent damage ||persistent bleed damage} if the target was {@condition flat-footed} or if the attack was a critical hit."
+ "When the sea devil deals piercing or slashing damage, it also deals {@damage 1d4} {@condition persistent damage||persistent bleed damage} if the target was {@condition flat-footed} or if the attack was a critical hit."
],
"name": "Bloodletting"
},
@@ -59392,15 +58536,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Sea Devil Scout",
- "isNpc": false,
"source": "B1",
"page": 286,
"level": 2,
@@ -59408,9 +58550,8 @@
"le",
"medium",
"amphibious",
- "devil",
"humanoid",
- "sea"
+ "sea devil"
],
"perception": {
"std": 9
@@ -59527,7 +58668,7 @@
},
{
"entries": [
- "When the sea devil deals piercing or slashing damage, it also deals {@damage 1d4} {@condition persistent damage ||persistent bleed damage} if the target was {@condition flat-footed} or if the attack was a critical hit."
+ "When the sea devil deals piercing or slashing damage, it also deals {@damage 1d4} {@condition persistent damage||persistent bleed damage} if the target was {@condition flat-footed} or if the attack was a critical hit."
],
"name": "Bloodletting"
}
@@ -59551,15 +58692,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Sea Hag",
- "isNpc": false,
"source": "B1",
"page": 200,
"level": 3,
@@ -59699,15 +58838,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Sea Serpent",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -59920,15 +59057,13 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
]
}
},
{
"name": "Sewer Ooze",
- "isNpc": false,
"source": "B1",
"page": 254,
"foundIn": [
@@ -60005,7 +59140,7 @@
},
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 17 Reflex save or take {@damage 1d4} acid damage and take a \u201310-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls {@condition prone}). A creature can spend an {@action Interact} action to clean someone off, decreasing the Speed penalty by 5 feet with each action."
@@ -60031,8 +59166,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -60047,7 +59181,6 @@
},
{
"name": "Shadow",
- "isNpc": false,
"source": "B1",
"page": 289,
"level": 4,
@@ -60161,8 +59294,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -60182,14 +59314,13 @@
{
"amount": 5,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance against non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance against non-magical"
}
]
}
},
{
"name": "Shaitan",
- "isNpc": false,
"source": "B1",
"page": 164,
"foundIn": [
@@ -60304,7 +59435,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 24,
@@ -60401,15 +59531,13 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
}
},
{
"name": "Shambler",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -60540,8 +59668,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -60557,7 +59684,6 @@
},
{
"name": "Shemhazian",
- "isNpc": false,
"source": "B1",
"page": 80,
"level": 16,
@@ -60673,7 +59799,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -60813,7 +59938,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -60840,8 +59964,7 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
],
"weaknesses": [
@@ -60858,7 +59981,6 @@
},
{
"name": "Shield Archon",
- "isNpc": false,
"source": "B1",
"page": 29,
"level": 10,
@@ -60936,7 +60058,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -61025,7 +60146,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Retributive Strike",
"generic": {
"tag": "ability"
@@ -61067,8 +60187,7 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
],
"weaknesses": [
@@ -61081,7 +60200,6 @@
},
{
"name": "Shining Child",
- "isNpc": false,
"source": "B1",
"page": 292,
"level": 12,
@@ -61145,7 +60263,7 @@
"finesse",
"magical"
],
- "damage": "{@damage 3d4+5} bludgeoning plus {@damage 4d6} fire and {@damage 2d4} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 3d4+5} bludgeoning plus {@damage 4d6} fire and {@damage 2d4} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"fire",
@@ -61171,7 +60289,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -61196,8 +60313,9 @@
"spells": [
{
"name": "dimension door",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -61297,8 +60415,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -61310,7 +60427,6 @@
},
{
"name": "Shoggoth",
- "isNpc": false,
"source": "B1",
"page": 293,
"level": 18,
@@ -61485,7 +60601,6 @@
},
{
"name": "Shuln",
- "isNpc": false,
"source": "B1",
"page": 294,
"level": 12,
@@ -61624,15 +60739,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Sinspawn",
- "isNpc": false,
"source": "B1",
"page": 297,
"level": 2,
@@ -61728,7 +60841,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -61783,8 +60895,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -61800,7 +60911,6 @@
},
{
"name": "Skeletal Champion",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -61909,7 +61019,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -61920,7 +61029,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -61986,7 +61094,6 @@
},
{
"name": "Skeletal Giant",
- "isNpc": false,
"source": "B1",
"page": 299,
"foundIn": [
@@ -62147,7 +61254,6 @@
},
{
"name": "Skeletal Horse",
- "isNpc": false,
"source": "B1",
"page": 299,
"foundIn": [
@@ -62284,7 +61390,6 @@
},
{
"name": "Skeletal Hulk",
- "isNpc": false,
"source": "B1",
"page": 299,
"foundIn": [
@@ -62404,7 +61509,6 @@
},
{
"name": "Skeleton Guard",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -62555,7 +61659,6 @@
},
{
"name": "Skulltaker",
- "isNpc": false,
"source": "B1",
"page": 300,
"level": 18,
@@ -62668,7 +61771,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 40,
@@ -62790,8 +61892,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -62816,7 +61917,6 @@
},
{
"name": "Skum",
- "isNpc": false,
"source": "B1",
"page": 12,
"level": 2,
@@ -62928,15 +62028,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Slurk",
- "isNpc": false,
"source": "B1",
"page": 301,
"level": 2,
@@ -63004,9 +62102,7 @@
],
"effects": [
"entangling slime"
- ],
- "damage": "entangling slime",
- "types": []
+ ]
}
],
"abilities": {
@@ -63048,15 +62144,13 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
}
},
{
"name": "Smilodon",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -63138,7 +62232,6 @@
"abilities": {
"bot": [
{
- "entries": [],
"name": "Grab",
"generic": {
"tag": "ability"
@@ -63150,7 +62243,7 @@
"unit": "action"
},
"entries": [
- "The smilodon makes a fangs {@action Strike} against a creature it is grabbing. If the attack hits, the creature is knocked {@condition prone}; if the creature is wearing armor with hardness 10 or lower, the armor is {@condition broken}. If this {@action Strike} breaks a creature's armor or damages a creature who is unarmored or wearing {@condition broken} armor, the creature also takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage}. This {@action Strike} doesn't further damage armor that's already {@condition broken}."
+ "The smilodon makes a fangs {@action Strike} against a creature it is grabbing. If the attack hits, the creature is knocked {@condition prone}; if the creature is wearing armor with hardness 10 or lower, the armor is {@condition broken}. If this {@action Strike} breaks a creature's armor or damages a creature who is unarmored or wearing {@condition broken} armor, the creature also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}. This {@action Strike} doesn't further damage armor that's already {@condition broken}."
],
"name": "Pierce Armor"
},
@@ -63193,15 +62286,13 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
}
},
{
"name": "Snapping Flytrap",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Impossible Lands"
@@ -63337,8 +62428,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -63360,7 +62450,6 @@
},
{
"name": "Sod Hound",
- "isNpc": false,
"foundIn": [
"Jalmeray",
"Nex"
@@ -63465,8 +62554,7 @@
},
"hp": [
{
- "hp": 44,
- "abilities": null
+ "hp": 44
}
],
"immunities": [
@@ -63479,7 +62567,6 @@
},
{
"name": "Soulbound Doll",
- "isNpc": false,
"source": "B1",
"page": 304,
"foundIn": [
@@ -63506,8 +62593,8 @@
}
],
"languages": {
- "languages": [
- "one spoken by its creator (typically common)"
+ "notes": [
+ "one spoken by its creator (typically Common)"
]
},
"skills": {
@@ -63550,7 +62637,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 18,
@@ -63577,7 +62663,9 @@
},
{
"name": "one additional spell depending on the donor soul's alignment",
- "notes": "{@b Lawful Good:} {@spell zone of truth}; {@b Neutral Good:} {@spell heroism}; {@b Chaotic Good:} {@spell heal}; {@b Lawful Neutral:} {@spell nondetection}; {@b Neutral:} {@spell wall of thorns}; {@b Chaotic Neutral:} {@spell grease}; {@b Lawful Evil:} {@spell chilling darkness}; {@b Neutral Evil:} {@spell harm}; {@b Chaotic Evil:} {@spell vampiric touch}"
+ "notes": [
+ "{@b Lawful Good:} {@spell zone of truth}; {@b Neutral Good:} {@spell heroism}; {@b Chaotic Good:} {@spell heal}; {@b Lawful Neutral:} {@spell nondetection}; {@b Neutral:} {@spell wall of thorns}; {@b Chaotic Neutral:} {@spell grease}; {@b Lawful Evil:} {@spell chilling darkness}; {@b Neutral Evil:} {@spell harm}; {@b Chaotic Evil:} {@spell vampiric touch}"
+ ]
}
]
}
@@ -63612,15 +62700,29 @@
},
"hp": [
{
- "hp": 23,
- "abilities": null
+ "hp": 23
}
+ ],
+ "immunities": [
+ "bleed",
+ "death effects",
+ "disease",
+ "doomed",
+ "drained",
+ "fatigued",
+ "healing",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
]
}
},
{
"name": "Sphinx",
- "isNpc": false,
"source": "B1",
"page": 305,
"foundIn": [
@@ -63712,7 +62814,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 27,
@@ -63828,15 +62929,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Spider Swarm",
- "isNpc": false,
"source": "B1",
"page": 306,
"level": 0,
@@ -63880,7 +62979,6 @@
"walk": 20,
"climb": 20
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -63942,8 +63040,7 @@
},
"hp": [
{
- "hp": 12,
- "abilities": null
+ "hp": 12
}
],
"immunities": [
@@ -63964,7 +63061,6 @@
},
{
"name": "Sprite",
- "isNpc": false,
"source": "B1",
"page": 308,
"level": -1,
@@ -64046,7 +63142,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -64107,15 +63202,13 @@
},
"hp": [
{
- "hp": 11,
- "abilities": null
+ "hp": 11
}
]
}
},
{
"name": "Stegosaurus",
- "isNpc": false,
"source": "B1",
"page": 98,
"level": 7,
@@ -64202,7 +63295,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 25."
+ "Large or smaller, foot, DC 25"
],
"name": "Trample",
"generic": {
@@ -64229,15 +63322,13 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
]
}
},
{
"name": "Stone Giant",
- "isNpc": false,
"source": "B1",
"page": 170,
"level": 8,
@@ -64342,7 +63433,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -64365,7 +63455,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -64391,15 +63480,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Stone Golem",
- "isNpc": false,
"source": "B1",
"page": 187,
"foundIn": [
@@ -64536,8 +63623,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -64562,14 +63648,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Stone Mauler",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -64716,8 +63801,7 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
],
"immunities": [
@@ -64730,7 +63814,6 @@
},
{
"name": "Storm Giant",
- "isNpc": false,
"source": "B1",
"page": 174,
"level": 13,
@@ -64833,7 +63916,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 33,
@@ -64881,7 +63963,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -64904,7 +63985,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -64940,8 +64020,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"immunities": [
@@ -64951,7 +64030,6 @@
},
{
"name": "Storm Lord",
- "isNpc": false,
"source": "B1",
"page": 145,
"foundIn": [
@@ -65082,8 +64160,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -65096,7 +64173,6 @@
},
{
"name": "Succubus",
- "isNpc": false,
"source": "B1",
"page": 77,
"level": 7,
@@ -65121,10 +64197,12 @@
"common",
"draconic"
],
+ "notes": [
+ "three additional mortal languages"
+ ],
"abilities": [
"telepathy 100 feet",
- "tongues",
- "three additional mortal languages"
+ "tongues"
]
},
"skills": {
@@ -65182,7 +64260,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -65327,7 +64404,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The succubus engages a creature they have {@condition grabbed} in an embrace or other act of passion to drain its vital essence. The kiss makes the creature {@condition drained 1} or increases its {@condition drained} condition by 1, to a maximum of 4. The creature takes {@damage 3d6} negative damage and the succubus regains Hit Points equal to the damage dealt. The target must succeed at a DC 26 Will save or be affected by a suggestion to submit to more actions of passion rather than trying to {@action Escape}."
@@ -65346,7 +64423,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The succubus on can give a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws. As long as the gift persists, the succubus can communicate telepathically with the target at any distance, see through the creature's senses, and target the creature with suggestion through the telepathic link. In addition, the creature uses an outcome one degree of success worse than it rolls on saving throws against the lust demon's suggestions. A humanoid can't have more than one profane gift at a time, and a succubus can't grant more than one profane gift at a time. Removing the gift requires an atone ritual. The succubus can remove the gift as a free action to give the recipient a permanent {@condition stupefied 3} condition. A 4th-level {@spell restoration} spell is required to reduce this {@condition stupefied} condition by 1. A summoned succubus can't grant a profane gift."
@@ -65374,8 +64451,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"weaknesses": [
@@ -65392,7 +64468,6 @@
},
{
"name": "Tarn Linnorm",
- "isNpc": false,
"source": "B1",
"page": 226,
"level": 20,
@@ -65505,7 +64580,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 42,
@@ -65579,7 +64653,7 @@
"unit": "action"
},
"entries": [
- "{@damage 3d6+18} bludgeoning, DC 44."
+ "{@damage 3d6+18} bludgeoning, DC 44"
],
"name": "Constrict",
"generic": {
@@ -65673,7 +64747,6 @@
},
{
"name": "Tengu Sneak",
- "isNpc": false,
"source": "B1",
"page": 310,
"level": 2,
@@ -65817,8 +64890,7 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
},
@@ -65826,7 +64898,6 @@
},
{
"name": "Terotricus",
- "isNpc": false,
"source": "B1",
"page": 311,
"level": 19,
@@ -65956,7 +65027,7 @@
"requirements": "The terotricus is in a swamp or forested area.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The terotricus drains nutrients from nearby trees and undergrowth while simultaneously infesting them with fungal growth. All non-magical plant life (though not plant creatures) within a 60-foot emanation withers and sprouts foul mold and slimy mushrooms, removing any cover and concealment provided by trees and undergrowth. The terotricus is healed 200 Hit Points."
@@ -66057,7 +65128,6 @@
},
{
"name": "Tidal Master",
- "isNpc": false,
"source": "B1",
"page": 153,
"foundIn": [
@@ -66180,8 +65250,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -66200,7 +65269,6 @@
},
{
"name": "Tiefling Adept",
- "isNpc": false,
"source": "B1",
"page": 262,
"level": 3,
@@ -66315,7 +65383,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 21,
@@ -66367,7 +65434,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -66393,7 +65459,7 @@
"requirements": "The adept hasn't acted yet on this turn.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The adept expends the power stored in its staff. This gives the adept the ability to cast one prepared spell it had already previously cast today (choosing a different spell level each time), without spending a spell slot. The adept must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
@@ -66428,8 +65494,7 @@
},
"hp": [
{
- "hp": 29,
- "abilities": null
+ "hp": 29
}
]
},
@@ -66437,7 +65502,6 @@
},
{
"name": "Tiger",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -66566,15 +65630,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Tor Linnorm",
- "isNpc": false,
"source": "B1",
"page": 227,
"level": 21,
@@ -66687,7 +65749,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 44,
@@ -66766,7 +65827,7 @@
"unit": "action"
},
"entries": [
- "{@damage 3d6+21} bludgeoning, DC 46."
+ "{@damage 3d6+21} bludgeoning, DC 46"
],
"name": "Constrict",
"generic": {
@@ -66850,7 +65911,6 @@
},
{
"name": "Treerazer",
- "isNpc": false,
"source": "B1",
"page": 312,
"level": 25,
@@ -66971,7 +66031,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 49,
@@ -67094,7 +66153,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -67130,7 +66188,7 @@
"trigger": "Treerazer hits a creature, object, or spell effect with a weapon {@action Strike} or a defoliation attack.",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Treerazer casts his innate dispel magic, targeting the creature he hit with his {@action Strike} or one spell affecting that creature."
@@ -67198,14 +66256,13 @@
{
"amount": 20,
"name": "physical",
- "note": "(except cold iron)"
+ "note": "except cold iron"
}
]
}
},
{
"name": "Triceratops",
- "isNpc": false,
"source": "B1",
"page": 99,
"level": 8,
@@ -67304,7 +66361,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 26."
+ "Large or smaller, foot, DC 26"
],
"name": "Trample",
"generic": {
@@ -67313,7 +66370,7 @@
},
{
"entries": [
- "A triceratops deals {@dice 2d6} extra {@condition persistent damage ||persistent bleed damage} to {@condition prone} targets it hits with its horns."
+ "A triceratops deals {@dice 2d6} extra {@condition persistent damage||persistent bleed damage} to {@condition prone} targets it hits with its horns."
],
"name": "Vicious Gore"
}
@@ -67337,15 +66394,13 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
}
},
{
"name": "Troll",
- "isNpc": false,
"source": "B1",
"page": 314,
"level": 5,
@@ -67421,7 +66476,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -67437,7 +66491,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -67479,7 +66532,6 @@
},
{
"name": "Troll King",
- "isNpc": false,
"source": "B1",
"page": 315,
"level": 10,
@@ -67558,7 +66610,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -67569,7 +66620,7 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "The troll king takes {@condition persistent damage ||persistent acid} or fire damage.",
+ "trigger": "The troll king takes {@condition persistent damage||persistent acid} or fire damage.",
"entries": [
"The troll king shakes itself to remove persistent {@trait acid} or {@trait fire} effects. The troll king immediately attempts a DC {@flatDC 15} flat check to end the {@condition persistent damage} that triggered this reaction. If the troll king succeeds at this check, it can immediately use Primordial Roar as part of this reaction."
],
@@ -67585,7 +66636,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -67676,7 +66726,6 @@
},
{
"name": "Tyrannosaurus",
- "isNpc": false,
"source": "B1",
"page": 101,
"level": 10,
@@ -67794,7 +66843,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 29."
+ "Huge or smaller, foot, DC 29"
],
"name": "Trample",
"generic": {
@@ -67847,15 +66896,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Unicorn",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Impossible Lands"
@@ -67929,7 +66976,7 @@
"effects": [
"ghost touch"
],
- "damage": "{@damage 1d10+4} piercing plus {@damage 1d6} good and ghost touch",
+ "damage": "{@damage 1d10+4} piercing plus {@damage 1d6} good and {@item ghost touch}",
"types": [
"good",
"piercing"
@@ -67946,7 +66993,7 @@
"effects": [
"ghost touch"
],
- "damage": "{@damage 1d8+4} bludgeoning and ghost touch",
+ "damage": "{@damage 1d8+4} bludgeoning and {@item ghost touch}",
"types": [
"bludgeoning"
]
@@ -67954,7 +67001,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -68011,7 +67057,7 @@
"bot": [
{
"entries": [
- "A unicorn's {@action Strike||Strikes} have the effects of a ghost touch property rune."
+ "A unicorn's {@action Strike||Strikes} have the effects of a {@item ghost touch} property rune."
],
"name": "Ghost Touch"
},
@@ -68046,15 +67092,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Uthul",
- "isNpc": false,
"source": "B1",
"page": 317,
"level": 14,
@@ -68208,8 +67252,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"immunities": [
@@ -68222,7 +67265,6 @@
},
{
"name": "Vampire Bat Swarm",
- "isNpc": false,
"source": "B1",
"page": 39,
"level": 1,
@@ -68269,7 +67311,6 @@
"walk": 5,
"fly": 30
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -68286,7 +67327,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the bat swarm's space takes {@damage 1d4} piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 {@condition persistent damage ||persistent bleed damage}."
+ "Each enemy in the bat swarm's space takes {@damage 1d4} piercing damage (DC 16 basic Reflex save). Creatures that fail this save also take 1 {@condition persistent damage||persistent bleed damage}."
],
"name": "Blood Feast"
}
@@ -68310,8 +67351,7 @@
},
"hp": [
{
- "hp": 11,
- "abilities": null
+ "hp": 11
}
],
"immunities": [
@@ -68332,7 +67372,6 @@
},
{
"name": "Vampire Count",
- "isNpc": false,
"source": "B1",
"page": 320,
"foundIn": [
@@ -68363,7 +67402,7 @@
"common",
"necril"
],
- "abilities": [
+ "notes": [
"plus one regional language"
]
},
@@ -68444,7 +67483,6 @@
"enchantment",
"mental"
],
- "entries": [],
"name": "Children of the Night"
}
],
@@ -68455,7 +67493,6 @@
"unit": "free",
"entry": "{@as F}"
},
- "entries": [],
"name": "Mist Escape"
}
],
@@ -68485,7 +67522,6 @@
"downtime",
"necromancy"
],
- "entries": [],
"name": "Create Spawn"
},
{
@@ -68501,7 +67537,7 @@
"visual"
],
"entries": [
- "DC 22."
+ "DC 22"
],
"name": "Dominate"
},
@@ -68529,7 +67565,6 @@
"divine",
"transmutation"
],
- "entries": [],
"name": "Turn to Mist"
}
]
@@ -68575,14 +67610,13 @@
{
"amount": 7,
"name": "physical",
- "note": "(except magical silver)"
+ "note": "except magical silver"
}
]
}
},
{
"name": "Vampire Mastermind",
- "isNpc": false,
"source": "B1",
"page": 321,
"level": 9,
@@ -68614,7 +67648,7 @@
"common",
"necril"
],
- "abilities": [
+ "notes": [
"plus one regional language"
]
},
@@ -68678,7 +67712,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 29,
@@ -68777,7 +67810,6 @@
"enchantment",
"mental"
],
- "entries": [],
"name": "Children of the Night"
}
],
@@ -68788,7 +67820,6 @@
"unit": "free",
"entry": "{@as F}"
},
- "entries": [],
"name": "Mist Escape"
}
],
@@ -68818,7 +67849,6 @@
"downtime",
"necromancy"
],
- "entries": [],
"name": "Create Spawn"
},
{
@@ -68834,7 +67864,7 @@
"visual"
],
"entries": [
- "DC 26."
+ "DC 26"
],
"name": "Dominate"
},
@@ -68851,7 +67881,7 @@
"requirements": "The vampire hasn't acted yet on this turn.",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The vampire expends the power stored in its signet ring. This gives the vampire the ability to cast one prepared spell it had already previously cast today, without spending a spell slot. The vampire must still {@action Cast a Spell||Cast the Spell} and meet the spell's other requirements."
@@ -68891,7 +67921,6 @@
"divine",
"transmutation"
],
- "entries": [],
"name": "Turn to Mist"
}
]
@@ -68938,14 +67967,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except magical silver)"
+ "note": "except magical silver"
}
]
}
},
{
"name": "Vampire Spawn Rogue",
- "isNpc": false,
"source": "B1",
"page": 320,
"foundIn": [
@@ -68975,7 +68003,7 @@
"languages": [
"common"
],
- "abilities": [
+ "notes": [
"plus one regional language"
]
},
@@ -69094,7 +68122,6 @@
},
{
"name": "Veiled Master",
- "isNpc": false,
"source": "B1",
"page": 15,
"level": 14,
@@ -69147,8 +68174,9 @@
"stealth": {
"std": 24
},
- "lore (any one subcategory)": {
- "std": 29
+ "lore": {
+ "std": 29,
+ "note": "any one subcategory"
}
},
"abilityMods": {
@@ -69221,7 +68249,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 37,
@@ -69447,8 +68474,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -69460,7 +68486,6 @@
},
{
"name": "Velociraptor",
- "isNpc": false,
"source": "B1",
"page": 96,
"level": 1,
@@ -69570,15 +68595,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Viper",
- "isNpc": false,
"source": "B1",
"page": 302,
"level": -1,
@@ -69698,15 +68721,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Voidworm",
- "isNpc": false,
"source": "B1",
"page": 266,
"level": 1,
@@ -69801,7 +68822,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 16,
@@ -69824,8 +68844,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -69961,7 +68982,6 @@
},
{
"name": "Vrock",
- "isNpc": false,
"source": "B1",
"page": 78,
"level": 9,
@@ -70072,7 +69092,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -70163,7 +69182,7 @@
"poison"
],
"entries": [
- "The vrock emits a cloud of spores from their body, dealing {@damage 2d8} poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take {@damage 2d8} {@condition persistent damage ||persistent piercing damage} as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in {@dice 1d4} days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an {@action Interact} action). Once the vrock uses Spore Cloud, the ability can't be used for {@dice 1d6} rounds."
+ "The vrock emits a cloud of spores from their body, dealing {@damage 2d8} poison damage to all adjacent creatures. Each creature damaged this way must succeed at a DC 28 Fortitude save or take {@damage 2d8} {@condition persistent damage||persistent piercing damage} as the spores penetrate its skin and grow into thick, green vines. The vines cease growing after 10 rounds, and they wither away in {@dice 1d4} days if not shaved off before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines (with an {@action Interact} action). Once the vrock uses Spore Cloud, the ability can't be used for {@dice 1d6} rounds."
],
"name": "Spore Cloud"
},
@@ -70180,7 +69199,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The vrock emits a shrill screech. Each non-demon creature within a 30-foot burst must attempt a DC 28 Fortitude save. On a failure, the creature is {@condition stunned 2}, and on a critical failure, it's {@condition stunned 3}."
@@ -70208,8 +69227,7 @@
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
],
"weaknesses": [
@@ -70232,7 +69250,6 @@
},
{
"name": "War Horse",
- "isNpc": false,
"source": "B1",
"page": 209,
"level": 2,
@@ -70292,7 +69309,7 @@
"unit": "reaction"
},
"entries": [
- "DC 17."
+ "DC 17"
],
"name": "Buck",
"generic": {
@@ -70330,15 +69347,13 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
]
}
},
{
"name": "War Pony",
- "isNpc": false,
"source": "B1",
"page": 209,
"level": 1,
@@ -70398,7 +69413,7 @@
"unit": "reaction"
},
"entries": [
- "DC 16."
+ "DC 16"
],
"name": "Buck",
"generic": {
@@ -70436,15 +69451,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Warg",
- "isNpc": false,
"source": "B1",
"page": 322,
"level": 2,
@@ -70574,15 +69587,13 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
]
}
},
{
"name": "Warsworn",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Alkenstar",
@@ -70686,7 +69697,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -70700,7 +69710,7 @@
"mental"
],
"entries": [
- "100 feet, DC 35."
+ "100 feet, DC 35"
],
"name": "Frightful Presence",
"generic": {
@@ -70758,7 +69768,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, corpse wave, DC 37."
+ "Huge or smaller, corpse wave, DC 37"
],
"name": "Trample",
"generic": {
@@ -70802,7 +69812,6 @@
},
{
"name": "Wasp Swarm",
- "isNpc": false,
"source": "B1",
"page": 324,
"level": 4,
@@ -70837,7 +69846,6 @@
"walk": 20,
"fly": 40
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -70891,8 +69899,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -70913,7 +69920,6 @@
},
{
"name": "Water Mephit",
- "isNpc": false,
"source": "B1",
"foundIn": [
"Jalmeray",
@@ -71048,7 +70054,6 @@
},
{
"name": "Web Lurker",
- "isNpc": false,
"source": "B1",
"page": 325,
"level": 3,
@@ -71139,9 +70144,7 @@
"attack": 11,
"effects": [
"web trap"
- ],
- "damage": "web trap",
- "types": []
+ ]
}
],
"abilities": {
@@ -71215,15 +70218,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Wemmuth",
- "isNpc": false,
"source": "B1",
"page": 326,
"level": 15,
@@ -71329,7 +70330,7 @@
"unit": "action"
},
"entries": [
- "{@dice 2d12+10}, DC 37."
+ "{@dice 2d12+10}, DC 37"
],
"name": "Constrict",
"generic": {
@@ -71385,7 +70386,6 @@
},
{
"name": "Wendigo",
- "isNpc": false,
"source": "B1",
"page": 327,
"level": 17,
@@ -71493,7 +70493,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -71566,7 +70565,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 38 Will save or be {@condition frightened 1}. Any creature that critically fails and is within 120 feet of the wendigo is instead {@condition frightened 3}, and is also {@condition fleeing} for {@dice 1d4} rounds (or until it's no longer {@condition frightened}, whichever comes first). A creature {@condition frightened} by a wendigo's howl still naturally recovers from its fright but can't reduce it below {@condition frightened 1} in this way until 1 hour has passed or magic is used. Whether it succeeds or fails its save, a creature is then temporarily immune to that wendigo's Howl for 24 hours."
@@ -71655,7 +70654,6 @@
},
{
"name": "Werebear",
- "isNpc": false,
"source": "B1",
"page": 331,
"level": 4,
@@ -71865,7 +70863,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Moon Frenzy"
},
{
@@ -71894,15 +70891,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Wererat",
- "isNpc": false,
"source": "B1",
"page": 329,
"level": 2,
@@ -72093,7 +71088,6 @@
"primal",
"transmutation"
],
- "entries": [],
"generic": {
"tag": "ability"
},
@@ -72128,8 +71122,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"weaknesses": [
@@ -72142,7 +71135,6 @@
},
{
"name": "Werewolf",
- "isNpc": false,
"source": "B1",
"page": 330,
"level": 3,
@@ -72273,7 +71265,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -72353,8 +71344,7 @@
},
"hp": [
{
- "hp": 63,
- "abilities": null
+ "hp": 63
}
],
"weaknesses": [
@@ -72367,7 +71357,6 @@
},
{
"name": "Wight",
- "isNpc": false,
"source": "B1",
"page": 332,
"level": 3,
@@ -72499,7 +71488,6 @@
},
{
"name": "Will-o'-wisp",
- "isNpc": false,
"source": "B1",
"page": 333,
"level": 6,
@@ -72630,8 +71618,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -72641,7 +71628,6 @@
},
{
"name": "Winter Wolf",
- "isNpc": false,
"source": "B1",
"page": 322,
"level": 5,
@@ -72727,7 +71713,7 @@
"unit": "reaction"
},
"entries": [
- "DC 21."
+ "DC 21"
],
"name": "Buck",
"generic": {
@@ -72788,8 +71774,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"immunities": [
@@ -72805,7 +71790,6 @@
},
{
"name": "Wolf",
- "isNpc": false,
"source": "B1",
"page": 334,
"level": 1,
@@ -72894,15 +71878,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Wraith",
- "isNpc": false,
"source": "B1",
"page": 335,
"foundIn": [
@@ -73006,7 +71988,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -73072,14 +72053,13 @@
{
"amount": 5,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Wyvern",
- "isNpc": false,
"source": "B1",
"page": 133,
"level": 6,
@@ -73175,7 +72155,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -73265,8 +72244,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -73277,7 +72255,6 @@
},
{
"name": "Xorn",
- "isNpc": false,
"source": "B1",
"page": 146,
"foundIn": [
@@ -73408,8 +72385,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -73436,7 +72412,6 @@
},
{
"name": "Xulgath Leader",
- "isNpc": false,
"source": "B1",
"page": 337,
"level": 3,
@@ -73584,15 +72559,13 @@
},
"hp": [
{
- "hp": 44,
- "abilities": null
+ "hp": 44
}
]
}
},
{
"name": "Xulgath Skulker",
- "isNpc": false,
"source": "B1",
"page": 337,
"level": 2,
@@ -73753,15 +72726,13 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
]
}
},
{
"name": "Xulgath Warrior",
- "isNpc": false,
"source": "B1",
"page": 336,
"level": 1,
@@ -73896,15 +72867,13 @@
},
"hp": [
{
- "hp": 21,
- "abilities": null
+ "hp": 21
}
]
}
},
{
"name": "Yeti",
- "isNpc": false,
"source": "B1",
"page": 338,
"level": 5,
@@ -74021,7 +72990,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -74047,8 +73015,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -74064,7 +73031,6 @@
},
{
"name": "Young Black Dragon",
- "isNpc": false,
"source": "B1",
"page": 105,
"level": 7,
@@ -74188,7 +73154,7 @@
"mental"
],
"entries": [
- "90 feet, DC 23."
+ "90 feet, DC 23"
],
"name": "Frightful Presence",
"generic": {
@@ -74258,8 +73224,7 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
],
"immunities": [
@@ -74271,7 +73236,6 @@
},
{
"name": "Young Blue Dragon",
- "isNpc": false,
"source": "B1",
"page": 107,
"level": 9,
@@ -74393,7 +73357,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -74410,8 +73373,9 @@
"spells": [
{
"name": "create water",
+ "amount": "at will",
"notes": [
- "at will; see desert thirst"
+ "see desert thirst"
]
}
]
@@ -74437,7 +73401,7 @@
"mental"
],
"entries": [
- "90 feet, DC 26."
+ "90 feet, DC 26"
],
"name": "Frightful Presence",
"generic": {
@@ -74517,8 +73481,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -74530,7 +73493,6 @@
},
{
"name": "Young Brass Dragon",
- "isNpc": false,
"source": "B1",
"page": 117,
"level": 7,
@@ -74642,7 +73604,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 25,
@@ -74669,7 +73630,7 @@
"mental"
],
"entries": [
- "90 feet, DC 23."
+ "90 feet, DC 23"
],
"name": "Frightful Presence",
"generic": {
@@ -74739,8 +73700,7 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
],
"immunities": [
@@ -74752,7 +73712,6 @@
},
{
"name": "Young Bronze Dragon",
- "isNpc": false,
"source": "B1",
"page": 119,
"level": 9,
@@ -74869,7 +73828,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -74896,7 +73854,7 @@
"mental"
],
"entries": [
- "90 feet, DC 26."
+ "90 feet, DC 26"
],
"name": "Frightful Presence",
"generic": {
@@ -74982,8 +73940,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -74995,7 +73952,6 @@
},
{
"name": "Young Copper Dragon",
- "isNpc": false,
"source": "B1",
"page": 121,
"level": 8,
@@ -75105,7 +74061,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 27,
@@ -75131,7 +74086,7 @@
"mental"
],
"entries": [
- "90 feet, DC 23."
+ "90 feet, DC 23"
],
"name": "Frightful Presence",
"generic": {
@@ -75210,8 +74165,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -75223,7 +74177,6 @@
},
{
"name": "Young Gold Dragon",
- "isNpc": false,
"source": "B1",
"page": 124,
"level": 11,
@@ -75345,7 +74298,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 29,
@@ -75383,7 +74335,7 @@
"mental"
],
"entries": [
- "90 feet, DC 27."
+ "90 feet, DC 27"
],
"name": "Frightful Presence",
"generic": {
@@ -75458,8 +74410,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"immunities": [
@@ -75477,7 +74428,6 @@
},
{
"name": "Young Green Dragon",
- "isNpc": false,
"source": "B1",
"page": 109,
"level": 8,
@@ -75608,7 +74558,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 26,
@@ -75641,7 +74590,7 @@
"mental"
],
"entries": [
- "90 feet, DC 24."
+ "90 feet, DC 24"
],
"name": "Frightful Presence",
"generic": {
@@ -75717,8 +74666,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -75730,7 +74678,6 @@
},
{
"name": "Young Red Dragon",
- "isNpc": false,
"source": "B1",
"page": 112,
"level": 10,
@@ -75852,7 +74799,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 27,
@@ -75889,7 +74835,7 @@
"mental"
],
"entries": [
- "90 feet, DC 27."
+ "90 feet, DC 27"
],
"name": "Frightful Presence",
"generic": {
@@ -75961,8 +74907,7 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
],
"immunities": [
@@ -75980,7 +74925,6 @@
},
{
"name": "Young Silver Dragon",
- "isNpc": false,
"source": "B1",
"page": 126,
"level": 10,
@@ -76093,7 +75037,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -76129,7 +75072,7 @@
"mental"
],
"entries": [
- "90 feet, DC 28."
+ "90 feet, DC 28"
],
"name": "Frightful Presence",
"generic": {
@@ -76207,8 +75150,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -76226,7 +75168,6 @@
},
{
"name": "Young White Dragon",
- "isNpc": false,
"source": "B1",
"page": 113,
"level": 6,
@@ -76347,7 +75288,7 @@
"mental"
],
"entries": [
- "90 feet, DC 20."
+ "90 feet, DC 20"
],
"name": "Frightful Presence",
"generic": {
@@ -76452,8 +75393,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -76471,7 +75411,6 @@
},
{
"name": "Zaramuun",
- "isNpc": false,
"source": "B1",
"page": 339,
"level": 16,
@@ -76552,7 +75491,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -76614,7 +75552,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -76707,8 +75644,7 @@
},
"hp": [
{
- "hp": 291,
- "abilities": null
+ "hp": 291
}
],
"immunities": [
@@ -76720,7 +75656,6 @@
},
{
"name": "Zephyr Hawk",
- "isNpc": false,
"source": "B1",
"page": 144,
"foundIn": [
@@ -76812,8 +75747,7 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
],
"immunities": [
@@ -76826,7 +75760,6 @@
},
{
"name": "Zombie Brute",
- "isNpc": false,
"source": "B1",
"page": 341,
"foundIn": [
@@ -76941,7 +75874,6 @@
},
{
"name": "Zombie Hulk",
- "isNpc": false,
"source": "B1",
"page": 341,
"foundIn": [
@@ -77089,7 +76021,6 @@
},
{
"name": "Zombie Shambler",
- "isNpc": false,
"source": "B1",
"page": 340,
"level": -1,
diff --git a/data/bestiary/creatures-b2.json b/data/bestiary/creatures-b2.json
index 2c652c555e..f816fc3d55 100644
--- a/data/bestiary/creatures-b2.json
+++ b/data/bestiary/creatures-b2.json
@@ -7,7 +7,6 @@
"creature": [
{
"name": "Aapoph Serpentfolk",
- "isNpc": false,
"source": "B2",
"page": 238,
"level": 3,
@@ -115,7 +114,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -176,8 +174,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"resistances": [
@@ -190,7 +187,6 @@
},
{
"name": "Adult Brine Dragon",
- "isNpc": false,
"source": "B2",
"page": 87,
"level": 12,
@@ -319,7 +315,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 32,
@@ -360,7 +355,7 @@
"mental"
],
"entries": [
- "90 feet, DC 30."
+ "90 feet, DC 30"
],
"name": "Frightful Presence",
"generic": {
@@ -417,7 +412,7 @@
"unit": "action"
},
"entries": [
- "The dragon makes a jaws {@action Strike}. On a hit, the target takes {@damage 4d6} {@condition persistent damage ||persistent acid damage}, and is {@condition sickened 2} from the pain of salt and brine in its wounds."
+ "The dragon makes a jaws {@action Strike}. On a hit, the target takes {@damage 4d6} {@condition persistent damage||persistent acid damage}, and is {@condition sickened 2} from the pain of salt and brine in its wounds."
],
"name": "Desiccating Bite"
}
@@ -441,8 +436,7 @@
},
"hp": [
{
- "hp": 222,
- "abilities": null
+ "hp": 222
}
],
"immunities": [
@@ -454,7 +448,6 @@
},
{
"name": "Adult Cloud Dragon",
- "isNpc": false,
"source": "B2",
"page": 90,
"level": 14,
@@ -588,7 +581,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 36,
@@ -632,7 +624,7 @@
"mental"
],
"entries": [
- "90 feet, DC 32."
+ "90 feet, DC 32"
],
"name": "Frightful Presence",
"generic": {
@@ -725,8 +717,7 @@
},
"hp": [
{
- "hp": 254,
- "abilities": null
+ "hp": 254
}
],
"immunities": [
@@ -738,7 +729,6 @@
},
{
"name": "Adult Crystal Dragon",
- "isNpc": false,
"source": "B2",
"page": 92,
"level": 11,
@@ -857,7 +847,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 30,
@@ -889,7 +878,7 @@
"mental"
],
"entries": [
- "90 feet, DC 30."
+ "90 feet, DC 30"
],
"name": "Frightful Presence",
"generic": {
@@ -936,7 +925,7 @@
"trigger": "The crystal dragon damages a creature made of flesh with a jaws {@action Strike}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save.",
@@ -988,8 +977,7 @@
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
],
"immunities": [
@@ -1006,7 +994,6 @@
},
{
"name": "Adult Magma Dragon",
- "isNpc": false,
"source": "B2",
"page": 94,
"level": 13,
@@ -1136,7 +1123,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 31,
@@ -1175,7 +1161,7 @@
"mental"
],
"entries": [
- "90 feet, DC 30."
+ "90 feet, DC 30"
],
"name": "Frightful Presence",
"generic": {
@@ -1238,7 +1224,7 @@
"unit": "action"
},
"entries": [
- "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 4d6} {@condition persistent damage ||persistent fire damage}, and as long as it has this {@condition persistent damage ||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds."
+ "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 4d6} {@condition persistent damage||persistent fire damage}, and as long as it has this {@condition persistent damage||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds."
],
"name": "Volcanic Purge"
}
@@ -1262,8 +1248,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -1281,7 +1266,6 @@
},
{
"name": "Adult Umbral Dragon",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Impossible Lands"
@@ -1415,7 +1399,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 36,
@@ -1455,7 +1438,7 @@
"mental"
],
"entries": [
- "90 feet, DC 34."
+ "90 feet, DC 34"
],
"name": "Frightful Presence",
"generic": {
@@ -1541,7 +1524,7 @@
},
{
"entries": [
- "An umbral dragon's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 6d6} force damage to undead."
+ "An umbral dragon's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune, and an umbral dragon's jaws deal an additional {@damage 6d6} force damage to undead."
],
"name": "Ghost Bane"
}
@@ -1565,8 +1548,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -1578,7 +1560,6 @@
},
{
"name": "Ahuizotl",
- "isNpc": false,
"source": "B2",
"page": 12,
"level": 6,
@@ -1716,15 +1697,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "Akata",
- "isNpc": false,
"source": "B2",
"page": 13,
"level": 1,
@@ -1882,8 +1861,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
],
"immunities": [
@@ -1903,7 +1881,6 @@
},
{
"name": "Akizendri",
- "isNpc": false,
"source": "B2",
"page": 204,
"level": 3,
@@ -2012,7 +1989,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 20,
@@ -2124,7 +2100,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+3} bludgeoning, DC 20."
+ "{@damage 1d8+3} bludgeoning, DC 20"
],
"name": "Constrict",
"generic": {
@@ -2207,7 +2183,6 @@
},
{
"name": "Amoeba Swarm",
- "isNpc": false,
"source": "B2",
"page": 192,
"foundIn": [
@@ -2259,7 +2234,6 @@
"climb": 5,
"swim": 10
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -2305,8 +2279,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -2321,7 +2294,6 @@
},
{
"name": "Anancus",
- "isNpc": false,
"source": "B2",
"page": 116,
"level": 8,
@@ -2396,7 +2368,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 25."
+ "Large or smaller, foot, DC 25"
],
"name": "Trample",
"generic": {
@@ -2432,15 +2404,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Ancient Brine Dragon",
- "isNpc": false,
"source": "B2",
"page": 88,
"level": 17,
@@ -2570,7 +2540,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -2619,7 +2588,7 @@
"mental"
],
"entries": [
- "90 feet, DC 36."
+ "90 feet, DC 36"
],
"name": "Frightful Presence",
"generic": {
@@ -2673,7 +2642,7 @@
"unit": "action"
},
"entries": [
- "The dragon makes a jaws {@action Strike}. On a hit, the target takes {@damage 6d6} {@condition persistent damage ||persistent acid damage}, and is {@condition sickened 3} from the pain of salt and brine in its wounds."
+ "The dragon makes a jaws {@action Strike}. On a hit, the target takes {@damage 6d6} {@condition persistent damage||persistent acid damage}, and is {@condition sickened 3} from the pain of salt and brine in its wounds."
],
"name": "Desiccating Bite"
},
@@ -2723,8 +2692,7 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
],
"immunities": [
@@ -2736,7 +2704,6 @@
},
{
"name": "Ancient Cloud Dragon",
- "isNpc": false,
"source": "B2",
"page": 90,
"level": 19,
@@ -2879,7 +2846,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 42,
@@ -2934,7 +2900,7 @@
"mental"
],
"entries": [
- "90 feet, DC 40."
+ "90 feet, DC 40"
],
"name": "Frightful Presence",
"generic": {
@@ -3033,8 +2999,7 @@
},
"hp": [
{
- "hp": 355,
- "abilities": null
+ "hp": 355
}
],
"immunities": [
@@ -3046,7 +3011,6 @@
},
{
"name": "Ancient Crystal Dragon",
- "isNpc": false,
"source": "B2",
"page": 92,
"level": 16,
@@ -3166,7 +3130,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 37,
@@ -3221,7 +3184,7 @@
"mental"
],
"entries": [
- "90 feet, DC 37."
+ "90 feet, DC 37"
],
"name": "Frightful Presence",
"generic": {
@@ -3297,7 +3260,7 @@
"trigger": "The crystal dragon damages a creature made of flesh with a jaws {@action Strike}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude save.",
@@ -3349,8 +3312,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -3367,7 +3329,6 @@
},
{
"name": "Ancient Magma Dragon",
- "isNpc": false,
"source": "B2",
"page": 95,
"level": 18,
@@ -3497,7 +3458,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -3548,7 +3508,7 @@
"mental"
],
"entries": [
- "90 feet, DC 37."
+ "90 feet, DC 37"
],
"name": "Frightful Presence",
"generic": {
@@ -3622,7 +3582,7 @@
"unit": "action"
},
"entries": [
- "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 5d6} {@condition persistent damage ||persistent fire damage}, and as long as it has this {@condition persistent damage ||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds."
+ "If the next action the dragon uses is Breath Weapon, the magma clings to those it damages. Each creature that fails its save against the Breath Weapon takes {@damage 5d6} {@condition persistent damage||persistent fire damage}, and as long as it has this {@condition persistent damage||persistent fire damage}, it also takes a \u201310-foot status penalty to its Speeds."
],
"name": "Volcanic Purge"
}
@@ -3646,8 +3606,7 @@
},
"hp": [
{
- "hp": 390,
- "abilities": null
+ "hp": 390
}
],
"immunities": [
@@ -3665,7 +3624,6 @@
},
{
"name": "Ancient Umbral Dragon",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -3807,7 +3765,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 42,
@@ -3859,7 +3816,7 @@
"mental"
],
"entries": [
- "90 feet, DC 40."
+ "90 feet, DC 40"
],
"name": "Frightful Presence",
"generic": {
@@ -3940,7 +3897,7 @@
},
{
"entries": [
- "An umbral dragon's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 8d6} force damage to undead."
+ "An umbral dragon's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune, and an umbral dragon's jaws deal an additional {@damage 8d6} force damage to undead."
],
"name": "Ghost Bane"
}
@@ -3964,8 +3921,7 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
],
"immunities": [
@@ -3977,7 +3933,6 @@
},
{
"name": "Animate Dream",
- "isNpc": false,
"source": "B2",
"page": 18,
"level": 8,
@@ -4050,7 +4005,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -4139,8 +4093,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"immunities": [
@@ -4160,7 +4113,6 @@
},
{
"name": "Ankou",
- "isNpc": false,
"source": "B2",
"page": 19,
"level": 14,
@@ -4238,7 +4190,7 @@
"cold iron",
"reach <10 feet>"
],
- "damage": "{@damage 2d6+15} piercing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+15} piercing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -4247,7 +4199,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -4320,7 +4271,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"For each action spent to use this ability, the ankou creates one shadowy duplicate of themself anywhere within 60 feet of themself. Shadow doubles have the same statistics as an ankou, but they have the summoned trait, have 84 Hit Points, can't use Shadow Doubles or innate spells, and have an attack bonus of +25 for their {@action Strike||Strikes}. A shadow double that attempts a saving throw against a {@trait light} effect can't get a result better than failure. Each double remains for 1 round, until it's reduced to 0 Hit Points, or until it moves further than 120 feet from the ankou, whichever comes first. Each round thereafter, the ankou can spend a single action that has the {@trait concentrate} trait to extend the duration of surviving duplicates by 1 round, to a maximum duration of 1 minute. The ankou can see through the eyes of all of the shadow doubles at once. A character who Seeks can identify an ankou as real or a shadow double with a successful DC 39 {@skill Perception} check."
@@ -4356,15 +4307,13 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
]
}
},
{
"name": "Aolaz",
- "isNpc": false,
"source": "B2",
"page": 21,
"level": 18,
@@ -4440,7 +4389,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 40,
@@ -4486,7 +4434,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 40."
+ "Huge or smaller, foot, DC 40"
],
"name": "Trample",
"generic": {
@@ -4537,8 +4485,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"immunities": [
@@ -4561,7 +4508,6 @@
},
{
"name": "Army Ant Swarm",
- "isNpc": false,
"source": "B2",
"page": 20,
"level": 5,
@@ -4601,7 +4547,6 @@
"walk": 30,
"climb": 30
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -4611,7 +4556,7 @@
},
"trigger": "A creature leaves the swarm's space",
"entries": [
- "The swarm takes {@dice 1d6} damage as ants cling to the creature and continue biting, dealing {@damage 3d6} {@condition persistent damage ||persistent piercing damage}. High winds or immersion in water reduces the DC of the flat check to end this {@condition persistent damage} to 5. Any area damage dealt to the creature destroys these clinging ants."
+ "The swarm takes {@dice 1d6} damage as ants cling to the creature and continue biting, dealing {@damage 3d6} {@condition persistent damage||persistent piercing damage}. High winds or immersion in water reduces the DC of the flat check to end this {@condition persistent damage} to 5. Any area damage dealt to the creature destroys these clinging ants."
],
"name": "Cling"
}
@@ -4646,8 +4591,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"immunities": [
@@ -4677,7 +4621,6 @@
},
{
"name": "Assassin Vine",
- "isNpc": false,
"source": "B2",
"page": 26,
"level": 3,
@@ -4769,7 +4712,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+4} bludgeoning, DC 20."
+ "{@damage 1d8+4} bludgeoning, DC 20"
],
"name": "Constrict",
"generic": {
@@ -4796,8 +4739,7 @@
},
"hp": [
{
- "hp": 68,
- "abilities": null
+ "hp": 68
}
],
"weaknesses": [
@@ -4814,7 +4756,6 @@
},
{
"name": "Athach",
- "isNpc": false,
"source": "B2",
"page": 27,
"level": 12,
@@ -4927,7 +4868,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -4973,7 +4913,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -4999,8 +4938,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"weaknesses": [
@@ -5013,7 +4951,6 @@
},
{
"name": "Attic Whisperer",
- "isNpc": false,
"source": "B2",
"page": 28,
"level": 4,
@@ -5195,7 +5132,6 @@
},
{
"name": "Augnagar",
- "isNpc": false,
"source": "B2",
"page": 216,
"level": 14,
@@ -5267,7 +5203,7 @@
"effects": [
"rotting curse"
],
- "damage": "{@damage 3d12+14} piercing plus {@damage 4d6} {@condition persistent damage ||persistent bleed}, {@damage 1d6} chaotic, and rotting curse",
+ "damage": "{@damage 3d12+14} piercing plus {@damage 4d6} {@condition persistent damage||persistent bleed}, {@damage 1d6} chaotic, and rotting curse",
"types": [
"chaotic",
"persistent",
@@ -5285,7 +5221,7 @@
"finesse",
"reach <15 feet>"
],
- "damage": "{@damage 3d8+14} slashing plus {@damage 4d6} {@condition persistent damage ||persistent bleed} and {@damage 1d6} chaotic",
+ "damage": "{@damage 3d8+14} slashing plus {@damage 4d6} {@condition persistent damage||persistent bleed} and {@damage 1d6} chaotic",
"types": [
"chaotic",
"persistent",
@@ -5295,7 +5231,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 31,
@@ -5409,8 +5344,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -5438,7 +5372,6 @@
},
{
"name": "Augur",
- "isNpc": false,
"source": "B2",
"page": 280,
"level": 1,
@@ -5510,7 +5443,7 @@
"magical",
"versatile
"
],
- "damage": "{@dice 1d4-1} slashing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@dice 1d4-1} slashing plus {@damage 1d4} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -5519,7 +5452,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -5662,7 +5594,6 @@
},
{
"name": "Aurumvorax",
- "isNpc": false,
"source": "B2",
"page": 29,
"level": 9,
@@ -5747,7 +5678,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -5757,7 +5687,7 @@
"bot": [
{
"entries": [
- "When an aurumvorax scores a critical hit, the target takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "When an aurumvorax scores a critical hit, the target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Bleeding Critical"
},
@@ -5767,7 +5697,7 @@
"unit": "action"
},
"entries": [
- "The aurumvorax makes a jaws {@action Strike} against a creature it has {@condition grabbed}. If the attack hits, the target is knocked {@condition prone} if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes {@condition broken}. If this {@action Strike} breaks a creature's armor or damages a creature that is unarmored or wearing {@condition broken} armor, the target also takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage}. This {@action Strike} doesn't further damage armor that's already {@condition broken}."
+ "The aurumvorax makes a jaws {@action Strike} against a creature it has {@condition grabbed}. If the attack hits, the target is knocked {@condition prone} if it is Medium or smaller. In addition, if the target is wearing armor with Hardness 10 or lower, the armor becomes {@condition broken}. If this {@action Strike} breaks a creature's armor or damages a creature that is unarmored or wearing {@condition broken} armor, the target also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}. This {@action Strike} doesn't further damage armor that's already {@condition broken}."
],
"name": "Gnaw Metal"
},
@@ -5801,15 +5731,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Azuretzi",
- "isNpc": false,
"source": "B2",
"page": 206,
"level": 5,
@@ -5934,7 +5862,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 22,
@@ -6034,7 +5961,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d12+4} bludgeoning, DC 22."
+ "{@damage 1d12+4} bludgeoning, DC 22"
],
"name": "Constrict",
"generic": {
@@ -6126,7 +6053,6 @@
},
{
"name": "Babau",
- "isNpc": false,
"source": "B2",
"page": 64,
"level": 6,
@@ -6239,7 +6165,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -6348,8 +6273,7 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
],
"weaknesses": [
@@ -6366,7 +6290,6 @@
},
{
"name": "Badger",
- "isNpc": false,
"source": "B2",
"page": 32,
"level": 0,
@@ -6438,7 +6361,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -6464,15 +6386,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Baobhan Sith",
- "isNpc": false,
"source": "B2",
"page": 33,
"level": 6,
@@ -6534,7 +6454,7 @@
"agile",
"finesse"
],
- "damage": "{@damage 2d6+6} slashing and {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+6} slashing and {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -6543,7 +6463,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 24,
@@ -6638,15 +6557,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "Basidirond",
- "isNpc": false,
"source": "B2",
"page": 34,
"foundIn": [
@@ -6789,8 +6706,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -6807,7 +6723,6 @@
},
{
"name": "Bastion Archon",
- "isNpc": false,
"source": "B2",
"page": 25,
"level": 20,
@@ -6887,7 +6802,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -6978,7 +6892,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Retributive Strike",
"generic": {
"tag": "ability"
@@ -7075,7 +6988,6 @@
},
{
"name": "Bebilith",
- "isNpc": false,
"source": "B2",
"page": 37,
"level": 10,
@@ -7173,14 +7085,11 @@
],
"effects": [
"dimensional tether"
- ],
- "damage": "dimensional tether",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -7213,7 +7122,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7282,8 +7190,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"weaknesses": [
@@ -7296,7 +7203,6 @@
},
{
"name": "Behemoth Hippopotamus",
- "isNpc": false,
"source": "B2",
"page": 144,
"level": 10,
@@ -7385,7 +7291,7 @@
"unit": "action"
},
"entries": [
- "40 feet."
+ "40 feet"
],
"name": "Aquatic Ambush",
"generic": {
@@ -7440,7 +7346,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 29."
+ "Large or smaller, foot, DC 29"
],
"name": "Trample",
"generic": {
@@ -7467,15 +7373,13 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
]
}
},
{
"name": "Behir",
- "isNpc": false,
"source": "B2",
"page": 38,
"foundIn": [
@@ -7600,7 +7504,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d6+7} bludgeoning, DC 27."
+ "{@damage 2d6+7} bludgeoning, DC 27"
],
"name": "Constrict",
"generic": {
@@ -7654,15 +7558,13 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
}
},
{
"name": "Belker",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Jalmeray",
@@ -7806,8 +7708,7 @@
},
"hp": [
{
- "hp": 78,
- "abilities": null
+ "hp": 78
}
],
"immunities": [
@@ -7821,7 +7722,6 @@
},
{
"name": "Black Bear",
- "isNpc": false,
"source": "B2",
"page": 36,
"level": 2,
@@ -7916,15 +7816,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Black Scorpion",
- "isNpc": false,
"source": "B2",
"page": 234,
"level": 15,
@@ -8030,7 +7928,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d12+12} bludgeoning, DC 36."
+ "{@damage 2d12+12} bludgeoning, DC 36"
],
"name": "Greater Constrict",
"generic": {
@@ -8066,15 +7964,13 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
}
},
{
"name": "Blindheim",
- "isNpc": false,
"source": "B2",
"page": 39,
"level": 2,
@@ -8185,15 +8081,13 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
}
},
{
"name": "Blink Dog",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Nex"
@@ -8264,7 +8158,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 18,
@@ -8316,15 +8209,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Blizzardborn",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Jalmeray",
@@ -8389,7 +8280,7 @@
"traits": [
"versatile bludgeoning"
],
- "damage": "{@damage 2d6+8} slashing plus {@damage 1d6} {@condition persistent damage ||persistent cold}",
+ "damage": "{@damage 2d6+8} slashing plus {@damage 1d6} {@condition persistent damage||persistent cold}",
"types": [
"persistent",
"slashing"
@@ -8444,8 +8335,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -8465,7 +8355,6 @@
},
{
"name": "Blodeuwedd",
- "isNpc": false,
"source": "B2",
"page": 41,
"level": 6,
@@ -8568,7 +8457,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 25,
@@ -8677,7 +8565,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"While surrounded by any field or fertile plain, a blodeuwedd can infuse themself with borrowed life energy from nearby plants and nutrients in the ground. The blodeuwedd gains 15 temporary Hit Points that last for 1 hour."
@@ -8704,15 +8592,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "Blue-ringed Octopus",
- "isNpc": false,
"source": "B2",
"page": 187,
"level": 0,
@@ -8771,9 +8657,7 @@
"attack": 6,
"effects": [
"Grab"
- ],
- "damage": "Grab",
- "types": []
+ ]
}
],
"abilities": {
@@ -8852,15 +8736,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Bodak",
- "isNpc": false,
"source": "B2",
"page": 42,
"level": 8,
@@ -9035,7 +8917,6 @@
},
{
"name": "Bog Mummy",
- "isNpc": false,
"source": "B2",
"page": 177,
"level": 5,
@@ -9204,7 +9085,6 @@
},
{
"name": "Bog Strider",
- "isNpc": false,
"source": "B2",
"page": 43,
"level": 2,
@@ -9351,15 +9231,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Bone Prophet",
- "isNpc": false,
"source": "B2",
"page": 239,
"level": 8,
@@ -9465,7 +9343,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 28,
@@ -9542,7 +9419,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -9604,7 +9480,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The bone prophet animates corpses of snakes, serpentfolk, or similar serpentine creatures within a 30-foot emanation. Any flesh on the bodies sloughs off, and they rise as skeletons. The bone prophet can raise one Large creature as a skeletal giant or up to three Medium creatures as skeletal champions; the equipment and attacks might be different depending on the corpses' possessions (Bestiary 298). These skeletons have the minion trait and are under the bone prophet's control; the bone prophet can give all these minions the same command with a single action that has the {@trait concentrate} trait. Any skeletal minions that still remain after 10 minutes crumble to dust."
@@ -9654,15 +9530,13 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
},
{
"name": "Bottlenose Dolphin",
- "isNpc": false,
"source": "B2",
"page": 84,
"level": 0,
@@ -9764,15 +9638,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Bralani",
- "isNpc": false,
"source": "B2",
"page": 30,
"level": 6,
@@ -9869,7 +9741,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -9978,8 +9849,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"weaknesses": [
@@ -9996,7 +9866,6 @@
},
{
"name": "Brood Leech Swarm",
- "isNpc": false,
"source": "B2",
"page": 156,
"level": 4,
@@ -10036,7 +9905,6 @@
"walk": 5,
"swim": 20
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -10090,8 +9958,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -10116,7 +9983,6 @@
},
{
"name": "Brownie",
- "isNpc": false,
"source": "B2",
"page": 44,
"level": 1,
@@ -10187,7 +10053,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -10283,15 +10148,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Bythos",
- "isNpc": false,
"source": "B2",
"page": 11,
"level": 16,
@@ -10370,7 +10233,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -10457,7 +10319,7 @@
"trigger": "The bythos fails or critically fails a check",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The bythos rerolls the triggering check and takes the better result."
@@ -10572,7 +10434,6 @@
},
{
"name": "Cairn Linnorm",
- "isNpc": false,
"source": "B2",
"page": 166,
"level": 18,
@@ -10678,7 +10539,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -10735,7 +10595,6 @@
"unit": "free",
"number": 1
},
- "entries": [],
"name": "Improved Grab",
"generic": {
"tag": "ability"
@@ -10816,7 +10675,6 @@
},
{
"name": "Cairn Wight",
- "isNpc": false,
"source": "B2",
"page": 292,
"level": 4,
@@ -10986,8 +10844,7 @@
},
"hp": [
{
- "hp": 67,
- "abilities": null
+ "hp": 67
}
],
"immunities": [
@@ -11001,7 +10858,6 @@
},
{
"name": "Calathgar",
- "isNpc": false,
"source": "B2",
"page": 45,
"level": 4,
@@ -11104,7 +10960,7 @@
"primal"
],
"entries": [
- "The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing {@damage 1d6} piercing and {@damage 4d6} cold damage (DC 20 basic Reflex save). In mild cold or colder environments (Core Rulebook 518), these seeds cling to living creatures they strike, dealing {@damage 1d4} {@condition persistent damage ||persistent cold damage}. The calathgar can't use Seed Spray again for {@dice 1d4} rounds."
+ "The calathgar expels thorny, frozen seeds in a 15-foot cone, dealing {@damage 1d6} piercing and {@damage 4d6} cold damage (DC 20 basic Reflex save). In mild cold or colder environments (Core Rulebook 518), these seeds cling to living creatures they strike, dealing {@damage 1d4} {@condition persistent damage||persistent cold damage}. The calathgar can't use Seed Spray again for {@dice 1d4} rounds."
],
"name": "Seed Spray"
}
@@ -11128,8 +10984,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -11149,7 +11004,6 @@
},
{
"name": "Caligni Slayer",
- "isNpc": false,
"source": "B2",
"page": 46,
"level": 3,
@@ -11227,7 +11081,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 20,
@@ -11273,7 +11126,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -11374,15 +11226,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Carbuncle",
- "isNpc": false,
"source": "B2",
"page": 47,
"level": 1,
@@ -11442,7 +11292,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -11515,7 +11364,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The carbuncle concentrates on a creature it can see and tries to manipulate that creature. The target must attempt a DC 18 Will save. The target then becomes temporarily immune for 24 hours.",
@@ -11551,15 +11400,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Carnivorous Blob",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Alkenstar",
@@ -11667,7 +11514,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d12} bludgeoning plus {@damage 2d6} acid, DC 33."
+ "{@damage 2d12} bludgeoning plus {@damage 2d6} acid, DC 33"
],
"name": "Constrict",
"generic": {
@@ -11707,8 +11554,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -11726,7 +11572,6 @@
},
{
"name": "Carrion Golem",
- "isNpc": false,
"source": "B2",
"page": 128,
"foundIn": [
@@ -11884,8 +11729,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -11897,13 +11741,26 @@
"drained",
"fatigued",
"healing",
- "magic (see below)"
+ "magic (see Golem Antimagic below)",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "physical",
+ "note": "except adamantine or slashing"
+ }
]
}
},
{
"name": "Catoblepas",
- "isNpc": false,
"source": "B2",
"page": 48,
"level": 12,
@@ -12011,7 +11868,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -12040,7 +11896,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 32."
+ "Medium or smaller, hoof, DC 32"
],
"name": "Trample",
"generic": {
@@ -12067,8 +11923,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"immunities": [
@@ -12080,7 +11935,6 @@
},
{
"name": "Catrina",
- "isNpc": false,
"source": "B2",
"page": 209,
"level": 5,
@@ -12168,7 +12022,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 22,
@@ -12291,7 +12144,7 @@
},
{
"entries": [
- "An esobok's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 1d6} negative damage to living creatures and {@damage 1d6} positive damage to undead."
+ "An esobok's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune and deal {@damage 1d6} negative damage to living creatures and {@damage 1d6} positive damage to undead."
],
"name": "Spirit Touch"
}
@@ -12315,8 +12168,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -12337,7 +12189,6 @@
},
{
"name": "Cave Fisher",
- "isNpc": false,
"source": "B2",
"page": 49,
"level": 2,
@@ -12393,9 +12244,7 @@
],
"effects": [
"sticky filament"
- ],
- "damage": "sticky filament",
- "types": []
+ ]
}
],
"abilities": {
@@ -12438,15 +12287,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Cave Scorpion",
- "isNpc": false,
"source": "B2",
"page": 234,
"level": 1,
@@ -12570,15 +12417,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Cavern Troll",
- "isNpc": false,
"source": "B2",
"page": 265,
"level": 6,
@@ -12678,7 +12523,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -12689,7 +12533,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -12705,7 +12548,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -12723,7 +12565,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -12762,7 +12603,6 @@
},
{
"name": "Chernobue",
- "isNpc": false,
"source": "B2",
"page": 214,
"level": 12,
@@ -12859,7 +12699,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 32,
@@ -13021,8 +12860,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"immunities": [
@@ -13043,14 +12881,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except cold iron)"
+ "note": "except cold iron"
}
]
}
},
{
"name": "Choker",
- "isNpc": false,
"source": "B2",
"page": 51,
"level": 2,
@@ -13135,7 +12972,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6+3} bludgeoning, DC 19."
+ "{@damage 1d6+3} bludgeoning, DC 19"
],
"name": "Constrict",
"generic": {
@@ -13170,15 +13007,13 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
]
}
},
{
"name": "Chupacabra",
- "isNpc": false,
"source": "B2",
"page": 52,
"level": 3,
@@ -13293,15 +13128,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Cockroach Swarm",
- "isNpc": false,
"source": "B2",
"page": 53,
"level": 2,
@@ -13345,7 +13178,6 @@
"climb": 20,
"fly": 15
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -13384,8 +13216,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -13406,7 +13237,6 @@
},
{
"name": "Coil Spy",
- "isNpc": false,
"source": "B2",
"page": 238,
"level": 4,
@@ -13531,7 +13361,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
@@ -13637,15 +13466,13 @@
},
"hp": [
{
- "hp": 48,
- "abilities": null
+ "hp": 48
}
]
}
},
{
"name": "Compsognathus",
- "isNpc": false,
"source": "B2",
"page": 80,
"level": -1,
@@ -13749,15 +13576,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Cornugon",
- "isNpc": false,
"source": "B2",
"page": 77,
"level": 16,
@@ -13878,7 +13703,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -13952,7 +13776,7 @@
"mental"
],
"entries": [
- "10 feet, DC 34."
+ "10 feet, DC 34"
],
"name": "Frightful Presence",
"generic": {
@@ -13964,7 +13788,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -13989,7 +13812,7 @@
"necromancy"
],
"entries": [
- "A cornugon's tail {@action Strike} deals {@damage 4d6} {@condition persistent damage ||persistent bleed damage}.",
+ "A cornugon's tail {@action Strike} deals {@damage 4d6} {@condition persistent damage||persistent bleed damage}.",
"The DC of the flat check to stop the bleeding starts at 20 and is reduced to 15 only if someone successfully assists. The DC to {@action Administer First Aid} to a creature with an infernal wound increases by 10. A spellcaster or item using healing magic on an infernally {@condition wounded} creature must succeed at a DC 34 counteract check or the magic fails to heal the creature."
],
"name": "Infernal Wound"
@@ -14023,8 +13846,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -14040,7 +13862,7 @@
{
"amount": 15,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 15,
@@ -14051,7 +13873,6 @@
},
{
"name": "Crawling Hand",
- "isNpc": false,
"source": "B2",
"page": 56,
"level": -1,
@@ -14164,7 +13985,6 @@
},
{
"name": "Culdewen",
- "isNpc": false,
"source": "B2",
"page": 57,
"level": 7,
@@ -14289,7 +14109,7 @@
"bot": [
{
"entries": [
- "A creature struck by the culdewen's fish hook is skewered, taking {@damage 1d4} {@condition persistent damage ||persistent bleed damage} as long as the hook remains stuck in it. The fish hook can be removed only if a creature spends an {@action Interact} action and succeeds at a DC 25 {@skill Athletics} check to pull it free."
+ "A creature struck by the culdewen's fish hook is skewered, taking {@damage 1d4} {@condition persistent damage||persistent bleed damage} as long as the hook remains stuck in it. The fish hook can be removed only if a creature spends an {@action Interact} action and succeeds at a DC 25 {@skill Athletics} check to pull it free."
],
"name": "Hooked"
},
@@ -14353,15 +14173,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "Cythnigot",
- "isNpc": false,
"source": "B2",
"page": 212,
"level": 1,
@@ -14434,7 +14252,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 17,
@@ -14559,8 +14376,7 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"immunities": [
@@ -14577,7 +14393,6 @@
},
{
"name": "D'ziriak",
- "isNpc": false,
"source": "B2",
"page": 104,
"level": 3,
@@ -14649,7 +14464,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 19,
@@ -14723,7 +14537,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The d'ziriak makes two claw {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. This counts as two attacks for the d'ziriak's multiple attack penalty, and the penalty doesn't increase until after both attacks."
@@ -14750,15 +14564,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Denizen Of Leng",
- "isNpc": false,
"source": "B2",
"page": 70,
"level": 8,
@@ -14833,7 +14645,7 @@
"magical",
"trip"
],
- "damage": "{@damage 2d6+6} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+6} slashing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -14858,7 +14670,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 27,
@@ -15012,7 +14823,6 @@
},
{
"name": "Derghodaemon",
- "isNpc": false,
"source": "B2",
"page": 60,
"level": 12,
@@ -15104,7 +14914,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -15113,8 +14922,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "good only; at will"
+ "good only"
]
}
]
@@ -15176,7 +14986,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -15203,8 +15012,8 @@
"type": "successDegree",
"entries": {
"Critical Success": "The swarm disperses as soon as it deals its swarm spit {@action Strike} damage.",
- "Success": "The swarm clings to the target and infests it, dealing {@damage 1d6} {@condition persistent damage ||persistent piercing damage}.",
- "Failure": "The swarm clings to the target and infests it, dealing {@damage 2d6} {@condition persistent damage ||persistent piercing damage}.",
+ "Success": "The swarm clings to the target and infests it, dealing {@damage 1d6} {@condition persistent damage||persistent piercing damage}.",
+ "Failure": "The swarm clings to the target and infests it, dealing {@damage 2d6} {@condition persistent damage||persistent piercing damage}.",
"Critical Failure": "As failure, but the hissing sounds caused by the infestation also cause the target to become {@condition confused} for 1 round; this additional effect has the auditory, {@trait emotion}, and {@trait mental} traits."
}
}
@@ -15231,8 +15040,7 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
],
"immunities": [
@@ -15244,7 +15052,6 @@
},
{
"name": "Destrachan",
- "isNpc": false,
"source": "B2",
"page": 71,
"level": 8,
@@ -15403,8 +15210,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -15415,7 +15221,6 @@
},
{
"name": "Devourer",
- "isNpc": false,
"source": "B2",
"page": 78,
"level": 11,
@@ -15573,7 +15378,6 @@
},
{
"name": "Dig-widget",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes"
@@ -15641,7 +15445,7 @@
"fatal ",
"finesse"
],
- "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+4} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -15717,8 +15521,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"immunities": [
@@ -15729,7 +15532,6 @@
},
{
"name": "Doprillu",
- "isNpc": false,
"source": "B2",
"page": 85,
"level": 14,
@@ -15802,7 +15604,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -15912,7 +15713,6 @@
},
{
"name": "Dracolisk",
- "isNpc": false,
"source": "B2",
"page": 35,
"level": 9,
@@ -16120,8 +15920,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -16139,7 +15938,6 @@
},
{
"name": "Drainberry Bush",
- "isNpc": false,
"source": "B2",
"page": 99,
"level": 7,
@@ -16284,8 +16082,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"weaknesses": [
@@ -16298,7 +16095,6 @@
},
{
"name": "Draugr",
- "isNpc": false,
"source": "B2",
"page": 102,
"level": 2,
@@ -16432,8 +16228,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -16459,7 +16254,6 @@
},
{
"name": "Dread Wraith",
- "isNpc": false,
"source": "B2",
"page": 298,
"level": 9,
@@ -16551,7 +16345,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -16627,14 +16420,13 @@
{
"amount": 10,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Dream Spider",
- "isNpc": false,
"source": "B2",
"page": 249,
"level": 0,
@@ -16700,11 +16492,8 @@
"range increment <10 feet>"
],
"effects": [
- "web trap",
- "dream spider venom"
- ],
- "damage": "web trap plus dream spider venom",
- "types": []
+ "web trap plus dream spider venom"
+ ]
}
],
"abilities": {
@@ -16765,15 +16554,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Duneshaker Solifugid",
- "isNpc": false,
"source": "B2",
"page": 246,
"level": 18,
@@ -16873,7 +16660,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -16912,15 +16698,13 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
]
}
},
{
"name": "Dust Mephit",
- "isNpc": false,
"source": "B2",
"page": 112,
"level": 1,
@@ -16992,7 +16776,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -17060,7 +16843,6 @@
},
{
"name": "Dweomercat",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Alkenstar",
@@ -17161,7 +16943,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 26,
@@ -17306,15 +17087,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Earthen Destrier",
- "isNpc": false,
"source": "B2",
"page": 108,
"foundIn": [
@@ -17429,7 +17208,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 20."
+ "Medium or smaller, hoof, DC 20"
],
"name": "Trample",
"generic": {
@@ -17456,15 +17235,13 @@
},
"hp": [
{
- "hp": 72,
- "abilities": null
+ "hp": 72
}
]
}
},
{
"name": "Elasmosaurus",
- "isNpc": false,
"source": "B2",
"page": 105,
"level": 7,
@@ -17610,15 +17387,13 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
]
}
},
{
"name": "Ember Fox",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Jalmeray",
@@ -17681,7 +17456,7 @@
"agile",
"finesse"
],
- "damage": "{@damage 1d4+3} piercing plus {@damage 1d4} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d4+3} piercing plus {@damage 1d4} {@condition persistent damage||persistent fire}",
"types": [
"persistent",
"piercing"
@@ -17721,8 +17496,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -17742,7 +17516,6 @@
},
{
"name": "Emperor Cobra",
- "isNpc": false,
"source": "B2",
"page": 245,
"level": 5,
@@ -17880,15 +17653,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Eremite",
- "isNpc": false,
"source": "B2",
"page": 285,
"level": 20,
@@ -17972,7 +17743,7 @@
"effects": [
"exquisite pain"
],
- "damage": "{@damage 4d8+19} piercing plus {@damage 2d6} {@condition persistent damage ||persistent bleed} and exquisite pain",
+ "damage": "{@damage 4d8+19} piercing plus {@damage 2d6} {@condition persistent damage||persistent bleed} and exquisite pain",
"types": [
"persistent",
"piercing"
@@ -17991,7 +17762,7 @@
"exquisite pain",
"Improved Grab"
],
- "damage": "{@damage 3d6+19} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}, exquisite pain, and {@ability Improved Grab}",
+ "damage": "{@damage 3d6+19} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}, exquisite pain, and {@ability Improved Grab}",
"types": [
"persistent",
"slashing"
@@ -18000,7 +17771,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -18113,7 +17883,7 @@
],
"requirements": "The eremite has a creature {@condition grabbed}",
"entries": [
- "The eremite excises flesh or bone from a creature it has {@condition grabbed}. The target takes {@damage 6d10} {@condition persistent damage ||persistent bleed damage}."
+ "The eremite excises flesh or bone from a creature it has {@condition grabbed}. The target takes {@damage 6d10} {@condition persistent damage||persistent bleed damage}."
],
"name": "Evisceration"
},
@@ -18204,7 +17974,6 @@
},
{
"name": "Esobok",
- "isNpc": false,
"source": "B2",
"page": 208,
"level": 3,
@@ -18306,7 +18075,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -18336,7 +18104,7 @@
},
{
"entries": [
- "An esobok's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 1d6} negative damage to living creatures and {@damage 1d6} positive damage to undead."
+ "An esobok's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune and deal {@damage 1d6} negative damage to living creatures and {@damage 1d6} positive damage to undead."
],
"name": "Spirit Touch"
},
@@ -18385,8 +18153,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"immunities": [
@@ -18397,7 +18164,6 @@
},
{
"name": "Evangelist",
- "isNpc": false,
"source": "B2",
"page": 282,
"level": 6,
@@ -18468,7 +18234,7 @@
"effects": [
"impaling chain"
],
- "damage": "{@damage 2d8+7} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed} and impaling chain",
+ "damage": "{@damage 2d8+7} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed} and impaling chain",
"types": [
"persistent",
"piercing"
@@ -18508,7 +18274,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -18546,7 +18311,7 @@
},
{
"entries": [
- "When the evangelist critically hits with a chain {@action Strike}, the target is impaled and anchored in place, becoming {@condition grabbed} by the chain. The creature is unable to recover from {@condition persistent damage ||persistent bleed damage} until it gets free (DC 25 {@action Escape})."
+ "When the evangelist critically hits with a chain {@action Strike}, the target is impaled and anchored in place, becoming {@condition grabbed} by the chain. The creature is unable to recover from {@condition persistent damage||persistent bleed damage} until it gets free (DC 25 {@action Escape})."
],
"name": "Impaling Chain"
}
@@ -18583,7 +18348,6 @@
},
{
"name": "Fen Mosquito Swarm",
- "isNpc": false,
"source": "B2",
"page": 175,
"level": 3,
@@ -18621,7 +18385,6 @@
"walk": 5,
"fly": 25
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -18663,7 +18426,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the swarm's space takes {@damage 1d6} piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take {@damage 1d4} {@condition persistent damage ||persistent bleed damage}."
+ "Each enemy in the swarm's space takes {@damage 1d6} piercing damage (DC 20 basic Reflex save) and is exposed to pyrexic malaria. Creatures that fail the saving throw also take {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
],
"name": "Swarming Bites"
}
@@ -18687,8 +18450,7 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
],
"immunities": [
@@ -18708,7 +18470,6 @@
},
{
"name": "Fetchling Scout",
- "isNpc": false,
"source": "B2",
"page": 117,
"level": 1,
@@ -18804,7 +18565,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 15,
@@ -18874,15 +18634,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Filth Fire",
- "isNpc": false,
"source": "B2",
"page": 110,
"foundIn": [
@@ -18944,7 +18702,7 @@
"traits": [
"finesse"
],
- "damage": "{@damage 2d6+3} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d6+3} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"persistent"
@@ -18958,7 +18716,7 @@
"fire",
"range increment <20 feet>"
],
- "damage": "{@damage 1d6+3} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d6+3} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"persistent"
@@ -19012,8 +18770,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"immunities": [
@@ -19027,7 +18784,6 @@
},
{
"name": "Fire Jellyfish Swarm",
- "isNpc": false,
"source": "B2",
"page": 152,
"level": 6,
@@ -19063,7 +18819,6 @@
"speed": {
"swim": 20
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -19131,8 +18886,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -19153,7 +18907,6 @@
},
{
"name": "Fire Yai",
- "isNpc": false,
"source": "B2",
"page": 190,
"level": 14,
@@ -19247,7 +19000,7 @@
"magical",
"reach <10 feet>"
],
- "damage": "{@damage 2d6+16} bludgeoning plus {@damage 2d6} fire and {@damage 2d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d6+16} bludgeoning plus {@damage 2d6} fire and {@damage 2d6} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"fire",
@@ -19264,7 +19017,7 @@
"magical",
"range increment <60 feet>"
],
- "damage": "{@damage 2d10+16} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d10+16} fire plus {@damage 2d6} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -19273,7 +19026,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -19337,7 +19089,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -19374,8 +19125,8 @@
{
"type": "successDegree",
"entries": {
- "Critical Success": "The fire yai {@action Stride||Strides} or Flies up to half its Speed in any direction. The struck creature takes {@damage 4d6} {@condition persistent damage ||persistent bleed damage} and is pushed along with the yai an equal distance. The creature is {@condition grabbed} until the yai's next turn or until the yai makes a katana {@action Strike}.",
- "Success": "As critical success, but the creature takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage}.",
+ "Critical Success": "The fire yai {@action Stride||Strides} or Flies up to half its Speed in any direction. The struck creature takes {@damage 4d6} {@condition persistent damage||persistent bleed damage} and is pushed along with the yai an equal distance. The creature is {@condition grabbed} until the yai's next turn or until the yai makes a katana {@action Strike}.",
+ "Success": "As critical success, but the creature takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}.",
"Failure": "The struck creature is pushed back 5 feet.",
"Critical Failure": "The struck creature is unaffected."
}
@@ -19431,7 +19182,6 @@
},
{
"name": "Fjord Linnorm",
- "isNpc": false,
"source": "B2",
"page": 165,
"level": 16,
@@ -19543,7 +19293,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 37,
@@ -19660,7 +19409,6 @@
},
{
"name": "Flytrap Leshy",
- "isNpc": false,
"source": "B2",
"page": 161,
"level": 4,
@@ -19763,7 +19511,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -19792,7 +19539,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -19885,8 +19631,7 @@
},
"hp": [
{
- "hp": 72,
- "abilities": null
+ "hp": 72
}
],
"resistances": [
@@ -19899,7 +19644,6 @@
},
{
"name": "Froghemoth",
- "isNpc": false,
"source": "B2",
"page": 122,
"level": 13,
@@ -20018,7 +19762,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Aquatic Ambush",
"generic": {
"tag": "ability"
@@ -20046,7 +19789,7 @@
"unit": "action"
},
"entries": [
- "{@dice 3d6+12}, DC 33."
+ "{@dice 3d6+12}, DC 33"
],
"name": "Greater Constrict",
"generic": {
@@ -20100,8 +19843,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"immunities": [
@@ -20111,7 +19853,6 @@
},
{
"name": "Frost Troll",
- "isNpc": false,
"source": "B2",
"page": 264,
"level": 4,
@@ -20227,7 +19968,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -20249,7 +19989,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -20294,7 +20033,6 @@
},
{
"name": "Frost Worm",
- "isNpc": false,
"source": "B2",
"page": 123,
"level": 12,
@@ -20338,7 +20076,7 @@
"range": "Melee",
"name": "jaws",
"attack": 25,
- "damage": "{@damage 3d8+10} piercing plus {@damage 2d6} {@condition persistent damage ||persistent cold}",
+ "damage": "{@damage 3d8+10} piercing plus {@damage 2d6} {@condition persistent damage||persistent cold}",
"types": [
"persistent",
"piercing"
@@ -20446,8 +20184,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -20463,7 +20200,6 @@
},
{
"name": "Ghonhatine",
- "isNpc": false,
"source": "B2",
"page": 119,
"level": 10,
@@ -20530,7 +20266,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 2d12+10} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid}",
+ "damage": "{@damage 2d12+10} piercing plus {@damage 1d6} {@condition persistent damage||persistent acid}",
"types": [
"persistent",
"piercing"
@@ -20651,8 +20387,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -20668,7 +20403,6 @@
},
{
"name": "Giant Amoeba",
- "isNpc": false,
"source": "B2",
"page": 192,
"level": 1,
@@ -20742,7 +20476,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d4} bludgeoning plus {@damage 1d4} acid, DC 17."
+ "{@damage 1d4} bludgeoning plus {@damage 1d4} acid, DC 17"
],
"name": "Constrict",
"generic": {
@@ -20786,8 +20520,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -20802,7 +20535,6 @@
},
{
"name": "Giant Ant",
- "isNpc": false,
"source": "B2",
"page": 20,
"level": 2,
@@ -20933,15 +20665,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Giant Badger",
- "isNpc": false,
"source": "B2",
"page": 32,
"level": 2,
@@ -21013,7 +20743,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -21034,15 +20763,9 @@
"entries": [
"The giant badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls {@condition unconscious}, whichever comes first.",
"While raging, the giant badger has AC 17, its jaws {@action Strike} deals {@dice 1d8+8} damage, and its claw {@action Strike} deals {@dice 1d6+6} damage. While raging, the giant badger also can't use actions that have the {@trait concentrate} trait except for {@action Seek}.",
- "After it has stopped raging, a giant badger can't use."
+ "After it has stopped raging, a giant badger can't use Badger Rage again for 1 minute."
],
"name": "Badger Rage"
- },
- {
- "entries": [
- "{@action Rage} again for 1 minute."
- ],
- "name": "Badger"
}
]
},
@@ -21064,15 +20787,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Giant Chameleon",
- "isNpc": false,
"source": "B2",
"page": 168,
"level": 3,
@@ -21110,7 +20831,6 @@
"walk": 30,
"climb": 20
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -21147,15 +20867,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Giant Cockroach",
- "isNpc": false,
"source": "B2",
"page": 53,
"level": 1,
@@ -21245,15 +20963,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Giant Crab",
- "isNpc": false,
"source": "B2",
"page": 55,
"level": 2,
@@ -21335,7 +21051,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6+4} bludgeoning, DC 18."
+ "{@damage 1d6+4} bludgeoning, DC 18"
],
"name": "Constrict",
"generic": {
@@ -21362,22 +21078,20 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
],
"resistances": [
{
"amount": 3,
"name": "physical",
- "note": "(except bludgeoning)"
+ "note": "except bludgeoning"
}
]
}
},
{
"name": "Giant Crawling Hand",
- "isNpc": false,
"source": "B2",
"page": 56,
"level": 5,
@@ -21509,7 +21223,6 @@
},
{
"name": "Giant Dragonfly",
- "isNpc": false,
"source": "B2",
"page": 98,
"level": 4,
@@ -21618,15 +21331,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Giant Dragonfly Nymph",
- "isNpc": false,
"source": "B2",
"page": 98,
"level": 3,
@@ -21716,15 +21427,13 @@
},
"hp": [
{
- "hp": 46,
- "abilities": null
+ "hp": 46
}
]
}
},
{
"name": "Giant Fly",
- "isNpc": false,
"foundIn": [
"Geb"
],
@@ -21863,15 +21572,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Giant Frog",
- "isNpc": false,
"source": "B2",
"page": 121,
"level": 1,
@@ -21973,15 +21680,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Giant Hippocampus",
- "isNpc": false,
"source": "B2",
"page": 142,
"level": 8,
@@ -22047,7 +21752,7 @@
"unit": "reaction"
},
"entries": [
- "DC 28."
+ "DC 28"
],
"name": "Buck",
"generic": {
@@ -22085,15 +21790,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Giant Jellyfish",
- "isNpc": false,
"source": "B2",
"page": 152,
"level": 7,
@@ -22207,8 +21910,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"immunities": [
@@ -22229,7 +21931,6 @@
},
{
"name": "Giant Leech",
- "isNpc": false,
"source": "B2",
"page": 156,
"level": 2,
@@ -22315,15 +22016,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Giant Maggot",
- "isNpc": false,
"source": "B2",
"page": 120,
"level": 0,
@@ -22419,15 +22118,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Giant Mosquito",
- "isNpc": false,
"source": "B2",
"page": 175,
"level": 6,
@@ -22552,15 +22249,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Giant Slug",
- "isNpc": false,
"source": "B2",
"page": 244,
"level": 8,
@@ -22659,7 +22354,7 @@
{
"entries": [
"Any creature hit by the giant slug or that moves into its mucus trail is coated in sticky, caustic mucus.",
- "It takes {@damage 1d4} {@condition persistent damage ||persistent acid damage} and takes a \u20135-foot status penalty to its Speeds while the damage persists."
+ "It takes {@damage 1d4} {@condition persistent damage||persistent acid damage} and takes a \u20135-foot status penalty to its Speeds while the damage persists."
],
"name": "Mucus"
},
@@ -22675,7 +22370,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 27."
+ "Large or smaller, foot, DC 27"
],
"name": "Trample",
"generic": {
@@ -22702,8 +22397,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"weaknesses": [
@@ -22716,7 +22410,6 @@
},
{
"name": "Giant Snapping Turtle",
- "isNpc": false,
"source": "B2",
"page": 269,
"level": 9,
@@ -22836,15 +22529,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Giant Solifugid",
- "isNpc": false,
"source": "B2",
"page": 246,
"level": 1,
@@ -22930,7 +22621,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -22956,15 +22646,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Giant Squid",
- "isNpc": false,
"source": "B2",
"page": 254,
"level": 9,
@@ -23052,7 +22740,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d10+10} bludgeoning, DC 25."
+ "{@damage 1d10+10} bludgeoning, DC 25"
],
"name": "Constrict",
"generic": {
@@ -23104,15 +22792,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Giant Tick",
- "isNpc": false,
"source": "B2",
"page": 260,
"level": 1,
@@ -23170,7 +22856,7 @@
"bot": [
{
"entries": [
- "When the giant tick {@action Strike||Strikes} a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to Grabbing the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is {@condition flat-footed} while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 {@condition persistent damage ||persistent bleed damage}. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage."
+ "When the giant tick {@action Strike||Strikes} a creature larger than itself, its barbed hypostome attaches it to that creature. This is similar to Grabbing the creature, but the giant tick moves with that creature rather than holding it in place. The giant tick is {@condition flat-footed} while attached. If the giant tick is killed or pushed away while attached to a creature on which it has used Blood Drain, that creature takes 1 {@condition persistent damage||persistent bleed damage}. Escaping the attachment or removing the giant tick in other ways doesn't cause bleed damage."
],
"name": "Attach"
},
@@ -23227,15 +22913,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Giant Toad",
- "isNpc": false,
"source": "B2",
"page": 261,
"level": 2,
@@ -23299,9 +22983,7 @@
],
"effects": [
"tongue grab"
- ],
- "damage": "tongue grab",
- "types": []
+ ]
}
],
"abilities": {
@@ -23378,15 +23060,13 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
]
}
},
{
"name": "Giant Whiptail Centipede",
- "isNpc": false,
"source": "B2",
"page": 50,
"level": 3,
@@ -23532,15 +23212,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Giant Wolverine",
- "isNpc": false,
"source": "B2",
"page": 295,
"level": 4,
@@ -23617,7 +23295,7 @@
},
"requirements": "The wolverine has a creature {@condition grabbed} from its jaws {@action Strike}",
"entries": [
- "The wolverine chews violently on the creature, dealing {@damage 2d6} piercing damage (DC 21 basic Fortitude save). A creature that fails its save also takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage}."
+ "The wolverine chews violently on the creature, dealing {@damage 2d6} piercing damage (DC 21 basic Fortitude save). A creature that fails its save also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Gnaw"
},
@@ -23639,7 +23317,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -23675,15 +23352,13 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
]
}
},
{
"name": "Glass Golem",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Nex"
@@ -23827,8 +23502,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -23839,20 +23513,26 @@
"drained",
"fatigued",
"healing",
- "magic (see below)"
+ "magic (see Golem Antimagic below)",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
],
"resistances": [
{
"amount": 10,
"name": "physical",
- "note": "(except adamantine or bludgeoning)"
+ "note": "except adamantine or bludgeoning"
}
]
}
},
{
"name": "Gorgon",
- "isNpc": false,
"source": "B2",
"page": 132,
"level": 8,
@@ -23954,7 +23634,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 26."
+ "Medium or smaller, hoof, DC 26"
],
"name": "Trample",
"generic": {
@@ -23981,15 +23661,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Gosreg",
- "isNpc": false,
"source": "B2",
"page": 133,
"level": 11,
@@ -24079,7 +23757,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 30,
@@ -24226,8 +23903,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -24243,7 +23919,6 @@
},
{
"name": "Granite Glyptodont",
- "isNpc": false,
"source": "B2",
"page": 109,
"level": 8,
@@ -24363,15 +24038,13 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
]
}
},
{
"name": "Gray Ooze",
- "isNpc": false,
"source": "B2",
"page": 194,
"foundIn": [
@@ -24469,7 +24142,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d6} bludgeoning plus {@damage 1d6} acid, DC 21."
+ "{@damage 1d6} bludgeoning plus {@damage 1d6} acid, DC 21"
],
"name": "Constrict",
"generic": {
@@ -24501,8 +24174,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -24517,7 +24189,6 @@
},
{
"name": "Grendel",
- "isNpc": false,
"source": "B2",
"page": 136,
"level": 19,
@@ -24636,7 +24307,7 @@
"mental"
],
"entries": [
- "60 feet, DC 38."
+ "60 feet, DC 38"
],
"name": "Frightful Presence",
"generic": {
@@ -24661,7 +24332,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -24693,7 +24363,7 @@
},
"requirements": "Grendel is grabbing a creature",
"entries": [
- "Grendel makes a bludgeoning jaws {@action Strike} against the creature he's grabbing. On a hit, the creature also takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage} and becomes {@condition wounded 1}, or increases its {@condition wounded} value by 1 if already {@condition wounded}. On a critical hit, the creature instead becomes {@condition wounded 2}, or increases its {@condition wounded} value by 2 if already {@condition wounded}. If a creature dies from Tooth Grind, Grendel regains 40 HP; this is a {@trait healing} effect."
+ "Grendel makes a bludgeoning jaws {@action Strike} against the creature he's grabbing. On a hit, the creature also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} and becomes {@condition wounded 1}, or increases its {@condition wounded} value by 1 if already {@condition wounded}. On a critical hit, the creature instead becomes {@condition wounded 2}, or increases its {@condition wounded} value by 2 if already {@condition wounded}. If a creature dies from Tooth Grind, Grendel regains 40 HP; this is a {@trait healing} effect."
],
"name": "Tooth Grind"
},
@@ -24702,7 +24372,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -24728,22 +24397,20 @@
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"resistances": [
{
"amount": 15,
"name": "all",
- "note": "(except unarmed attacks)"
+ "note": "except unarmed attacks"
}
]
}
},
{
"name": "Grimstalker",
- "isNpc": false,
"source": "B2",
"page": 137,
"level": 5,
@@ -24817,7 +24484,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -24920,15 +24586,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Grindylow",
- "isNpc": false,
"source": "B2",
"page": 138,
"level": 0,
@@ -25085,15 +24749,13 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
]
}
},
{
"name": "Grippli Scout",
- "isNpc": false,
"source": "B2",
"page": 139,
"level": 1,
@@ -25224,15 +24886,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Grodair",
- "isNpc": false,
"source": "B2",
"page": 140,
"level": 5,
@@ -25318,7 +24978,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -25399,15 +25058,13 @@
},
"hp": [
{
- "hp": 88,
- "abilities": null
+ "hp": 88
}
]
}
},
{
"name": "Gylou",
- "isNpc": false,
"source": "B2",
"page": 76,
"level": 14,
@@ -25511,7 +25168,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -25599,7 +25255,7 @@
"trigger": "The gylou attempts a skill check but hasn't rolled yet",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The gylou demonstrates a preternatural ability for the task at hand. They use their {@skill Deception} modifier for the triggering check and for all skill checks using the same skill thereafter until the next time the gylou uses this ability or until 24 hours have passed, whichever happens first."
@@ -25640,8 +25296,7 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
],
"immunities": [
@@ -25657,14 +25312,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
}
]
}
},
{
"name": "Hadrosaurid",
- "isNpc": false,
"source": "B2",
"page": 82,
"level": 4,
@@ -25706,7 +25360,6 @@
"speed": {
"walk": 30
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -25716,7 +25369,7 @@
},
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The hadrosaurid {@action Stride||Strides} twice. It has a +20-foot circumstance bonus to its Speed during these {@action Stride||Strides}."
@@ -25729,7 +25382,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 21."
+ "Large or smaller, foot, DC 21"
],
"name": "Trample",
"generic": {
@@ -25756,15 +25409,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Hamatula",
- "isNpc": false,
"source": "B2",
"page": 74,
"level": 11,
@@ -25863,7 +25514,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -25929,7 +25579,7 @@
"bot": [
{
"entries": [
- "On a critical hit, the hamatula's barbs deal {@damage 3d6} {@condition persistent damage ||persistent bleed damage}."
+ "On a critical hit, the hamatula's barbs deal {@damage 3d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Bloodletting"
},
@@ -25988,8 +25638,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"immunities": [
@@ -26005,7 +25654,7 @@
{
"amount": 10,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 10,
@@ -26016,7 +25665,6 @@
},
{
"name": "Hellcat",
- "isNpc": false,
"source": "B2",
"page": 141,
"level": 7,
@@ -26193,8 +25841,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"weaknesses": [
@@ -26217,7 +25864,6 @@
},
{
"name": "Hezrou",
- "isNpc": false,
"source": "B2",
"page": 67,
"level": 11,
@@ -26300,7 +25946,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -26397,8 +26042,7 @@
},
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
],
"weaknesses": [
@@ -26415,7 +26059,6 @@
},
{
"name": "Hippocampus",
- "isNpc": false,
"source": "B2",
"page": 142,
"level": 1,
@@ -26480,7 +26123,7 @@
"unit": "reaction"
},
"entries": [
- "DC 17."
+ "DC 17"
],
"name": "Buck",
"generic": {
@@ -26519,15 +26162,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Hippogriff",
- "isNpc": false,
"source": "B2",
"page": 143,
"level": 2,
@@ -26615,7 +26256,7 @@
"unit": "reaction"
},
"entries": [
- "DC 17."
+ "DC 17"
],
"name": "Buck",
"generic": {
@@ -26654,15 +26295,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Hippopotamus",
- "isNpc": false,
"source": "B2",
"page": 144,
"level": 5,
@@ -26747,7 +26386,7 @@
"unit": "action"
},
"entries": [
- "30 feet."
+ "30 feet"
],
"name": "Aquatic Ambush",
"generic": {
@@ -26773,7 +26412,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, foot, DC 23."
+ "Medium or smaller, foot, DC 23"
],
"name": "Trample",
"generic": {
@@ -26800,15 +26439,13 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
]
}
},
{
"name": "Hodag",
- "isNpc": false,
"source": "B2",
"page": 145,
"level": 6,
@@ -26914,7 +26551,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -26962,15 +26598,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Hound Archon",
- "isNpc": false,
"source": "B2",
"page": 22,
"level": 4,
@@ -27061,7 +26695,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -27100,7 +26733,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Retributive Strike",
"generic": {
"tag": "ability"
@@ -27163,8 +26795,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"weaknesses": [
@@ -27177,7 +26808,6 @@
},
{
"name": "Hound Of Tindalos",
- "isNpc": false,
"source": "B2",
"page": 146,
"level": 7,
@@ -27256,7 +26886,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
@@ -27360,8 +26989,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -27386,7 +27014,6 @@
},
{
"name": "Ice Golem",
- "isNpc": false,
"source": "B2",
"page": 129,
"foundIn": [
@@ -27499,7 +27126,7 @@
"evocation"
],
"entries": [
- "When the ice golem gets a critical hit with a fist {@action Strike}, the target also takes {@damage 2d6} {@condition persistent damage ||persistent cold damage} and is {@condition slowed 1} for 1 round."
+ "When the ice golem gets a critical hit with a fist {@action Strike}, the target also takes {@damage 2d6} {@condition persistent damage||persistent cold damage} and is {@condition slowed 1} for 1 round."
],
"name": "Creeping Cold"
}
@@ -27523,8 +27150,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -27537,20 +27163,26 @@
"drained",
"fatigued",
"healing",
- "magic (see below)"
+ "magic (see Golem Antimagic below)",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
],
"resistances": [
{
- "name": "physical",
"amount": 5,
- "note": "exept adamantine and bludgeoning"
+ "name": "physical",
+ "note": "except adamantine and slashing"
}
]
}
},
{
"name": "Ice Mephit",
- "isNpc": false,
"source": "B2",
"page": 112,
"foundIn": [
@@ -27679,7 +27311,6 @@
},
{
"name": "Ice Yai",
- "isNpc": false,
"source": "B2",
"page": 189,
"level": 13,
@@ -27782,7 +27413,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 33,
@@ -27843,7 +27473,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -27888,7 +27517,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The ice yai makes two fist {@action Strike||Strikes}."
@@ -27946,7 +27575,6 @@
},
{
"name": "Icewyrm",
- "isNpc": false,
"source": "B2",
"page": 115,
"foundIn": [
@@ -28019,7 +27647,7 @@
"agile",
"reach <15 feet>"
],
- "damage": "{@damage 2d6+13} slashing plus {@damage 1d6} {@condition persistent damage ||persistent cold}",
+ "damage": "{@damage 2d6+13} slashing plus {@damage 1d6} {@condition persistent damage||persistent cold}",
"types": [
"persistent",
"slashing"
@@ -28032,7 +27660,7 @@
"traits": [
"range increment <60 feet>"
],
- "damage": "{@damage 1d6+13} piercing plus {@damage 1d6} {@condition persistent damage ||persistent cold}",
+ "damage": "{@damage 1d6+13} piercing plus {@damage 1d6} {@condition persistent damage||persistent cold}",
"types": [
"persistent",
"piercing"
@@ -28093,8 +27721,7 @@
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
],
"immunities": [
@@ -28114,7 +27741,6 @@
},
{
"name": "Icicle Snake",
- "isNpc": false,
"source": "B2",
"page": 114,
"foundIn": [
@@ -28170,7 +27796,7 @@
"traits": [
"finesse"
],
- "damage": "{@damage 1d6+1} piercing plus {@damage 1d6} {@condition persistent damage ||persistent cold}",
+ "damage": "{@damage 1d6+1} piercing plus {@damage 1d6} {@condition persistent damage||persistent cold}",
"types": [
"persistent",
"piercing"
@@ -28212,8 +27838,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -28227,7 +27852,6 @@
},
{
"name": "Ifrit Pyrochemist",
- "isNpc": false,
"source": "B2",
"page": 200,
"foundIn": [
@@ -28316,7 +27940,7 @@
"traits": [
"range increment <30 feet>"
],
- "damage": "{@damage 1d8} fire plus 1 {@condition persistent damage ||persistent fire damage} and 1 fire splash damage",
+ "damage": "{@damage 1d8} fire plus 1 {@condition persistent damage||persistent fire damage} and 1 fire splash damage",
"types": [
"fire",
"persistent"
@@ -28362,8 +27986,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
},
@@ -28371,7 +27994,6 @@
},
{
"name": "Iguanodon",
- "isNpc": false,
"source": "B2",
"page": 82,
"level": 6,
@@ -28469,15 +28091,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Imentesh",
- "isNpc": false,
"source": "B2",
"page": 207,
"level": 10,
@@ -28605,7 +28225,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -28614,8 +28233,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; lawful only"
+ "lawful only"
]
}
]
@@ -28741,7 +28361,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d10+11} bludgeoning, DC 29."
+ "{@damage 1d10+11} bludgeoning, DC 29"
],
"name": "Constrict",
"generic": {
@@ -28827,7 +28447,6 @@
},
{
"name": "Intellect Devourer",
- "isNpc": false,
"source": "B2",
"page": 147,
"level": 8,
@@ -28907,7 +28526,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 27,
@@ -29034,15 +28652,13 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
},
{
"name": "Interlocutor",
- "isNpc": false,
"source": "B2",
"page": 284,
"level": 12,
@@ -29116,7 +28732,7 @@
"magical",
"reach <10 feet>"
],
- "damage": "{@damage 3d10+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d10+13} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -29125,7 +28741,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 33,
@@ -29176,7 +28791,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -29246,7 +28860,6 @@
},
{
"name": "Invidiak",
- "isNpc": false,
"source": "B2",
"page": 65,
"level": 7,
@@ -29322,7 +28935,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -29424,8 +29036,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -29447,7 +29058,6 @@
},
{
"name": "Irlgaunt",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Nex"
@@ -29539,7 +29149,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 31,
@@ -29622,7 +29231,6 @@
},
{
"name": "Irnakurse",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Alkenstar",
@@ -29715,7 +29323,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -29743,7 +29350,6 @@
"traits": [
"tentacle"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -29764,7 +29370,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The irnakurse unleashes an alien shriek of nightmarish horror and pain. All non-evil creatures within a 10-foot emanation must attempt a DC 28 Will save. The irnakurse can."
@@ -29816,15 +29422,13 @@
},
"hp": [
{
- "hp": 152,
- "abilities": null
+ "hp": 152
}
]
}
},
{
"name": "Isqulug",
- "isNpc": false,
"source": "B2",
"page": 149,
"level": 11,
@@ -29901,7 +29505,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 30,
@@ -30073,7 +29676,6 @@
},
{
"name": "Jabberwock",
- "isNpc": false,
"source": "B2",
"page": 151,
"level": 23,
@@ -30208,7 +29810,7 @@
"magical",
"range increment <60 feet>"
],
- "damage": "{@damage 10d6} fire plus {@damage 4d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 10d6} fire plus {@damage 4d6} {@condition persistent damage||persistent fire}",
"types": [
"persistent"
]
@@ -30232,7 +29834,7 @@
"mental"
],
"entries": [
- "100 feet, DC 43."
+ "100 feet, DC 43"
],
"name": "Frightful Presence",
"generic": {
@@ -30353,7 +29955,6 @@
},
{
"name": "Jotund Troll",
- "isNpc": false,
"source": "B2",
"page": 267,
"level": 15,
@@ -30457,7 +30058,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -30468,7 +30068,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -30532,7 +30131,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -30559,7 +30157,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -30602,7 +30199,6 @@
},
{
"name": "Jyoti",
- "isNpc": false,
"source": "B2",
"page": 153,
"level": 9,
@@ -30701,7 +30297,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -30788,7 +30383,7 @@
"evocation"
],
"entries": [
- "Any weapon a jyoti wields becomes a flaming ghost touch weapon while the jyoti holds it."
+ "Any weapon a jyoti wields becomes a flaming {@item ghost touch} weapon while the jyoti holds it."
],
"name": "Infuse Weapons"
}
@@ -30812,8 +30407,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -30835,7 +30429,6 @@
},
{
"name": "Kelpie",
- "isNpc": false,
"source": "B2",
"page": 154,
"level": 4,
@@ -30965,8 +30558,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"weaknesses": [
@@ -30979,7 +30571,6 @@
},
{
"name": "Korred",
- "isNpc": false,
"source": "B2",
"page": 155,
"level": 4,
@@ -31073,7 +30664,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -31178,7 +30768,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -31204,8 +30793,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"weaknesses": [
@@ -31218,7 +30806,6 @@
},
{
"name": "Leng Spider",
- "isNpc": false,
"source": "B2",
"page": 157,
"level": 13,
@@ -31350,7 +30937,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -31517,7 +31103,6 @@
},
{
"name": "Leprechaun",
- "isNpc": false,
"source": "B2",
"page": 158,
"level": 2,
@@ -31584,7 +31169,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -31656,7 +31240,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The leprechaun produces an item out of their hat, from behind their jacket, from within a hole in a tree stump, or from any other unexpected location. This conjured item must be no more than 1 Bulk and must be made of relatively commonplace material (such as cloth, wood, stone, or even low-value metal like iron or lead). It can't rely on intricate artistry or complex moving parts, never fulfills a Cost or the like, and can't be made of precious materials or materials with a rarity of uncommon or higher. The created object is temporary and lasts for 1 hour or until the leprechaun creates a new item, whichever comes first."
@@ -31689,15 +31273,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Lerritan",
- "isNpc": false,
"source": "B2",
"page": 159,
"level": 21,
@@ -31765,7 +31347,7 @@
"reach <25 feet>",
"shove"
],
- "damage": "{@damage 4d12+18} bludgeoning plus {@damage 2d6} {@condition persistent damage ||persistent fire damage}",
+ "damage": "{@damage 4d12+18} bludgeoning plus {@damage 2d6} {@condition persistent damage||persistent fire damage}",
"types": [
"bludgeoning",
"persistent"
@@ -31779,7 +31361,7 @@
"agile",
"reach <25 feet>"
],
- "damage": "{@damage 4d10+18} piercing plus {@damage 2d6} {@condition persistent damage ||persistent fire damage}",
+ "damage": "{@damage 4d10+18} piercing plus {@damage 2d6} {@condition persistent damage||persistent fire damage}",
"types": [
"persistent",
"piercing"
@@ -31793,7 +31375,7 @@
"brutal",
"range increment <120 feet>"
],
- "damage": "{@damage 4d6+18} bludgeoning plus {@damage 2d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 4d6+18} bludgeoning plus {@damage 2d6} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"persistent"
@@ -31802,7 +31384,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 46,
@@ -31819,7 +31400,9 @@
"spells": [
{
"name": "plane shift",
- "notes": "to the {@place Material Plane}, {@place Plane of Fire}, or {@place Plane of Earth} only"
+ "notes": [
+ "to the {@place Material Plane}, {@place Plane of Fire}, or {@place Plane of Earth} only"
+ ]
}
]
},
@@ -31860,7 +31443,7 @@
"primal"
],
"entries": [
- "100 feet. Creatures in the emanation cannot recover from {@condition persistent damage ||persistent fire damage}."
+ "100 feet. Creatures in the emanation cannot recover from {@condition persistent damage||persistent fire damage}."
],
"name": "Tenacious Flames"
},
@@ -31869,7 +31452,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -31910,7 +31492,7 @@
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage and is {@condition encumbered} for 1 round.",
"Failure": "The creature takes full damage and is {@condition immobilized} ({@action Escape} DC 46).",
- "Critical Failure": "The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is {@condition restrained} ({@action Escape} DC 46), can't breathe, takes {@damage 3d12} {@condition persistent damage ||persistent fire damage}, and can't recover from this {@condition persistent damage ||persistent fire damage} until freed."
+ "Critical Failure": "The creature takes double damage and is encased in a rocky crust with lava on the inside. The creature is {@condition restrained} ({@action Escape} DC 46), can't breathe, takes {@damage 3d12} {@condition persistent damage||persistent fire damage}, and can't recover from this {@condition persistent damage||persistent fire damage} until freed."
}
}
],
@@ -31936,8 +31518,7 @@
},
"hp": [
{
- "hp": 490,
- "abilities": null
+ "hp": 490
}
],
"immunities": [
@@ -31956,7 +31537,6 @@
},
{
"name": "Leucrotta",
- "isNpc": false,
"source": "B2",
"page": 162,
"level": 5,
@@ -31988,8 +31568,10 @@
],
"languages": {
"languages": [
- "common",
- "one additional language (usually gnoll)"
+ "common"
+ ],
+ "notes": [
+ "one additional language (usually {@language gnoll})"
]
},
"skills": {
@@ -32101,15 +31683,13 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
]
}
},
{
"name": "Leydroth",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -32182,7 +31762,7 @@
"magical",
"reach <10 feet>"
],
- "damage": "{@damage 3d10+16} piercing plus {@damage 1d10} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d10+16} piercing plus {@damage 1d10} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -32220,7 +31800,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -32305,7 +31884,7 @@
"trigger": "The leydroth hits a creature, object, or spell effect with a {@action Strike}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The leydroth casts its innate dispel magic, targeting one effect on the creature struck."
@@ -32342,8 +31921,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"resistances": [
@@ -32356,7 +31934,6 @@
},
{
"name": "Living Boulder",
- "isNpc": false,
"source": "B2",
"page": 108,
"foundIn": [
@@ -32460,15 +32037,13 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
]
}
},
{
"name": "Living Thunderclap",
- "isNpc": false,
"foundIn": [
"Jalmeray",
"Nex"
@@ -32594,15 +32169,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Lunar Naga",
- "isNpc": false,
"source": "B2",
"page": 178,
"foundIn": [
@@ -32686,7 +32259,6 @@
],
"spellcasting": [
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 24,
@@ -32780,7 +32352,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The lunar naga twists the coils of their serpentine body, causing the starlike motes on their scales to shift and move as they glow brighter, creating a mesmerizing swirl of light and darkness. All creatures within a 30-foot emanation must succeed at a DC 21 Will save or become {@condition fascinated} until the end of the naga's next turn (on a critical failure, {@condition fascinated} creatures drop whatever items they are carrying as well). The lunar naga can {@action Sustain a Spell} on Hypnosis. If the naga moves, affected creatures are compelled to remain within 30 feet of the naga and must spend each of its actions moving closer to the naga as expediently as possible on its next turn. If a creature is unable to end its turn within 30 feet of the naga, the effect ends for that creature."
@@ -32841,15 +32413,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Lurker In Light",
- "isNpc": false,
"source": "B2",
"page": 169,
"level": 5,
@@ -32936,7 +32506,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -33054,8 +32623,7 @@
},
"hp": [
{
- "hp": 72,
- "abilities": null
+ "hp": 72
}
],
"immunities": [
@@ -33065,7 +32633,6 @@
},
{
"name": "Magma Scorpion",
- "isNpc": false,
"source": "B2",
"page": 111,
"foundIn": [
@@ -33124,7 +32691,7 @@
"effects": [
"Grab"
],
- "damage": "{@damage 2d6+9} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire} and Grab",
+ "damage": "{@damage 2d6+9} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent fire} and Grab",
"types": [
"bludgeoning",
"persistent"
@@ -33140,7 +32707,7 @@
"effects": [
"magma scorpion venom"
],
- "damage": "{@damage 1d10+9} piercing plus {@damage 1d6} {@condition persistent damage ||persistent fire} and magma scorpion venom",
+ "damage": "{@damage 1d10+9} piercing plus {@damage 1d6} {@condition persistent damage||persistent fire} and magma scorpion venom",
"types": [
"persistent",
"piercing"
@@ -33154,7 +32721,7 @@
"fire",
"range increment <40 feet>"
],
- "damage": "{@damage 1d6+9} fire plus {@damage 1d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d6+9} fire plus {@damage 1d6} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -33222,8 +32789,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -33237,7 +32803,6 @@
},
{
"name": "Mandragora",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Nex"
@@ -33432,8 +32997,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"weaknesses": [
@@ -33456,7 +33020,6 @@
},
{
"name": "Manta Ray",
- "isNpc": false,
"source": "B2",
"page": 226,
"level": 1,
@@ -33549,15 +33112,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Marrmora",
- "isNpc": false,
"source": "B2",
"page": 171,
"level": 15,
@@ -33622,7 +33183,7 @@
"range": "Melee",
"name": "claw",
"attack": 29,
- "damage": "{@damage 3d6+14} slashing plus {@damage 3d6} fire and {@damage 1d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 3d6+14} slashing plus {@damage 3d6} fire and {@damage 1d6} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent",
@@ -33637,7 +33198,7 @@
"fire",
"range increment <40 feet>"
],
- "damage": "{@damage 6d6} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 6d6} fire plus {@damage 2d6} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -33646,7 +33207,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 36,
@@ -33672,9 +33232,9 @@
},
{
"name": "tree shape",
+ "amount": "at will",
"notes": [
- "at will; appears as a burnt",
- "dead tree"
+ "appears as a burnt, dead tree"
]
}
]
@@ -33777,8 +33337,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"immunities": [
@@ -33800,7 +33359,6 @@
},
{
"name": "Marsh Giant",
- "isNpc": false,
"source": "B2",
"page": 125,
"level": 8,
@@ -33898,7 +33456,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -33930,7 +33487,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -33963,7 +33519,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -33975,7 +33530,7 @@
"unit": "action"
},
"entries": [
- "The marsh giant makes a melee {@action Strike} with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing {@damage 3d6} {@condition persistent damage ||persistent bleed damage} to the creature."
+ "The marsh giant makes a melee {@action Strike} with its gaff. If it hits, it twists and yanks the gaff to create an awful wound, dealing {@damage 3d6} {@condition persistent damage||persistent bleed damage} to the creature."
],
"name": "Twist the Hook"
}
@@ -33999,15 +33554,13 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Marut",
- "isNpc": false,
"source": "B2",
"page": 10,
"level": 15,
@@ -34096,7 +33649,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -34178,7 +33730,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -34246,7 +33797,6 @@
},
{
"name": "Mastodon",
- "isNpc": false,
"source": "B2",
"page": 116,
"level": 9,
@@ -34309,9 +33859,7 @@
],
"effects": [
"grabbing trunk"
- ],
- "damage": "grabbing trunk",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -34350,7 +33898,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 27."
+ "Large or smaller, foot, DC 27"
],
"name": "Trample",
"generic": {
@@ -34377,15 +33925,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Megalania",
- "isNpc": false,
"source": "B2",
"page": 168,
"level": 7,
@@ -34428,7 +33974,6 @@
"walk": 25,
"swim": 25
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -34490,15 +34035,13 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
]
}
},
{
"name": "Meladaemon",
- "isNpc": false,
"source": "B2",
"page": 59,
"level": 11,
@@ -34604,7 +34147,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 31,
@@ -34613,8 +34155,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "good only; at will"
+ "good only"
]
}
]
@@ -34744,8 +34287,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -34761,7 +34303,6 @@
},
{
"name": "Melody On The Wind",
- "isNpc": false,
"foundIn": [
"Jalmeray",
"Nex"
@@ -34931,8 +34472,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -34945,7 +34485,6 @@
},
{
"name": "Mist Stalker",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Jalmeray",
@@ -35049,7 +34588,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+4} bludgeoning, DC 21."
+ "{@damage 1d8+4} bludgeoning, DC 21"
],
"name": "Constrict",
"generic": {
@@ -35091,15 +34630,13 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
}
},
{
"name": "Mohrg",
- "isNpc": false,
"source": "B2",
"page": 172,
"level": 8,
@@ -35172,9 +34709,7 @@
],
"effects": [
"paralysis"
- ],
- "damage": "paralysis",
- "types": []
+ ]
}
],
"abilities": {
@@ -35249,7 +34784,6 @@
},
{
"name": "Monadic Deva",
- "isNpc": false,
"source": "B2",
"page": 15,
"level": 12,
@@ -35335,7 +34869,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 31,
@@ -35493,8 +35026,7 @@
},
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
],
"immunities": [
@@ -35510,7 +35042,6 @@
},
{
"name": "Moonflower",
- "isNpc": false,
"source": "B2",
"page": 173,
"level": 8,
@@ -35682,7 +35213,6 @@
},
{
"name": "Morlock",
- "isNpc": false,
"source": "B2",
"page": 174,
"level": 2,
@@ -35772,7 +35302,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -35843,15 +35372,13 @@
},
"hp": [
{
- "hp": 38,
- "abilities": null
+ "hp": 38
}
]
}
},
{
"name": "Movanic Deva",
- "isNpc": false,
"source": "B2",
"page": 14,
"level": 10,
@@ -35937,7 +35464,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -36029,7 +35555,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The movanic deva attempts to unravel unwelcome magic effects on allies within its aura of vitality to protect them from malevolent forces. The movanic deva attempts a counteract check against as many spell effects affecting allies in the area as it wishes with a +19 counteract modifier and a counteract level of 4, rolling once for the selected effects."
@@ -36066,8 +35592,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -36083,7 +35608,6 @@
},
{
"name": "Mudwretch",
- "isNpc": false,
"source": "B2",
"page": 176,
"level": 2,
@@ -36171,7 +35695,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+2} bludgeoning, DC 18."
+ "{@damage 1d8+2} bludgeoning, DC 18"
],
"name": "Constrict",
"generic": {
@@ -36186,7 +35710,7 @@
"trigger": "The mudwretch deals Constrict damage to a living creature that has blood",
"requirements": "The mudwretch is dehydrated",
"entries": [
- "The mudwretch squeezes harder, dealing {@damage 1d6} {@condition persistent damage ||persistent bleed damage} to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated."
+ "The mudwretch squeezes harder, dealing {@damage 1d6} {@condition persistent damage||persistent bleed damage} to the target. The mudwretch absorbs this blood, removing any penalties it had as a result of being dehydrated."
],
"name": "Gory Hydration"
},
@@ -36238,8 +35762,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -36270,7 +35793,6 @@
},
{
"name": "Nabasu",
- "isNpc": false,
"source": "B2",
"page": 66,
"level": 8,
@@ -36360,7 +35882,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -36465,8 +35986,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"weaknesses": [
@@ -36483,7 +36003,6 @@
},
{
"name": "Nalfeshnee",
- "isNpc": false,
"source": "B2",
"page": 68,
"level": 14,
@@ -36580,7 +36099,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -36669,7 +36187,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"Beams of unholy light shoot from the nalfeshnee toward four items within 60 feet. If someone is holding or wearing a targeted item, they can keep it from being affected with a successful DC 34 Reflex save. For 1 minute, the affected items glow in nauseating colors. Any non-demon is {@condition sickened 2} and {@condition slowed 1} as long as it holds, wears, or touches a glowing item. Recovering from the sickness requires a successful DC 29 Will save instead of a Fortitude save. Ending the sickness this way ends the {@condition slowed} condition and makes the creature temporarily immune to Light of Avarice for 24 hours. If the creature removes or drops the item, both conditions end immediately but the creature doesn't become immune to Light of Avarice."
@@ -36696,8 +36214,7 @@
},
"hp": [
{
- "hp": 365,
- "abilities": null
+ "hp": 365
}
],
"weaknesses": [
@@ -36714,7 +36231,6 @@
},
{
"name": "Necrophidius",
- "isNpc": false,
"source": "B2",
"page": 180,
"level": 3,
@@ -36830,8 +36346,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -36854,7 +36369,6 @@
},
{
"name": "Neothelid",
- "isNpc": false,
"source": "B2",
"page": 181,
"level": 15,
@@ -36948,7 +36462,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 38,
@@ -37137,8 +36650,7 @@
},
"hp": [
{
- "hp": 345,
- "abilities": null
+ "hp": 345
}
],
"immunities": [
@@ -37160,7 +36672,6 @@
},
{
"name": "Nereid",
- "isNpc": false,
"source": "B2",
"page": 182,
"level": 10,
@@ -37231,7 +36742,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 29,
@@ -37343,8 +36853,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -37360,7 +36869,6 @@
},
{
"name": "Nixie",
- "isNpc": false,
"source": "B2",
"page": 183,
"level": 1,
@@ -37443,7 +36951,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The nixie can duplicate any 1st-level spell or produce any effect with a power level in line with a 1st-level spell, but only in response to the request or desire of a non-fey creature. The creature whose desire is granted can never again benefit from that particular nixie's Grant Desire ability."
@@ -37470,15 +36978,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Norn",
- "isNpc": false,
"source": "B2",
"page": 184,
"level": 20,
@@ -37538,8 +37044,9 @@
"religion": {
"std": 34
},
- "lore (all)": {
- "std": 28
+ "lore": {
+ "std": 28,
+ "note": "all"
}
},
"abilityMods": {
@@ -37594,7 +37101,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 42,
@@ -37742,7 +37248,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The norn produces a golden thread linked to the fate of a creature within 100 feet of her, then snips it short with her shears. The target takes 100 negative damage (DC 42 basic Fortitude save). If the target is reduced to 0 Hit Points from this damage, the thread is completely severed and the creature dies immediately. A creature slain by Snip Thread can't be restored to life except by miracle, wish, or similarly powerful magic; or by divine intervention. Regardless of the outcome of their saving throw, a creature targeted by Snip Thread then becomes temporarily immune for 24 hours. The norn can't use Snip Thread again for {@dice 1d4} rounds."
@@ -37783,7 +37289,6 @@
},
{
"name": "Nuckelavee",
- "isNpc": false,
"source": "B2",
"page": 186,
"level": 9,
@@ -37890,7 +37395,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -37922,7 +37426,7 @@
"mental"
],
"entries": [
- "30 feet, DC 25."
+ "30 feet, DC 25"
],
"name": "Frightful Presence",
"generic": {
@@ -37940,7 +37444,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -37961,7 +37464,7 @@
],
"entries": [
"The nuckelavee breathes a 30-foot cone of foulness, dealing {@damage 8d6} negative damage (DC 28 basic Fortitude save) to living creatures in the area.",
- "A creature that fails also takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage}.",
+ "A creature that fails also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage}.",
"The nuckelavee can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
@@ -37999,7 +37502,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 28."
+ "Medium or smaller, hoof, DC 28"
],
"name": "Trample",
"generic": {
@@ -38026,8 +37529,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"immunities": [
@@ -38044,7 +37546,6 @@
},
{
"name": "Nuglub",
- "isNpc": false,
"source": "B2",
"page": 135,
"level": 2,
@@ -38168,8 +37669,7 @@
},
"hp": [
{
- "hp": 34,
- "abilities": null
+ "hp": 34
}
],
"weaknesses": [
@@ -38182,7 +37682,6 @@
},
{
"name": "Nyogoth",
- "isNpc": false,
"source": "B2",
"page": 214,
"level": 10,
@@ -38280,7 +37779,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -38391,8 +37889,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -38414,14 +37911,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except cold iron)"
+ "note": "except cold iron"
}
]
}
},
{
"name": "Ogre Spider",
- "isNpc": false,
"source": "B2",
"page": 249,
"level": 5,
@@ -38482,9 +37978,7 @@
],
"effects": [
"web trap"
- ],
- "damage": "web trap",
- "types": []
+ ]
}
],
"abilities": {
@@ -38560,15 +38054,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Olethrodaemon",
- "isNpc": false,
"source": "B2",
"page": 63,
"level": 20,
@@ -38671,7 +38163,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -38681,8 +38172,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "good only; at will"
+ "good only"
]
}
]
@@ -38813,8 +38305,7 @@
},
"hp": [
{
- "hp": 450,
- "abilities": null
+ "hp": 450
}
],
"immunities": [
@@ -38830,7 +38321,6 @@
},
{
"name": "Onidoshi",
- "isNpc": false,
"source": "B2",
"page": 188,
"level": 8,
@@ -38941,7 +38431,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 24,
@@ -38997,7 +38486,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -39054,7 +38542,6 @@
},
{
"name": "Ooze Mephit",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Jalmeray",
@@ -39123,7 +38610,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -39190,7 +38676,6 @@
},
{
"name": "Orca",
- "isNpc": false,
"source": "B2",
"page": 84,
"level": 5,
@@ -39303,15 +38788,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Oread Guard",
- "isNpc": false,
"source": "B2",
"page": 201,
"foundIn": [
@@ -39407,7 +38890,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -39418,7 +38900,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -39433,7 +38914,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The guard makes a melee {@action Strike}. This counts as two attacks when calculating the guard's multiple attack penalty. If this {@action Strike} hits, the guard deals an extra die of weapon damage."
@@ -39460,8 +38941,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -39469,7 +38949,6 @@
},
{
"name": "Ostiarius",
- "isNpc": false,
"source": "B2",
"page": 281,
"level": 5,
@@ -39545,7 +39024,7 @@
"finesse",
"magical"
],
- "damage": "{@damage 2d6+2} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+2} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -39554,7 +39033,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -39655,7 +39133,7 @@
"entries": [
"The ostiarius inspires their willing allies and themself by whispering words of courage from their wounds.",
"The ostiarius and their allies in a 50-foot emanation gain a +1 status bonus to attack rolls, damage rolls, and saves against {@trait fear} effects.",
- "The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 {@condition persistent damage ||persistent bleed damage} and can't attempt a flat check to end this damage as long as they're compelled."
+ "The ostiarius can Sustain Compel Courage. Non-velstracs who accept this compelled courage find bleeding wounds opening on their own bodies to whisper in thanks. They take 1 {@condition persistent damage||persistent bleed damage} and can't attempt a flat check to end this damage as long as they're compelled."
],
"name": "Compel Courage"
},
@@ -39720,7 +39198,6 @@
},
{
"name": "Osyluth",
- "isNpc": false,
"source": "B2",
"page": 74,
"level": 9,
@@ -39843,7 +39320,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -39852,8 +39328,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -39974,8 +39451,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -39991,7 +39467,6 @@
},
{
"name": "Pachycephalosaurus",
- "isNpc": false,
"source": "B2",
"page": 81,
"level": 3,
@@ -40103,15 +39578,13 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
]
}
},
{
"name": "Peluda",
- "isNpc": false,
"source": "B2",
"page": 196,
"level": 10,
@@ -40204,7 +39677,7 @@
"mid": [
{
"entries": [
- "If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage} and can't make tail attacks until their tail grows back (in about 1 week)."
+ "If the peluda takes 30 or more slashing damage from a critical hit, the attacker severs the peluda's tail. The peluda takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} and can't make tail attacks until their tail grows back (in about 1 week)."
],
"name": "Vulnerable Tail"
},
@@ -40293,8 +39766,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -40306,7 +39778,6 @@
},
{
"name": "Peryton",
- "isNpc": false,
"source": "B2",
"page": 197,
"level": 4,
@@ -40432,8 +39903,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
@@ -40707,8 +40177,8 @@
"walk": 25
},
"languages": {
- "languages": [
- "any one spoken in life (such as common)"
+ "notes": [
+ "any one spoken in life (such as {@language common})"
]
}
},
@@ -40754,9 +40224,15 @@
"hp": 22
}
],
- "resist": [
- "piercing 3",
- "slashing 3"
+ "resistances": [
+ {
+ "amount": 3,
+ "name": "piercing"
+ },
+ {
+ "amount": 3,
+ "name": "slashing"
+ }
]
},
"description": "The dead appear as animated skeletons of the type of creature they were when they were alive.",
@@ -40866,7 +40342,6 @@
},
{
"name": "Petitioner",
- "isNpc": false,
"source": "B2",
"page": 198,
"level": 1,
@@ -40884,8 +40359,8 @@
}
],
"languages": {
- "languages": [
- "see planar incarnation"
+ "notes": [
+ "see Planar Incarnation"
]
},
"skills": {
@@ -40907,7 +40382,6 @@
"speed": {
"walk": 25
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -40962,15 +40436,13 @@
},
"hp": [
{
- "hp": 22,
- "abilities": null
+ "hp": 22
}
]
}
},
{
"name": "Piscodaemon",
- "isNpc": false,
"source": "B2",
"page": 58,
"level": 10,
@@ -41069,7 +40541,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -41078,8 +40549,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "at will; good only"
+ "good only"
]
},
{
@@ -41126,7 +40598,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -41157,7 +40628,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d10+6} bludgeoning, DC 30."
+ "{@damage 2d10+6} bludgeoning, DC 30"
],
"name": "Constrict",
"generic": {
@@ -41170,7 +40641,7 @@
"unit": "action"
},
"entries": [
- "The piscodaemon makes two claw {@action Strike||Strikes} against the same creature. If both hit, the creature takes {@damage 2d10} {@condition persistent damage ||persistent bleed damage} and is exposed to piscovenom."
+ "The piscodaemon makes two claw {@action Strike||Strikes} against the same creature. If both hit, the creature takes {@damage 2d10} {@condition persistent damage||persistent bleed damage} and is exposed to piscovenom."
],
"name": "Gory Rend"
},
@@ -41221,8 +40692,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -41239,7 +40709,6 @@
},
{
"name": "Planetar",
- "isNpc": false,
"source": "B2",
"page": 16,
"level": 16,
@@ -41317,7 +40786,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -41463,7 +40931,7 @@
"unit": "action"
},
"entries": [
- "The planetar makes a greatsword {@action Strike} against a target it detects as evil. If the target is evil, the {@action Strike} deals three extra weapon damage dice and deals {@damage 1d6} {@condition persistent damage ||persistent good damage} to the target.",
+ "The planetar makes a greatsword {@action Strike} against a target it detects as evil. If the target is evil, the {@action Strike} deals three extra weapon damage dice and deals {@damage 1d6} {@condition persistent damage||persistent good damage} to the target.",
"The planetar can convert all the physical damage from the attack into good damage."
],
"name": "Blade of Justice"
@@ -41533,7 +41001,6 @@
},
{
"name": "Polar Bear",
- "isNpc": false,
"source": "B2",
"page": 36,
"level": 5,
@@ -41640,15 +41107,13 @@
},
"hp": [
{
- "hp": 73,
- "abilities": null
+ "hp": 73
}
]
}
},
{
"name": "Purrodaemon",
- "isNpc": false,
"source": "B2",
"page": 62,
"level": 18,
@@ -41727,7 +41192,7 @@
"magical",
"reach <15 feet>"
],
- "damage": "{@damage 3d8+17} slashing plus {@damage 2d6} evil and {@damage 4d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d8+17} slashing plus {@damage 2d6} evil and {@damage 4d6} {@condition persistent damage||persistent bleed}",
"types": [
"evil",
"persistent",
@@ -41745,7 +41210,7 @@
"propulsive",
"range <120 feet>"
],
- "damage": "{@damage 2d10+12} piercing plus {@damage 1d6} evil and {@damage 4d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d10+12} piercing plus {@damage 1d6} evil and {@damage 4d6} {@condition persistent damage||persistent bleed}",
"types": [
"evil",
"persistent",
@@ -41755,7 +41220,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -41764,8 +41228,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "good only; at will"
+ "good only"
]
}
]
@@ -41896,8 +41361,7 @@
},
"hp": [
{
- "hp": 335,
- "abilities": null
+ "hp": 335
}
],
"immunities": [
@@ -41914,7 +41378,6 @@
},
{
"name": "Quetz Couatl",
- "isNpc": false,
"source": "B2",
"page": 54,
"level": 10,
@@ -42001,7 +41464,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -42071,7 +41533,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d10+7} bludgeoning, DC 29."
+ "{@damage 2d10+7} bludgeoning, DC 29"
],
"name": "Greater Constrict",
"generic": {
@@ -42169,15 +41631,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Quickling",
- "isNpc": false,
"source": "B2",
"page": 218,
"level": 3,
@@ -42261,7 +41721,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 20,
@@ -42350,8 +41809,7 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
],
"weaknesses": [
@@ -42364,7 +41822,6 @@
},
{
"name": "Quoppopak",
- "isNpc": false,
"source": "B2",
"page": 219,
"level": 11,
@@ -42447,7 +41904,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 2d6+13} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d6+13} slashing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -42502,7 +41959,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The quoppopak makes two tentacle {@action Strike||Strikes} against the same creature. These {@action Strike||Strikes} deal piercing damage instead of bludgeoning, and the quoppopak can't Grab with them. Its multiple attack penalty doesn't increase until after both attacks."
@@ -42535,15 +41992,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Radiant Warden",
- "isNpc": false,
"source": "B2",
"page": 220,
"level": 17,
@@ -42621,7 +42076,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 38,
@@ -42735,8 +42189,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -42761,14 +42214,13 @@
{
"amount": 15,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Raven",
- "isNpc": false,
"source": "B2",
"page": 221,
"level": -1,
@@ -42848,15 +42300,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Raven Swarm",
- "isNpc": false,
"source": "B2",
"page": 221,
"level": 3,
@@ -42894,7 +42344,6 @@
"walk": 10,
"fly": 40
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -42932,8 +42381,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -42949,7 +42397,6 @@
},
{
"name": "Ravener",
- "isNpc": false,
"source": "B2",
"page": 224,
"level": 21,
@@ -43091,7 +42538,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 44,
@@ -43133,7 +42579,7 @@
"mental"
],
"entries": [
- "90 feet, DC 42."
+ "90 feet, DC 42"
],
"name": "Cowering Fear"
},
@@ -43255,7 +42701,7 @@
"fire"
],
"entries": [
- "The ravener breathes a blast of flame that deals {@damage 20d6} fire damage plus {@damage 4d6} {@condition persistent damage ||persistent negative damage} (DC 44 basic Reflex save). A creature that fails its save is also {@condition drained 1} (or {@condition drained 2} on a critical failure). If a creature is {@condition drained} by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP. The ravener can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The ravener breathes a blast of flame that deals {@damage 20d6} fire damage plus {@damage 4d6} {@condition persistent damage||persistent negative damage} (DC 44 basic Reflex save). A creature that fails its save is also {@condition drained 1} (or {@condition drained 2} on a critical failure). If a creature is {@condition drained} by the ravener's Ravenous Breath Weapon, the ravener's soul ward gains 5 HP. The ravener can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Ravenous Breath Weapon"
},
@@ -43313,7 +42759,6 @@
},
{
"name": "Ravener Husk",
- "isNpc": false,
"source": "B2",
"page": 224,
"level": 14,
@@ -43397,7 +42842,7 @@
"mental"
],
"entries": [
- "90 feet, DC 31."
+ "90 feet, DC 31"
],
"name": "Frightful Presence",
"generic": {
@@ -43443,7 +42888,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The ravener husk makes a jaws {@action Strike} against a deceased creature that has been dead no longer than 1 minute, was good aligned, and was at least level 15 in life. The ravener attempts a DC {@flatDC 5} flat check; if successful, they transform back into a ravener with 1 Hit Point in their soul ward."
@@ -43493,7 +42938,6 @@
},
{
"name": "Reef Octopus",
- "isNpc": false,
"source": "B2",
"page": 187,
"level": 1,
@@ -43648,15 +43092,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Revenant",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -43685,8 +43127,8 @@
}
],
"languages": {
- "languages": [
- "any one spoken in life by their murderer (typically common)"
+ "notes": [
+ "any one spoken in life by their murderer (typically {@language common})"
]
},
"skills": {
@@ -43805,7 +43247,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d6+5} bludgeoning, DC 24."
+ "{@damage 2d6+5} bludgeoning, DC 24"
],
"name": "Constrict",
"generic": {
@@ -43849,14 +43291,13 @@
{
"amount": 5,
"name": "physical",
- "note": "(except slashing)"
+ "note": "except slashing"
}
]
}
},
{
"name": "Rhinoceros",
- "isNpc": false,
"source": "B2",
"page": 228,
"level": 4,
@@ -43932,7 +43373,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, foot, DC 18."
+ "Medium or smaller, foot, DC 18"
],
"name": "Trample",
"generic": {
@@ -43958,15 +43399,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Rusalka",
- "isNpc": false,
"source": "B2",
"page": 229,
"level": 12,
@@ -44048,7 +43487,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 35,
@@ -44131,7 +43569,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d8+10} bludgeoning, DC 32."
+ "{@damage 2d8+10} bludgeoning, DC 32"
],
"name": "Constrict",
"generic": {
@@ -44199,8 +43637,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"weaknesses": [
@@ -44219,7 +43656,6 @@
},
{
"name": "Sacristan",
- "isNpc": false,
"source": "B2",
"page": 283,
"level": 10,
@@ -44287,7 +43723,7 @@
"trip",
"versatile "
],
- "damage": "{@damage 2d8+9} piercing plus {@damage 1d6} evil and {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d8+9} piercing plus {@damage 1d6} evil and {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"evil",
"persistent",
@@ -44297,7 +43733,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -44352,7 +43787,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -44394,7 +43828,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The sacristan opens their mouth to unloose the wailing howls and mind-twisting darkness of the Shadow Plane. This creates a 30-foot emanation of darkness and wailing sounds around the sacristan. Creatures with {@ability darkvision} can't see through this darkness. The sacristan can Sustain Shadow Scream for up to 1 minute. Non-velstrac creatures in the area when the ability is used, as well as those who enter or start their turn in the area, must attempt a DC 28 Will save.",
@@ -44443,7 +43877,6 @@
},
{
"name": "Sand Sentry",
- "isNpc": false,
"foundIn": [
"Jalmeray",
"Nex"
@@ -44560,8 +43993,7 @@
},
"hp": [
{
- "hp": 94,
- "abilities": null
+ "hp": 94
}
],
"immunities": [
@@ -44574,7 +44006,6 @@
},
{
"name": "Sandpoint Devil",
- "isNpc": false,
"source": "B2",
"page": 230,
"level": 8,
@@ -44659,7 +44090,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -44780,7 +44210,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 23."
+ "Medium or smaller, hoof, DC 23"
],
"name": "Trample",
"generic": {
@@ -44807,8 +44237,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"immunities": [
@@ -44825,7 +44254,6 @@
},
{
"name": "Sard",
- "isNpc": false,
"source": "B2",
"page": 231,
"level": 19,
@@ -44889,7 +44317,7 @@
"fatal ",
"reach <20 feet>"
],
- "damage": "{@damage 4d6+18} bludgeoning plus {@damage 3d6} {@condition persistent damage ||persistent electricity}",
+ "damage": "{@damage 4d6+18} bludgeoning plus {@damage 3d6} {@condition persistent damage||persistent electricity}",
"types": [
"bludgeoning",
"persistent"
@@ -44945,7 +44373,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 41,
@@ -45063,7 +44490,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, root, DC 39."
+ "Huge or smaller, root, DC 39"
],
"name": "Trample",
"generic": {
@@ -45116,7 +44543,6 @@
},
{
"name": "Sarglagon",
- "isNpc": false,
"source": "B2",
"page": 73,
"level": 8,
@@ -45216,7 +44642,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -45359,8 +44784,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -45376,7 +44800,7 @@
{
"amount": 5,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
},
{
"amount": 10,
@@ -45387,7 +44811,6 @@
},
{
"name": "Scarecrow",
- "isNpc": false,
"source": "B2",
"page": 232,
"level": 4,
@@ -45520,8 +44943,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -45550,7 +44972,6 @@
},
{
"name": "Sceaduinar",
- "isNpc": false,
"source": "B2",
"page": 233,
"level": 7,
@@ -45645,7 +45066,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -45729,7 +45149,7 @@
{
"entries": [
"Negative damage dealt by a sceaduinar damages undead and creatures with negative healing as if it were positive damage.",
- "The sceaduinar's melee {@action Strike||Strikes} have the benefits of the ghost touch property rune on attacks against incorporeal undead."
+ "The sceaduinar's melee {@action Strike||Strikes} have the benefits of the {@item ghost touch} property rune on attacks against incorporeal undead."
],
"name": "Entropic Touch"
}
@@ -45780,7 +45200,6 @@
},
{
"name": "Scythe Tree",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Alkenstar",
@@ -45917,8 +45336,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"resistances": [
@@ -45935,7 +45353,6 @@
},
{
"name": "Sea Drake",
- "isNpc": false,
"source": "B2",
"page": 101,
"level": 6,
@@ -46093,7 +45510,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -46120,8 +45537,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -46133,7 +45549,6 @@
},
{
"name": "Sea Snake",
- "isNpc": false,
"source": "B2",
"page": 245,
"level": 0,
@@ -46261,15 +45676,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Shadow Drake",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Impossible Lands"
@@ -46358,7 +45771,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -46417,7 +45829,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -46444,8 +45856,7 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
],
"immunities": [
@@ -46456,7 +45867,6 @@
},
{
"name": "Shadow Giant",
- "isNpc": false,
"source": "B2",
"page": 127,
"level": 13,
@@ -46560,7 +45970,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -46571,7 +45980,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -46610,7 +46018,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -46636,15 +46043,13 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
}
},
{
"name": "Shoal Linnorm",
- "isNpc": false,
"source": "B2",
"page": 164,
"level": 15,
@@ -46755,7 +46160,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 36,
@@ -46890,7 +46294,6 @@
},
{
"name": "Shocker Lizard",
- "isNpc": false,
"source": "B2",
"page": 240,
"level": 2,
@@ -47039,15 +46442,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Shoggti",
- "isNpc": false,
"source": "B2",
"page": 213,
"level": 7,
@@ -47140,7 +46541,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -47209,7 +46609,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d10+8} bludgeoning, DC 25."
+ "{@damage 1d10+8} bludgeoning, DC 25"
],
"name": "Constrict",
"generic": {
@@ -47264,8 +46664,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -47282,7 +46681,6 @@
},
{
"name": "Skaveling",
- "isNpc": false,
"source": "B2",
"page": 241,
"level": 5,
@@ -47326,7 +46724,27 @@
"walk": 15,
"fly": 30
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "fangs",
+ "attack": 15,
+ "effects": [
+ "ghoul fever",
+ "paralysis"
+ ],
+ "damage": "{@damage 2d8+8} plus ghoul fever and paralysis"
+ },
+ {
+ "range": "Melee",
+ "name": "wing",
+ "attack": 15,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 2d4+8} plus skrik nettle venom"
+ }
+ ],
"abilities": {
"top": [
{
@@ -47451,15 +46869,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Skrik Nettle",
- "isNpc": false,
"source": "B2",
"page": 242,
"level": 6,
@@ -47614,7 +47030,6 @@
},
{
"name": "Skulk",
- "isNpc": false,
"source": "B2",
"page": 243,
"level": 1,
@@ -47744,15 +47159,13 @@
},
"hp": [
{
- "hp": 21,
- "abilities": null
+ "hp": 21
}
]
}
},
{
"name": "Slime Mold",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes"
@@ -47881,15 +47294,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Snapping Turtle",
- "isNpc": false,
"source": "B2",
"page": 269,
"level": -1,
@@ -47932,7 +47343,6 @@
"walk": 10,
"swim": 20
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -47983,15 +47393,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Solar",
- "isNpc": false,
"source": "B2",
"page": 16,
"level": 23,
@@ -48194,7 +47602,6 @@
},
{
"name": "Soul Eater",
- "isNpc": false,
"source": "B2",
"page": 247,
"level": 7,
@@ -48345,8 +47752,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -48367,7 +47773,6 @@
},
{
"name": "Spark Bat",
- "isNpc": false,
"foundIn": [
"Jalmeray",
"Nex"
@@ -48456,15 +47861,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Spear Frog",
- "isNpc": false,
"source": "B2",
"page": 121,
"level": 0,
@@ -48578,15 +47981,13 @@
},
"hp": [
{
- "hp": 12,
- "abilities": null
+ "hp": 12
}
]
}
},
{
"name": "Specter",
- "isNpc": false,
"source": "B2",
"page": 248,
"level": 7,
@@ -48662,7 +48063,7 @@
"mental"
],
"entries": [
- "30 feet, DC 22."
+ "30 feet, DC 22"
],
"name": "Frightful Presence",
"generic": {
@@ -48744,14 +48145,13 @@
{
"amount": 5,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Spinosaurus",
- "isNpc": false,
"source": "B2",
"page": 83,
"level": 11,
@@ -48843,7 +48243,7 @@
},
"requirements": "The spinosaurus has a creature {@condition grabbed} in its jaws",
"entries": [
- "The spinosaurus reaches up and slashes with its claws at the creature it has {@condition grabbed}, dealing {@damage 4d8} slashing damage (DC 30 basic Reflex save) and {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The spinosaurus reaches up and slashes with its claws at the creature it has {@condition grabbed}, dealing {@damage 4d8} slashing damage (DC 30 basic Reflex save) and {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Rip and Tear"
},
@@ -48906,15 +48306,13 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
]
}
},
{
"name": "Spiral Centurion",
- "isNpc": false,
"source": "B2",
"page": 250,
"foundIn": [
@@ -49011,7 +48409,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, blade, DC 30."
+ "Medium or smaller, blade, DC 30"
],
"name": "Trample",
"generic": {
@@ -49049,8 +48447,7 @@
"hardness": 10,
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -49073,7 +48470,6 @@
},
{
"name": "Spirit Naga",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Jalmeray"
@@ -49157,7 +48553,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 28,
@@ -49323,15 +48718,13 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
]
}
},
{
"name": "Sportlebore Swarm",
- "isNpc": false,
"source": "B2",
"page": 251,
"level": 7,
@@ -49369,7 +48762,6 @@
"walk": 35,
"fly": 35
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -49424,8 +48816,7 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
],
"immunities": [
@@ -49459,7 +48850,6 @@
},
{
"name": "Spriggan Bully",
- "isNpc": false,
"source": "B2",
"page": 252,
"level": 3,
@@ -49552,7 +48942,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 20,
@@ -49641,15 +49030,13 @@
},
"hp": [
{
- "hp": 48,
- "abilities": null
+ "hp": 48
}
]
}
},
{
"name": "Spriggan Warlord",
- "isNpc": false,
"source": "B2",
"page": 253,
"level": 7,
@@ -49744,7 +49131,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 25,
@@ -49852,15 +49238,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Star Archon",
- "isNpc": false,
"source": "B2",
"page": 24,
"level": 19,
@@ -49979,7 +49363,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 43,
@@ -50119,8 +49502,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"weaknesses": [
@@ -50139,7 +49521,6 @@
},
{
"name": "Steam Mephit",
- "isNpc": false,
"source": "B2",
"page": 113,
"foundIn": [
@@ -50215,7 +49596,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -50319,7 +49699,6 @@
},
{
"name": "Stingray",
- "isNpc": false,
"source": "B2",
"page": 226,
"level": 0,
@@ -50430,15 +49809,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Striding Fire",
- "isNpc": false,
"foundIn": [
"Jalmeray",
"Nex"
@@ -50501,7 +49878,7 @@
"agile",
"finesse"
],
- "damage": "{@damage 2d8+5} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 2d8+5} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"persistent"
@@ -50552,8 +49929,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -50567,7 +49943,6 @@
},
{
"name": "Stygira",
- "isNpc": false,
"source": "B2",
"page": 255,
"level": 7,
@@ -50644,7 +50019,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -50762,8 +50136,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -50781,14 +50154,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Suli Dune Dancer",
- "isNpc": false,
"source": "B2",
"page": 202,
"foundIn": [
@@ -50871,7 +50243,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 17,
@@ -50947,15 +50318,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Sunflower Leshy",
- "isNpc": false,
"source": "B2",
"page": 160,
"level": 1,
@@ -51038,7 +50407,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -51146,15 +50514,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Sylph Sneak",
- "isNpc": false,
"source": "B2",
"page": 202,
"level": 1,
@@ -51304,8 +50670,7 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
},
@@ -51313,7 +50678,6 @@
},
{
"name": "Taiga Giant",
- "isNpc": false,
"source": "B2",
"page": 126,
"level": 12,
@@ -51429,7 +50793,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -51467,7 +50830,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -51493,8 +50855,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"immunities": [
@@ -51504,7 +50865,6 @@
},
{
"name": "Taiga Linnorm",
- "isNpc": false,
"source": "B2",
"page": 167,
"level": 19,
@@ -51612,7 +50972,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 41,
@@ -51675,7 +51034,6 @@
"number": 1,
"unit": "free"
},
- "entries": [],
"name": "Improved Grab",
"generic": {
"tag": "ability"
@@ -51755,7 +51113,6 @@
},
{
"name": "Tatzlwyrm",
- "isNpc": false,
"source": "B2",
"page": 256,
"level": 2,
@@ -51882,15 +51239,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Tendriculos",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -52065,8 +51420,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -52092,7 +51446,6 @@
},
{
"name": "Thanadaemon",
- "isNpc": false,
"source": "B2",
"page": 61,
"level": 13,
@@ -52201,7 +51554,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -52210,8 +51562,9 @@
"spells": [
{
"name": "detect alignment",
+ "amount": "at will",
"notes": [
- "good only; at will"
+ "good only"
]
}
]
@@ -52249,10 +51602,10 @@
},
{
"name": "plane shift",
+ "amount": "at will",
"notes": [
- "at will; self plus skiff and passengers only; Astral",
- "Ethereal",
- "and evil planes only"
+ "self plus skiff and passengers only",
+ "Astral, Ethereal and evil planes only"
]
},
{
@@ -52354,8 +51707,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -52371,7 +51723,6 @@
},
{
"name": "Theletos",
- "isNpc": false,
"source": "B2",
"page": 8,
"level": 7,
@@ -52457,7 +51808,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -52554,15 +51904,13 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
]
}
},
{
"name": "Thrasfyr",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Nex"
@@ -52686,7 +52034,6 @@
},
{
"name": "Thulgant",
- "isNpc": false,
"source": "B2",
"page": 217,
"level": 18,
@@ -52785,7 +52132,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -52894,7 +52240,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d6+17} bludgeoning and {@damage 1d6} acid, DC 40."
+ "{@damage 2d6+17} bludgeoning and {@damage 1d6} acid, DC 40"
],
"name": "Greater Constrict",
"generic": {
@@ -53009,7 +52355,6 @@
},
{
"name": "Thunderbird",
- "isNpc": false,
"source": "B2",
"page": 259,
"level": 11,
@@ -53187,8 +52532,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -53204,7 +52548,6 @@
},
{
"name": "Tick Swarm",
- "isNpc": false,
"source": "B2",
"page": 260,
"level": 9,
@@ -53242,7 +52585,6 @@
"walk": 25,
"climb": 25
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -53252,7 +52594,7 @@
},
"trigger": "A creature leaves the swarm's space",
"entries": [
- "The swarm takes {@dice 1d6} damage as ticks cling to the creature and continue biting, dealing {@damage 3d6} {@condition persistent damage ||persistent piercing damage}. Immersion in water reduces the DC of the flat check to end this {@condition persistent damage} to 5, and any area damage dealt to the creature destroys these clinging ticks."
+ "The swarm takes {@dice 1d6} damage as ticks cling to the creature and continue biting, dealing {@damage 3d6} {@condition persistent damage||persistent piercing damage}. Immersion in water reduces the DC of the flat check to end this {@condition persistent damage} to 5, and any area damage dealt to the creature destroys these clinging ticks."
],
"name": "Cling"
}
@@ -53296,8 +52638,7 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
],
"immunities": [
@@ -53331,7 +52672,6 @@
},
{
"name": "Titan Centipede",
- "isNpc": false,
"source": "B2",
"page": 50,
"level": 9,
@@ -53398,7 +52738,7 @@
"bot": [
{
"entries": [
- "When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking {@damage 1d6} {@condition persistent damage ||persistent bleed damage} and becoming {@condition flat-footed} as long as the bleed damage continues."
+ "When a titan centipede scores a critical hit with its mandibles, the target is painfully pierced with barbed spines and bristles, taking {@damage 1d6} {@condition persistent damage||persistent bleed damage} and becoming {@condition flat-footed} as long as the bleed damage continues."
],
"name": "Impaling Critical"
},
@@ -53435,7 +52775,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 28."
+ "Huge or smaller, foot, DC 28"
],
"name": "Trample",
"generic": {
@@ -53473,15 +52813,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Totenmaske",
- "isNpc": false,
"source": "B2",
"page": 262,
"level": 7,
@@ -53620,7 +52958,6 @@
},
{
"name": "Triton",
- "isNpc": false,
"source": "B2",
"page": 263,
"level": 2,
@@ -53724,7 +53061,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The triton blows into a conch shell, casting a 2ndlevel {@spell summon animal} spell. The triton can summon only an aquatic creature, such as a dolphin (page 84), octopus (page 187), ray (page 226), sea snake (page 245), or electric eel (Bestiary 142). This creature remains until it is slain, the triton Dismisses it, or the triton summons another ally."
@@ -53751,15 +53088,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Trollhound",
- "isNpc": false,
"source": "B2",
"page": 268,
"level": 3,
@@ -53896,7 +53231,6 @@
},
{
"name": "Trumpet Archon",
- "isNpc": false,
"source": "B2",
"page": 23,
"level": 14,
@@ -53984,7 +53318,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -54063,7 +53396,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Retributive Strike",
"generic": {
"tag": "ability"
@@ -54142,8 +53474,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"weaknesses": [
@@ -54162,7 +53493,6 @@
},
{
"name": "Twigjack",
- "isNpc": false,
"source": "B2",
"page": 270,
"level": 3,
@@ -54288,15 +53618,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Two-headed Troll",
- "isNpc": false,
"source": "B2",
"page": 266,
"level": 8,
@@ -54415,7 +53743,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -54470,7 +53797,6 @@
},
{
"name": "Umonlee",
- "isNpc": false,
"source": "B2",
"page": 271,
"level": 15,
@@ -54585,7 +53911,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d10+8} bludgeoning, DC 36."
+ "{@damage 2d10+8} bludgeoning, DC 36"
],
"name": "Greater Constrict",
"generic": {
@@ -54612,8 +53938,7 @@
},
"hp": [
{
- "hp": 320,
- "abilities": null
+ "hp": 320
}
],
"immunities": [
@@ -54629,7 +53954,6 @@
},
{
"name": "Undine Hydromancer",
- "isNpc": false,
"source": "B2",
"page": 203,
"foundIn": [
@@ -54740,14 +54064,12 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
},
"spellcasting": [
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 17,
@@ -54809,7 +54131,6 @@
},
{
"name": "Urdefhan Tormentor",
- "isNpc": false,
"source": "B2",
"page": 273,
"level": 5,
@@ -54942,7 +54263,6 @@
},
{
"name": "Urdefhan Warrior",
- "isNpc": false,
"source": "B2",
"page": 272,
"level": 3,
@@ -55057,7 +54377,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -55134,7 +54453,6 @@
},
{
"name": "Vampire Squid",
- "isNpc": false,
"source": "B2",
"page": 254,
"level": 0,
@@ -55208,7 +54526,7 @@
"requirements": "The vampire squid is in water",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The vampire squid ejects a cloud of bioluminescent mucus in a 15-foot cone. Non-squid creatures within the cloud must attempt a DC 16 Fortitude save or become {@condition sickened 1}. The glowing mucus remains in the area for 1 minute, and any creature that ends its turn in the area must succeed at a DC 13 Fortitude save or become {@condition sickened 1}."
@@ -55234,15 +54552,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Vampiric Mist",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Alkenstar",
@@ -55309,7 +54625,7 @@
"effects": [
"blood siphon"
],
- "damage": "{@damage 2d6} slashing damage plus {@damage 1d6} {@condition persistent damage ||persistent bleed damage} and blood siphon",
+ "damage": "{@damage 2d6} slashing damage plus {@damage 1d6} {@condition persistent damage||persistent bleed damage} and blood siphon",
"types": [
"persistent",
"slashing"
@@ -55368,8 +54684,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -55385,7 +54700,6 @@
},
{
"name": "Vanth",
- "isNpc": false,
"source": "B2",
"page": 210,
"level": 7,
@@ -55489,7 +54803,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 22,
@@ -55545,7 +54858,7 @@
"mental"
],
"entries": [
- "20 feet, DC 22."
+ "20 feet, DC 22"
],
"name": "Frightful Presence",
"generic": {
@@ -55557,7 +54870,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -55577,7 +54889,7 @@
},
{
"entries": [
- "A vanth's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 2d6} negative damage to living creatures and {@damage 2d6} positive damage to undead."
+ "A vanth's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune and deal {@damage 2d6} negative damage to living creatures and {@damage 2d6} positive damage to undead."
],
"name": "Spirit Touch"
},
@@ -55594,7 +54906,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The vanth bestows a curse on a creature by touching it with its scythe. The creature must attempt a DC 25 Will save.",
@@ -55630,8 +54942,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -55652,7 +54963,6 @@
},
{
"name": "Vaspercham",
- "isNpc": false,
"source": "B2",
"page": 279,
"level": 17,
@@ -55746,7 +55056,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 41,
@@ -55881,8 +55190,7 @@
},
"hp": [
{
- "hp": 335,
- "abilities": null
+ "hp": 335
}
],
"weaknesses": [
@@ -55905,7 +55213,6 @@
},
{
"name": "Veranallia",
- "isNpc": false,
"source": "B2",
"page": 31,
"level": 20,
@@ -56016,7 +55323,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -56110,7 +55416,7 @@
},
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-level control weather ritual."
@@ -56124,7 +55430,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of colorful blossoms. If the veranallia's chooses, Rebirth can change the creature's ancestry or heritage, typically into an aasimar."
@@ -56151,8 +55457,7 @@
},
"hp": [
{
- "hp": 475,
- "abilities": null
+ "hp": 475
}
],
"weaknesses": [
@@ -56169,7 +55474,6 @@
},
{
"name": "Verdurous Ooze",
- "isNpc": false,
"source": "B2",
"page": 194,
"foundIn": [
@@ -56276,7 +55580,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d6} bludgeoning plus {@damage 1d6} acid, DC 24."
+ "{@damage 2d6} bludgeoning plus {@damage 1d6} acid, DC 24"
],
"name": "Constrict",
"generic": {
@@ -56334,8 +55638,7 @@
},
"hp": [
{
- "hp": 157,
- "abilities": null
+ "hp": 157
}
],
"immunities": [
@@ -56352,7 +55655,6 @@
},
{
"name": "Vexgit",
- "isNpc": false,
"source": "B2",
"page": 134,
"level": 1,
@@ -56453,15 +55755,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Violet Fungus",
- "isNpc": false,
"source": "B2",
"page": 286,
"level": 3,
@@ -56566,8 +55866,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -56582,7 +55881,6 @@
},
{
"name": "Viper Vine",
- "isNpc": false,
"source": "B2",
"page": 287,
"level": 13,
@@ -56695,7 +55993,7 @@
"unit": "action"
},
"entries": [
- "{@damage 3d8+8} bludgeoning, DC 33."
+ "{@damage 3d8+8} bludgeoning, DC 33"
],
"name": "Constrict",
"generic": {
@@ -56722,8 +56020,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"resistances": [
@@ -56736,7 +56033,6 @@
},
{
"name": "Void Zombie",
- "isNpc": false,
"source": "B2",
"page": 288,
"level": 1,
@@ -56863,7 +56159,6 @@
},
{
"name": "Vrolikai",
- "isNpc": false,
"source": "B2",
"page": 69,
"level": 19,
@@ -56985,7 +56280,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 43,
@@ -57127,8 +56421,7 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
],
"immunities": [
@@ -57148,7 +56441,6 @@
},
{
"name": "Vrykolakas Ancient",
- "isNpc": false,
"source": "B2",
"page": 277,
"level": 13,
@@ -57243,7 +56535,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 33,
@@ -57275,11 +56566,9 @@
"enchantment",
"mental"
],
- "entries": [],
"name": "Children of the Night"
},
{
- "entries": [],
"name": "Swift Tracker"
}
],
@@ -57291,12 +56580,11 @@
"necromancy"
],
"entries": [
- "DC 33."
+ "DC 33"
],
"name": "Pestilential Aura"
},
{
- "entries": [],
"name": "Vrykolakas Vulnerabilities"
},
{
@@ -57313,7 +56601,7 @@
"possession"
],
"entries": [
- "DC 33."
+ "DC 33"
],
"name": "Feral Possession"
}
@@ -57330,7 +56618,6 @@
"polymorph",
"transmutation"
],
- "entries": [],
"name": "Change Shape",
"generic": {
"tag": "ability"
@@ -57342,7 +56629,6 @@
"downtime",
"necromancy"
],
- "entries": [],
"name": "Create Spawn"
},
{
@@ -57357,7 +56643,7 @@
"mental"
],
"entries": [
- "DC 33."
+ "DC 33"
],
"name": "Dominate Animal"
},
@@ -57383,7 +56669,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -57396,7 +56681,7 @@
},
"requirements": "The vrykolakas ancient's last action was to Drink Blood",
"entries": [
- "The vrykolakas ancient makes two claw {@action Strike||Strikes}. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The vrykolakas ancient makes two claw {@action Strike||Strikes}. Both count toward its multiple attack penalty, but the penalty increases only after it makes both attacks. If it hits with both claws, the target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Sanguine Mauling"
},
@@ -57460,7 +56745,6 @@
},
{
"name": "Vrykolakas Master",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Geb"
@@ -57542,11 +56826,9 @@
"enchantment",
"mental"
],
- "entries": [],
"name": "Children of the Night"
},
{
- "entries": [],
"name": "Swift Tracker"
}
],
@@ -57558,12 +56840,11 @@
"necromancy"
],
"entries": [
- "DC 29."
+ "DC 29"
],
"name": "Pestilential Aura"
},
{
- "entries": [],
"name": "Vrykolakas Vulnerabilities"
},
{
@@ -57580,7 +56861,7 @@
"possession"
],
"entries": [
- "DC 29."
+ "DC 29"
],
"name": "Feral Possession"
}
@@ -57621,7 +56902,6 @@
},
{
"name": "Vrykolakas Spawn",
- "isNpc": false,
"source": "B2",
"page": 276,
"foundIn": [
@@ -57707,7 +56987,6 @@
"abilities": {
"mid": [
{
- "entries": [],
"name": "Vrykolakas Vulnerabilities"
},
{
@@ -57724,7 +57003,7 @@
"possession"
],
"entries": [
- "DC 24."
+ "DC 24"
],
"name": "Feral Possession"
}
@@ -57752,7 +57031,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -57795,7 +57073,6 @@
},
{
"name": "Water Orm",
- "isNpc": false,
"source": "B2",
"page": 289,
"level": 10,
@@ -57941,15 +57218,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Water Yai",
- "isNpc": false,
"source": "B2",
"page": 191,
"level": 17,
@@ -58087,7 +57362,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -58158,7 +57432,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -58253,7 +57526,6 @@
},
{
"name": "Wereboar",
- "isNpc": false,
"source": "B2",
"page": 290,
"level": 2,
@@ -58387,7 +57659,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -58441,7 +57712,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Moon Frenzy"
}
]
@@ -58464,8 +57734,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"weaknesses": [
@@ -58478,7 +57747,6 @@
},
{
"name": "Weretiger",
- "isNpc": false,
"source": "B2",
"page": 291,
"level": 4,
@@ -58585,7 +57853,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -58629,7 +57896,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Moon Frenzy"
},
{
@@ -58675,8 +57941,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"weaknesses": [
@@ -58689,7 +57954,6 @@
},
{
"name": "Witchfire",
- "isNpc": false,
"source": "B2",
"page": 293,
"level": 9,
@@ -58785,7 +58049,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -58954,7 +58217,6 @@
},
{
"name": "Witchwyrd",
- "isNpc": false,
"source": "B2",
"page": 294,
"level": 6,
@@ -58977,8 +58239,11 @@
"common",
"draconic"
],
+ "notes": [
+ "one or more planar languages"
+ ],
"abilities": [
- "one or more planar"
+ "tongues"
]
},
"skills": {
@@ -58996,7 +58261,10 @@
},
"desert lore": {
"std": 14
- }
+ },
+ "notes": [
+ "one or more Lore skills related to a specific plane"
+ ]
},
"abilityMods": {
"str": 3,
@@ -59046,7 +58314,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 23,
@@ -59130,21 +58397,15 @@
"evocation",
"force"
],
- "trigger": "A magic missile is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand",
+ "trigger": "A {@i magic missile} is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "The witchwyrd \"catches\" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use."
+ "The witchwyrd \"catches\" the missile, absorbing it and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Bolt. The energy lasts for 6 rounds or until it is released."
],
"name": "Absorb Force"
- },
- {
- "entries": [
- "The energy lasts for 6 rounds or until it is released."
- ],
- "name": "Force Bolt."
}
],
"bot": [
@@ -59184,8 +58445,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"resistances": [
@@ -59198,7 +58458,6 @@
},
{
"name": "Wolverine",
- "isNpc": false,
"source": "B2",
"page": 295,
"level": 2,
@@ -59284,7 +58543,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -59326,15 +58584,13 @@
},
"hp": [
{
- "hp": 34,
- "abilities": null
+ "hp": 34
}
]
}
},
{
"name": "Wood Giant",
- "isNpc": false,
"source": "B2",
"page": 124,
"level": 6,
@@ -59458,7 +58714,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 23,
@@ -59509,7 +58764,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -59538,7 +58792,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -59564,15 +58817,13 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
]
}
},
{
"name": "Wood Golem",
- "isNpc": false,
"source": "B2",
"page": 130,
"foundIn": [
@@ -59711,8 +58962,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -59723,13 +58973,26 @@
"drained",
"fatigued",
"healing",
- "magic (see below)"
+ "magic (see Golem Antimagic below)",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "physical",
+ "note": "except adamantine"
+ }
]
}
},
{
"name": "Woolly Rhinoceros",
- "isNpc": false,
"source": "B2",
"page": 228,
"level": 6,
@@ -59803,7 +59066,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -59817,7 +59079,7 @@
"unit": "action"
},
"entries": [
- "As rhinoceros, except {@dice 3d12+6} damage and DC 24."
+ "As rhinoceros, except {@dice 3d12+6} damage and DC 24"
],
"name": "Rhinoceros Charge"
},
@@ -59827,7 +59089,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, foot, DC 21."
+ "Medium or smaller, foot, DC 21"
],
"name": "Trample",
"generic": {
@@ -59853,8 +59115,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
},
@@ -59862,7 +59123,6 @@
},
{
"name": "Worm That Walks Cultist",
- "isNpc": false,
"source": "B2",
"page": 297,
"level": 14,
@@ -59931,7 +59191,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 4d8+14} {@condition persistent damage ||persistent piercing damage}",
+ "damage": "{@damage 4d8+14} {@condition persistent damage||persistent piercing damage}",
"types": [
"persistent"
]
@@ -59939,7 +59199,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 34,
@@ -60101,7 +59360,7 @@
"unit": "action"
},
"entries": [
- "{@damage 5d8} piercing, DC 32."
+ "{@damage 5d8} piercing, DC 32"
],
"name": "Squirming Embrace"
},
@@ -60173,7 +59432,6 @@
},
{
"name": "Xill",
- "isNpc": false,
"source": "B2",
"page": 299,
"level": 6,
@@ -60279,7 +59537,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 24,
@@ -60305,7 +59562,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -60316,7 +59572,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -60424,15 +59679,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Yamaraj",
- "isNpc": false,
"source": "B2",
"page": 211,
"level": 20,
@@ -60570,7 +59823,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 44,
@@ -60653,7 +59905,7 @@
"mental"
],
"entries": [
- "60 feet, DC 39."
+ "60 feet, DC 39"
],
"name": "Frightful Presence",
"generic": {
@@ -60679,7 +59931,7 @@
"evocation"
],
"entries": [
- "The yamaraj breathes a blast of beetles in a 50-foot cone that deals {@damage 14d8} slashing damage and {@damage 4d8} {@condition persistent damage ||persistent slashing damage} to creatures in the area (DC 42 Reflex save). It can't use Breath Weapon again for {@dice 1d4} rounds.",
+ "The yamaraj breathes a blast of beetles in a 50-foot cone that deals {@damage 14d8} slashing damage and {@damage 4d8} {@condition persistent damage||persistent slashing damage} to creatures in the area (DC 42 Reflex save). It can't use Breath Weapon again for {@dice 1d4} rounds.",
{
"type": "successDegree",
"entries": {
@@ -60700,7 +59952,7 @@
},
{
"entries": [
- "A yamaraj's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune and deal {@damage 3d6} negative damage to living creatures and {@damage 3d6} positive damage to undead."
+ "A yamaraj's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune and deal {@damage 3d6} negative damage to living creatures and {@damage 3d6} positive damage to undead."
],
"name": "Spirit Touch"
},
@@ -60778,7 +60030,6 @@
},
{
"name": "Yellow Musk Brute",
- "isNpc": false,
"source": "B2",
"page": 301,
"level": 2,
@@ -60884,8 +60135,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -60901,7 +60151,6 @@
},
{
"name": "Yellow Musk Creeper",
- "isNpc": false,
"source": "B2",
"page": 300,
"level": 2,
@@ -61015,8 +60264,7 @@
},
"hp": [
{
- "hp": 34,
- "abilities": null
+ "hp": 34
}
],
"immunities": [
@@ -61026,7 +60274,6 @@
},
{
"name": "Yellow Musk Thrall",
- "isNpc": false,
"source": "B2",
"page": 301,
"level": -1,
@@ -61134,8 +60381,7 @@
},
"hp": [
{
- "hp": 12,
- "abilities": null
+ "hp": 12
}
],
"immunities": [
@@ -61151,7 +60397,6 @@
},
{
"name": "Yeth Hound",
- "isNpc": false,
"source": "B2",
"page": 302,
"level": 3,
@@ -61225,7 +60470,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 20,
@@ -61288,15 +60532,13 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
]
}
},
{
"name": "Young Brine Dragon",
- "isNpc": false,
"source": "B2",
"page": 87,
"level": 8,
@@ -61420,7 +60662,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -61454,7 +60695,7 @@
"mental"
],
"entries": [
- "90 feet, DC 24."
+ "90 feet, DC 24"
],
"name": "Frightful Presence",
"generic": {
@@ -61525,8 +60766,7 @@
},
"hp": [
{
- "hp": 142,
- "abilities": null
+ "hp": 142
}
],
"immunities": [
@@ -61538,7 +60778,6 @@
},
{
"name": "Young Cloud Dragon",
- "isNpc": false,
"source": "B2",
"page": 89,
"level": 10,
@@ -61669,7 +60908,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 29,
@@ -61710,7 +60948,7 @@
"mental"
],
"entries": [
- "90 feet, DC 26."
+ "90 feet, DC 26"
],
"name": "Frightful Presence",
"generic": {
@@ -61788,8 +61026,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -61801,7 +61038,6 @@
},
{
"name": "Young Crystal Dragon",
- "isNpc": false,
"source": "B2",
"page": 91,
"level": 7,
@@ -61916,7 +61152,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 25,
@@ -61939,7 +61174,6 @@
}
},
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 25,
@@ -62014,7 +61248,7 @@
"mental"
],
"entries": [
- "90 feet, DC 25."
+ "90 feet, DC 25"
],
"name": "Frightful Presence",
"generic": {
@@ -62084,8 +61318,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -62102,7 +61335,6 @@
},
{
"name": "Young Magma Dragon",
- "isNpc": false,
"source": "B2",
"page": 94,
"level": 9,
@@ -62224,7 +61456,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -62259,7 +61490,7 @@
"mental"
],
"entries": [
- "90 feet, DC 24."
+ "90 feet, DC 24"
],
"name": "Frightful Presence",
"generic": {
@@ -62336,8 +61567,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"immunities": [
@@ -62355,7 +61585,6 @@
},
{
"name": "Young Umbral Dragon",
- "isNpc": false,
"source": "B2",
"foundIn": [
"Impossible Lands"
@@ -62483,7 +61712,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 30,
@@ -62517,7 +61745,7 @@
"mental"
],
"entries": [
- "90 feet, DC 26."
+ "90 feet, DC 26"
],
"name": "Frightful Presence",
"generic": {
@@ -62572,7 +61800,7 @@
},
{
"entries": [
- "An umbral dragon's {@action Strike||Strikes} affect incorporeal creatures with the effects of a ghost touch property rune, and an umbral dragon's jaws deal an additional {@damage 4d6} force damage to undead."
+ "An umbral dragon's {@action Strike||Strikes} affect incorporeal creatures with the effects of a {@item ghost touch} property rune, and an umbral dragon's jaws deal an additional {@damage 4d6} force damage to undead."
],
"name": "Ghost Bane"
}
@@ -62596,8 +61824,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -62609,7 +61836,6 @@
},
{
"name": "Zebub",
- "isNpc": false,
"source": "B2",
"page": 72,
"level": 3,
@@ -62688,7 +61914,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -62809,8 +62034,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -62832,7 +62056,6 @@
},
{
"name": "Zelekhut",
- "isNpc": false,
"source": "B2",
"page": 9,
"level": 9,
@@ -62917,7 +62140,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -62986,7 +62208,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -63024,8 +62245,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"immunities": [
@@ -63041,7 +62261,6 @@
},
{
"name": "Zomok",
- "isNpc": false,
"source": "B2",
"page": 303,
"level": 16,
@@ -63154,7 +62373,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -63235,7 +62453,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The zomok teleports itself with the effects of a 5th-level {@spell dimension door} spell, but the zomok must begin and end the {@trait teleportation} effect in forest terrain. The zomok regains {@dice 10d10} Hit Points during this teleportation. Creatures swallowed by the zomok are left behind. The zomok can't use Forest {@action Step} again for {@dice 1d6+1} rounds."
@@ -63264,7 +62482,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, tail, DC 32."
+ "Huge or smaller, tail, DC 32"
],
"name": "Trample",
"generic": {
@@ -63291,8 +62509,7 @@
},
"hp": [
{
- "hp": 310,
- "abilities": null
+ "hp": 310
}
],
"immunities": [
@@ -63305,7 +62522,6 @@
},
{
"name": "Zyss Serpentfolk",
- "isNpc": false,
"source": "B2",
"page": 237,
"level": 2,
@@ -63423,7 +62639,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 18,
@@ -63503,8 +62718,7 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
diff --git a/data/bestiary/creatures-b3.json b/data/bestiary/creatures-b3.json
index 8ce21af682..d462ff5295 100644
--- a/data/bestiary/creatures-b3.json
+++ b/data/bestiary/creatures-b3.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Abandoned Zealot",
- "isNpc": false,
"source": "B3",
"page": 8,
"level": 6,
@@ -33,7 +32,7 @@
"common",
"necril"
],
- "abilities": [
+ "notes": [
"one regional language"
]
},
@@ -85,7 +84,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -214,7 +212,6 @@
},
{
"name": "Abrikandilu",
- "isNpc": false,
"source": "B3",
"page": 61,
"level": 4,
@@ -301,7 +298,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 20,
@@ -368,8 +364,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"weaknesses": [
@@ -386,7 +381,6 @@
},
{
"name": "Adachros",
- "isNpc": false,
"source": "B3",
"page": 95,
"level": 13,
@@ -478,7 +472,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -593,8 +586,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"resistances": [
@@ -607,7 +599,6 @@
},
{
"name": "Adhukait",
- "isNpc": false,
"source": "B3",
"page": 23,
"level": 7,
@@ -679,7 +670,7 @@
"agile",
"trip"
],
- "damage": "{@damage 1d6+9} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed} and {@damage 1d4} evil",
+ "damage": "{@damage 1d6+9} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed} and {@damage 1d4} evil",
"types": [
"evil",
"persistent",
@@ -707,7 +698,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -764,8 +754,7 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
],
"immunities": [
@@ -781,7 +770,6 @@
},
{
"name": "Adlet",
- "isNpc": false,
"source": "B3",
"page": 9,
"level": 10,
@@ -955,8 +943,7 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
],
"immunities": [
@@ -972,7 +959,6 @@
},
{
"name": "Adult Forest Dragon",
- "isNpc": false,
"source": "B3",
"page": 75,
"level": 14,
@@ -1090,7 +1076,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -1158,7 +1143,7 @@
"trigger": "The forest dragon is targeted with a water spell or effect",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The forest dragon gains 35 temporary Hit Points."
@@ -1210,7 +1195,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes {@damage 7d10} negative damage (DC 34 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. In addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting {@quickref difficult terrain||3|terrain}, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot."
@@ -1262,8 +1247,7 @@
},
"hp": [
{
- "hp": 290,
- "abilities": null
+ "hp": 290
}
],
"immunities": [
@@ -1281,7 +1265,6 @@
},
{
"name": "Adult Sea Dragon",
- "isNpc": false,
"source": "B3",
"page": 78,
"level": 12,
@@ -1413,7 +1396,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 32,
@@ -1576,8 +1558,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -1588,7 +1569,6 @@
},
{
"name": "Adult Sky Dragon",
- "isNpc": false,
"source": "B3",
"page": 80,
"level": 13,
@@ -1711,7 +1691,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 33,
@@ -1849,8 +1828,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"immunities": [
@@ -1862,7 +1840,6 @@
},
{
"name": "Adult Sovereign Dragon",
- "isNpc": false,
"source": "B3",
"page": 82,
"level": 15,
@@ -1989,7 +1966,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 36,
@@ -2107,7 +2083,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
}
},
{
@@ -2135,7 +2111,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon chooses a mortal they've {@condition observed} performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon's choice of attack rolls, AC, or all of the following: {@skill Perception}, Will saves, and Charisma-based skill checks. The dragon can {@action Dismiss} this benefit by spending a single action (that has the {@trait concentrate} trait), which they're swift to do if the mortal dares to defy the dragon's directive."
@@ -2162,8 +2138,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -2180,7 +2155,6 @@
},
{
"name": "Adult Underworld Dragon",
- "isNpc": false,
"source": "B3",
"page": 84,
"level": 11,
@@ -2306,7 +2280,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 30,
@@ -2389,7 +2362,7 @@
"fire"
],
"entries": [
- "The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing {@damage 10d6} fire damage (DC 30 basic Reflex save). Creatures that fail the save also take {@damage 2d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The dragon breathes a blast of fire that explodes in a 25-foot burst within 50 feet, dealing {@damage 10d6} fire damage (DC 30 basic Reflex save). Creatures that fail the save also take {@damage 2d6} {@condition persistent damage||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
},
@@ -2442,8 +2415,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -2455,7 +2427,6 @@
},
{
"name": "Aghash",
- "isNpc": false,
"source": "B3",
"page": 69,
"level": 4,
@@ -2533,7 +2504,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -2632,7 +2602,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The aghash creates a temporary sandstorm in a 30 foot emanation that lasts for 1 minute. Creatures within the emanation take a \u20134 circumstance penalty to {@skill Perception} checks and must succeed at a DC 18 Fortitude save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes {@damage 1d6} slashing damage. Divs are immune to all effects of an aghash's sandstorm."
@@ -2658,8 +2628,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -2680,7 +2649,6 @@
},
{
"name": "Air Wisp",
- "isNpc": false,
"source": "B3",
"page": 90,
"level": 0,
@@ -2793,8 +2761,7 @@
},
"hp": [
{
- "hp": 10,
- "abilities": null
+ "hp": 10
}
],
"immunities": [
@@ -2807,7 +2774,6 @@
},
{
"name": "Amalgamite",
- "isNpc": false,
"source": "B3",
"page": 14,
"level": 13,
@@ -2843,8 +2809,9 @@
"occultism": {
"std": 27
},
- "lore (any one subcategory)": {
- "std": 27
+ "lore": {
+ "std": 27,
+ "note": "any one subcategory"
}
},
"abilityMods": {
@@ -2885,7 +2852,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -3017,7 +2983,6 @@
},
{
"name": "Amphisbaena",
- "isNpc": false,
"source": "B3",
"page": 15,
"level": 4,
@@ -3155,15 +3120,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Ancient Forest Dragon",
- "isNpc": false,
"source": "B3",
"page": 76,
"level": 19,
@@ -3289,7 +3252,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 41,
@@ -3372,7 +3334,7 @@
"trigger": "The forest dragon is targeted with a water spell or effect",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The forest dragon gains 40 temporary Hit Points."
@@ -3428,7 +3390,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
},
{
@@ -3488,8 +3450,7 @@
},
"hp": [
{
- "hp": 410,
- "abilities": null
+ "hp": 410
}
],
"immunities": [
@@ -3501,7 +3462,6 @@
},
{
"name": "Ancient Sea Dragon",
- "isNpc": false,
"source": "B3",
"page": 78,
"level": 17,
@@ -3634,7 +3594,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 38,
@@ -3785,7 +3744,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon slams their body down, sending a towering wave outward. This wave deals {@damage 10d12} bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take the full amount of damage with no saving throw.",
@@ -3822,8 +3781,7 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
],
"immunities": [
@@ -3834,7 +3792,6 @@
},
{
"name": "Ancient Sky Dragon",
- "isNpc": false,
"source": "B3",
"page": 80,
"level": 18,
@@ -3958,7 +3915,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -4117,8 +4073,7 @@
},
"hp": [
{
- "hp": 335,
- "abilities": null
+ "hp": 335
}
],
"immunities": [
@@ -4130,7 +4085,6 @@
},
{
"name": "Ancient Sovereign Dragon",
- "isNpc": false,
"source": "B3",
"page": 83,
"level": 20,
@@ -4258,7 +4212,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 43,
@@ -4390,7 +4343,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
}
},
{
@@ -4422,7 +4375,7 @@
"name": "Inspire Envoy",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
}
]
@@ -4445,8 +4398,7 @@
},
"hp": [
{
- "hp": 410,
- "abilities": null
+ "hp": 410
}
],
"immunities": [
@@ -4463,7 +4415,6 @@
},
{
"name": "Ancient Underworld Dragon",
- "isNpc": false,
"source": "B3",
"page": 85,
"level": 16,
@@ -4593,7 +4544,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 37,
@@ -4675,7 +4625,7 @@
"fire"
],
"entries": [
- "The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing {@damage 14d6} fire damage (DC 39 basic Reflex save). Creatures that fail the save also take {@damage 3d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The dragon breathes a blast of fire that explodes in a 30-foot burst within 60 feet, dealing {@damage 14d6} fire damage (DC 39 basic Reflex save). Creatures that fail the save also take {@damage 3d6} {@condition persistent damage||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
},
@@ -4745,8 +4695,7 @@
},
"hp": [
{
- "hp": 295,
- "abilities": null
+ "hp": 295
}
],
"immunities": [
@@ -4758,7 +4707,6 @@
},
{
"name": "Android Infiltrator",
- "isNpc": false,
"source": "B3",
"page": 16,
"level": 2,
@@ -4912,15 +4860,13 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
]
}
},
{
"name": "Angazhani",
- "isNpc": false,
"source": "B3",
"page": 17,
"level": 8,
@@ -4995,7 +4941,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -5100,15 +5045,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Angheuvore Flesh-gnawer",
- "isNpc": false,
"source": "B3",
"page": 174,
"level": 2,
@@ -5313,7 +5256,6 @@
},
{
"name": "Animated Colossus",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Nex"
@@ -5443,7 +5385,8 @@
"defenses": {
"ac": {
"std": 39,
- "when broken": 35
+ "when broken": 35,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -5459,8 +5402,7 @@
"hardness": 15,
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
],
"immunities": [
@@ -5482,7 +5424,6 @@
},
{
"name": "Animated Furnace",
- "isNpc": false,
"source": "B3",
"page": 18,
"foundIn": [
@@ -5583,7 +5524,8 @@
"defenses": {
"ac": {
"std": 30,
- "when broken": 26
+ "when broken": 26,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -5599,8 +5541,7 @@
"hardness": 10,
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -5622,7 +5563,6 @@
},
{
"name": "Animated Silverware Swarm",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Nex"
@@ -5665,7 +5605,6 @@
"speed": {
"walk": 20
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -5718,7 +5657,8 @@
"defenses": {
"ac": {
"std": 16,
- "when broken": 12
+ "when broken": 12,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -5734,8 +5674,7 @@
"hardness": 3,
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"immunities": [
@@ -5768,7 +5707,6 @@
},
{
"name": "Animated Trebuchet",
- "isNpc": false,
"source": "B3",
"page": 19,
"foundIn": [
@@ -5885,7 +5823,8 @@
"defenses": {
"ac": {
"std": 36,
- "when broken": 32
+ "when broken": 32,
+ "abilities": "construct armor"
},
"savingThrows": {
"fort": {
@@ -5901,8 +5840,7 @@
"hardness": 14,
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -5924,7 +5862,6 @@
},
{
"name": "Aphorite Sharpshooter",
- "isNpc": false,
"source": "B3",
"page": 204,
"foundIn": [
@@ -6025,7 +5962,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 18,
@@ -6049,7 +5985,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The sharpshooter becomes {@condition concealed} for 4 rounds, though they can't use the concealment to {@action Hide} or {@action Sneak}, as normal for concealment where their position is obvious."
@@ -6099,8 +6035,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -6108,7 +6043,6 @@
},
{
"name": "Arboreal Archive",
- "isNpc": false,
"source": "B3",
"page": 21,
"level": 12,
@@ -6187,7 +6121,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 32,
@@ -6289,8 +6222,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"weaknesses": [
@@ -6316,7 +6248,6 @@
},
{
"name": "Arboreal Reaper",
- "isNpc": false,
"source": "B3",
"page": 20,
"level": 7,
@@ -6395,7 +6326,7 @@
"range": "Ranged",
"name": "thorns",
"attack": 16,
- "damage": "{@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d8+5} piercing plus {@damage 1d4} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -6404,7 +6335,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -6468,8 +6398,7 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
],
"weaknesses": [
@@ -6485,7 +6414,6 @@
},
{
"name": "Arcane Living Rune",
- "isNpc": false,
"source": "B3",
"page": 163,
"level": 13,
@@ -6552,7 +6480,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 35,
@@ -6656,8 +6583,7 @@
},
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
],
"immunities": [
@@ -6679,7 +6605,6 @@
},
{
"name": "Azarketi Explorer",
- "isNpc": false,
"source": "B3",
"page": 26,
"level": 2,
@@ -6788,7 +6713,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -6843,15 +6767,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Azer",
- "isNpc": false,
"source": "B3",
"page": 27,
"level": 2,
@@ -7009,8 +6931,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -7020,7 +6941,6 @@
},
{
"name": "Bauble Beast",
- "isNpc": false,
"source": "B3",
"page": 28,
"level": 6,
@@ -7097,7 +7017,7 @@
"effects": [
"philanthropic bile"
],
- "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid} and philanthropic bile",
+ "damage": "{@damage 1d8+7} piercing plus {@damage 1d6} {@condition persistent damage||persistent acid} and philanthropic bile",
"types": [
"persistent",
"piercing"
@@ -7126,7 +7046,7 @@
"effects": [
"philanthropic bile"
],
- "damage": "{@damage 2d8} acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and philanthropic bile",
+ "damage": "{@damage 2d8} acid plus {@damage 1d6} {@condition persistent damage||persistent acid} and philanthropic bile",
"types": [
"acid",
"persistent"
@@ -7174,15 +7094,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Baykok",
- "isNpc": false,
"source": "B3",
"page": 29,
"level": 9,
@@ -7275,7 +7193,7 @@
"mental"
],
"entries": [
- "120 feet, DC 25."
+ "120 feet, DC 25"
],
"name": "Frightful Presence",
"generic": {
@@ -7385,7 +7303,6 @@
},
{
"name": "Betobeto-san",
- "isNpc": false,
"source": "B3",
"page": 31,
"level": 12,
@@ -7557,8 +7474,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -7571,14 +7487,13 @@
{
"amount": 10,
"name": "all damage",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Bison",
- "isNpc": false,
"source": "B3",
"page": 32,
"level": 4,
@@ -7691,15 +7606,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Blood Hag",
- "isNpc": false,
"source": "B3",
"page": 130,
"level": 8,
@@ -7803,7 +7716,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -7900,8 +7812,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -7917,7 +7828,6 @@
},
{
"name": "Blood Painter",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Nex"
@@ -7988,7 +7898,7 @@
"agile",
"reach <10 feet>"
],
- "damage": "{@damage 3d8+8} slashing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 3d8+8} slashing plus {@damage 1d8} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -7999,7 +7909,7 @@
"top": [
{
"entries": [
- "A blood painter can detect exposed blood as an imprecise sense at the listed range, including from creatures taking {@condition persistent damage ||persistent bleed damage}."
+ "A blood painter can detect exposed blood as an imprecise sense at the listed range, including from creatures taking {@condition persistent damage||persistent bleed damage}."
],
"name": "Bloodsense"
}
@@ -8024,7 +7934,7 @@
"mental",
"occult"
],
- "requirements": "The blood painter is within reach of an enemy taking {@condition persistent damage ||persistent bleed damage}",
+ "requirements": "The blood painter is within reach of an enemy taking {@condition persistent damage||persistent bleed damage}",
"entries": [
"The blood painter touches the creature and applies blood to one of their four claws; the blood remains fresh for 1 minute. The target must succeed at a DC 28 Will save or become {@condition fascinated} with the blood painter."
],
@@ -8067,15 +7977,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Bone Ship",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Geb"
@@ -8293,8 +8201,7 @@
},
"hp": [
{
- "hp": 415,
- "abilities": null
+ "hp": 415
}
],
"immunities": [
@@ -8331,7 +8238,6 @@
},
{
"name": "Bore Worm Swarm",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -8380,7 +8286,6 @@
"walk": 15,
"burrow": 30
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -8413,8 +8318,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -8440,7 +8344,6 @@
},
{
"name": "Brainchild",
- "isNpc": false,
"source": "B3",
"page": 38,
"level": 11,
@@ -8535,7 +8438,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 30,
@@ -8633,8 +8535,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -8655,7 +8556,6 @@
},
{
"name": "Brimorak",
- "isNpc": false,
"source": "B3",
"page": 62,
"level": 5,
@@ -8744,7 +8644,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -8862,8 +8761,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -8883,7 +8781,6 @@
},
{
"name": "Buso Farmer",
- "isNpc": false,
"source": "B3",
"page": 39,
"hasImages": true,
@@ -8983,7 +8880,7 @@
"requirements": "The buso touches a Small, Medium, or Large plant",
"frequency": {
"unit": "day",
- "freq": 2
+ "number": 2
},
"entries": [
"The plant grows or shrinks by one size, remaining that size for the next 5 minutes. If used on a plant creature, this effect has the effects of enlarge or shrink (buso's choice). Unwilling plant creatures can attempt a DC 18 Fortitude saving throw to resist this effect."
@@ -9009,15 +8906,13 @@
},
"hp": [
{
- "hp": 48,
- "abilities": null
+ "hp": 48
}
]
}
},
{
"name": "Cactus Leshy",
- "isNpc": false,
"source": "B3",
"page": 160,
"foundIn": [
@@ -9101,7 +8996,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -9166,7 +9060,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The cactus leshy shoots their spines in every direction. All creatures in a 10-foot emanation take {@damage 3d6} piercing damage (DC 18 basic Reflex save)."
@@ -9193,15 +9087,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Caligni Caller",
- "isNpc": false,
"source": "B3",
"page": 41,
"level": 6,
@@ -9273,7 +9165,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 24,
@@ -9377,8 +9268,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"weaknesses": [
@@ -9391,7 +9281,6 @@
},
{
"name": "Caligni Vanguard",
- "isNpc": false,
"source": "B3",
"page": 40,
"level": 5,
@@ -9487,7 +9376,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -9548,8 +9436,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -9571,7 +9458,6 @@
},
{
"name": "Calikang",
- "isNpc": false,
"source": "B3",
"page": 42,
"level": 12,
@@ -9662,7 +9548,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -9727,7 +9612,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The calikang breathes a blast of energy that deals {@damage 13d6} energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity."
@@ -9764,8 +9649,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"immunities": [
@@ -9775,7 +9659,6 @@
},
{
"name": "Camel",
- "isNpc": false,
"source": "B3",
"page": 43,
"level": 1,
@@ -9835,9 +9718,7 @@
"attack": 6,
"effects": [
"camel spit"
- ],
- "damage": "camel spit",
- "types": []
+ ]
}
],
"abilities": {
@@ -9886,15 +9767,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Caulborn",
- "isNpc": false,
"source": "B3",
"page": 94,
"level": 7,
@@ -9998,7 +9877,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -10139,8 +10017,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -10150,7 +10027,6 @@
},
{
"name": "Cave Giant",
- "isNpc": false,
"source": "B3",
"page": 108,
"level": 6,
@@ -10241,7 +10117,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -10271,7 +10146,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -10297,15 +10171,13 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
}
},
{
"name": "Cecaelia Trapper",
- "isNpc": false,
"source": "B3",
"page": 45,
"level": 5,
@@ -10450,15 +10322,13 @@
},
"hp": [
{
- "hp": 53,
- "abilities": null
+ "hp": 53
}
]
}
},
{
"name": "Chouchin-obake",
- "isNpc": false,
"source": "B3",
"page": 277,
"level": 6,
@@ -10547,7 +10417,6 @@
"unit": "reaction"
},
"trigger": "A creature attempts to leave the chouchinobake's",
- "entries": [],
"name": "Shadowbind"
},
{
@@ -10590,8 +10459,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -10610,7 +10478,6 @@
},
{
"name": "Chyzaedu",
- "isNpc": false,
"source": "B3",
"page": 46,
"level": 10,
@@ -10707,7 +10574,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 29,
@@ -10869,8 +10735,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"resistances": [
@@ -10891,7 +10756,6 @@
},
{
"name": "City Guard Squadron",
- "isNpc": false,
"source": "B3",
"page": 47,
"level": 5,
@@ -10935,7 +10799,6 @@
],
"walk": 25
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -10950,7 +10813,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -10973,7 +10835,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -10984,7 +10845,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The city guards engage in a coordinated melee attack against each enemy within 10 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions. {@as 1} {@damage 1d10} piercing or slashing damage {@as 2} {@damage 1d10+7} piercing or slashing damage {@as 3} {@damage 1d10+10} piercing or slashing damage."
@@ -11022,8 +10883,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"weaknesses": [
@@ -11040,7 +10900,6 @@
},
{
"name": "Clacking Skull Swarm",
- "isNpc": false,
"source": "B3",
"page": 244,
"level": 10,
@@ -11075,7 +10934,6 @@
"speed": {
"walk": 25
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -11203,7 +11061,6 @@
},
{
"name": "Clockwork Dragon",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -11331,7 +11188,7 @@
"fire"
],
"entries": [
- "The clockwork dragon breathes a spray of flaming oil that deals {@damage 16d6} fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take {@damage 2d6} {@condition persistent damage ||persistent fire damage}. The clockwork dragon can't use Breath Weapon again for 2 rounds."
+ "The clockwork dragon breathes a spray of flaming oil that deals {@damage 16d6} fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take {@damage 2d6} {@condition persistent damage||persistent fire damage}. The clockwork dragon can't use Breath Weapon again for 2 rounds."
],
"name": "Breath Weapon"
},
@@ -11353,7 +11210,7 @@
"entries": [
"The clockwork dragon attacks with the sharp point of its tail.",
"It makes a tail {@action Strike} against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target.",
- "Any creature hit takes {@damage 4d6} {@condition persistent damage ||persistent bleed damage} (doubled on a critical hit)",
+ "Any creature hit takes {@damage 4d6} {@condition persistent damage||persistent bleed damage} (doubled on a critical hit)",
"This counts as two attacks for the dragon's multiple attack penalty."
],
"name": "Spearing Tail"
@@ -11378,8 +11235,7 @@
},
"hp": [
{
- "hp": 265,
- "abilities": null
+ "hp": 265
}
],
"immunities": [
@@ -11417,7 +11273,6 @@
},
{
"name": "Clockwork Mage",
- "isNpc": false,
"foundIn": [
"Alkenstar",
"Mana Wastes",
@@ -11483,7 +11338,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 28,
@@ -11596,7 +11450,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher."
@@ -11623,8 +11477,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -11658,7 +11511,6 @@
},
{
"name": "Clockwork Soldier",
- "isNpc": false,
"source": "B3",
"page": 49,
"level": 6,
@@ -11749,7 +11601,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Attack of Opportunity"
}
],
@@ -11784,8 +11635,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -11817,7 +11667,6 @@
},
{
"name": "Clockwork Spy",
- "isNpc": false,
"source": "B3",
"page": 48,
"foundIn": [
@@ -11927,8 +11776,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
],
"immunities": [
@@ -11950,7 +11798,6 @@
},
{
"name": "Cobbleswarm",
- "isNpc": false,
"source": "B3",
"page": 52,
"level": 2,
@@ -11994,7 +11841,6 @@
"walk": 20,
"burrow": 10
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -12063,8 +11909,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -12082,7 +11927,6 @@
},
{
"name": "Common Eurypterid",
- "isNpc": false,
"source": "B3",
"page": 97,
"level": -1,
@@ -12215,15 +12059,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Consonite Choir",
- "isNpc": false,
"source": "B3",
"page": 53,
"level": 13,
@@ -12344,8 +12186,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -12380,7 +12221,6 @@
},
{
"name": "Coral Capuchin",
- "isNpc": false,
"source": "B3",
"page": 54,
"level": 1,
@@ -12490,15 +12330,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Corrupted Relic",
- "isNpc": false,
"foundIn": [
"Impossible Lands"
],
@@ -12692,14 +12530,13 @@
{
"amount": 5,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Crossroads Guardian",
- "isNpc": false,
"source": "B3",
"page": 59,
"level": 7,
@@ -12787,7 +12624,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 25,
@@ -12874,7 +12710,6 @@
},
{
"name": "Cunning Fox",
- "isNpc": false,
"source": "B3",
"page": 252,
"hasImages": true,
@@ -12959,7 +12794,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -13016,7 +12850,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.",
@@ -13054,8 +12888,7 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"immunities": [
@@ -13068,7 +12901,6 @@
},
{
"name": "Danava Titan",
- "isNpc": false,
"source": "B3",
"page": 270,
"level": 23,
@@ -13201,7 +13033,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 46,
@@ -13345,8 +13176,7 @@
},
"hp": [
{
- "hp": 470,
- "abilities": null
+ "hp": 470
}
],
"immunities": [
@@ -13357,7 +13187,6 @@
},
{
"name": "Deimavigga",
- "isNpc": false,
"source": "B3",
"page": 66,
"level": 17,
@@ -13441,7 +13270,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -13607,8 +13435,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"immunities": [
@@ -13618,14 +13445,13 @@
{
"amount": 15,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
}
]
}
},
{
"name": "Desert Giant",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -13718,7 +13544,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Catch Rock"
}
],
@@ -13758,7 +13583,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -13784,15 +13608,13 @@
},
"hp": [
{
- "hp": 185,
- "abilities": null
+ "hp": 185
}
]
}
},
{
"name": "Divine Warden Of Nethys",
- "isNpc": false,
"source": "B3",
"page": 73,
"level": 5,
@@ -13864,7 +13686,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -13906,7 +13727,7 @@
"necromancy"
],
"entries": [
- "{@damage 5d6} negative, DC 19."
+ "{@damage 5d6} negative, DC 19"
],
"name": "Divine Destruction"
},
@@ -13950,8 +13771,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -13973,7 +13793,6 @@
},
{
"name": "Domovoi",
- "isNpc": false,
"source": "B3",
"page": 136,
"level": 2,
@@ -14051,7 +13870,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -14125,8 +13943,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"weaknesses": [
@@ -14139,7 +13956,6 @@
},
{
"name": "Doru",
- "isNpc": false,
"source": "B3",
"page": 68,
"level": 1,
@@ -14182,8 +13998,9 @@
"stealth": {
"std": 7
},
- "lore (any one)": {
- "std": 10
+ "lore": {
+ "std": 10,
+ "note": "any one"
}
},
"abilityMods": {
@@ -14222,7 +14039,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -14249,8 +14065,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -14322,8 +14139,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"weaknesses": [
@@ -14341,7 +14157,6 @@
},
{
"name": "Draconal",
- "isNpc": false,
"source": "B3",
"page": 13,
"level": 20,
@@ -14457,7 +14272,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 46,
@@ -14600,7 +14414,6 @@
},
{
"name": "Dramofir",
- "isNpc": false,
"source": "B3",
"page": 86,
"level": 14,
@@ -14685,7 +14498,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 36,
@@ -14817,8 +14629,7 @@
},
"hp": [
{
- "hp": 290,
- "abilities": null
+ "hp": 290
}
],
"immunities": [
@@ -14839,7 +14650,6 @@
},
{
"name": "Draxie",
- "isNpc": false,
"source": "B3",
"page": 255,
"level": 3,
@@ -14927,7 +14737,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 20,
@@ -15010,15 +14819,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Dretch",
- "isNpc": false,
"source": "B3",
"page": 60,
"level": 2,
@@ -15102,7 +14909,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 16,
@@ -15156,7 +14962,7 @@
},
{
"entries": [
- "A dretch makes the most of any weakness it finds. Whenever a dretch scores a critical hit with its claw {@action Strike}, the target takes an additional {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "A dretch makes the most of any weakness it finds. Whenever a dretch scores a critical hit with its claw {@action Strike}, the target takes an additional {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Vicious Criticals"
}
@@ -15180,15 +14986,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Duende",
- "isNpc": false,
"source": "B3",
"page": 87,
"level": 2,
@@ -15268,7 +15072,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 18,
@@ -15347,7 +15150,7 @@
"requirements": "The duende is holding brown or yellow earthen objects, such as ginger or animal dung",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 {@skill Perception} check to {@quickref disbelieve the illusion|CRB|2|disbelieving illusions|0}, and a successful DC 20 check with {@skill Crafting} or an appropriate {@skill Lore} skill (such as {@skill Lore||Mining Lore}) reveals their true nature. The effect ends if the objects are exposed to sunlight."
@@ -15374,15 +15177,13 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
}
},
{
"name": "Dvorovoi",
- "isNpc": false,
"source": "B3",
"page": 137,
"level": 3,
@@ -15447,7 +15248,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -15532,8 +15332,7 @@
},
"hp": [
{
- "hp": 44,
- "abilities": null
+ "hp": 44
}
],
"weaknesses": [
@@ -15546,7 +15345,6 @@
},
{
"name": "Dybbuk",
- "isNpc": false,
"source": "B3",
"page": 88,
"level": 15,
@@ -15624,7 +15422,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 36,
@@ -15713,9 +15510,12 @@
"possession"
],
"entries": [
- "The dybbuk possesses a Large or smaller unattended object within 20 feet, making it an animated object (Bestiary 20, Bestiary 3 18). This animated object's level can be no higher than the dybbuk's level \u2013 2. This possession ends when the object is destroyed or the dybbuk leaves it by using this ability again. At this point, the dybbuk reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds. If the object is destroyed, the dybbuk takes {@damage 5d6} force damage."
+ "The dybbuk possesses a {@trait Large} or smaller unattended object within 20 feet, making it an animated object (Bestiary 20, Bestiary 3 18). This animated object's level can be no higher than the dybbuk's level \u2013 2. This possession ends when the object is destroyed or the dybbuk leaves it by using this ability again. At this point, the dybbuk reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds. If the object is destroyed, the dybbuk takes {@damage 5d6} force damage."
],
- "name": "Inhabit Object"
+ "name": "Inhabit Object",
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -15733,7 +15533,10 @@
"The dybbuk attempts to possess an adjacent corporeal creature. This has the same effect as the {@spell possession} spell (DC 34) with an unlimited duration, except since the dybbuk doesn't have a physical body, they aren't {@condition unconscious}, and aren't {@condition paralyzed} when the effect ends, though they take {@damage 5d6} force damage if the body is knocked {@condition unconscious} or killed. If the dybbuk took control of the target with Malevolent Possession, when the dybbuk departs, the target has only incoherent memories of the interval it was possessed.",
"If a creature dies while possessed by the dybbuk and its corpse remains intact, the dybbuk can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse becomes an animated object."
],
- "name": "Malevolent Possession"
+ "name": "Malevolent Possession",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -15780,7 +15583,6 @@
},
{
"name": "Earth Wisp",
- "isNpc": false,
"source": "B3",
"page": 91,
"level": 0,
@@ -15898,8 +15700,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
],
"immunities": [
@@ -15918,7 +15719,6 @@
},
{
"name": "Einherji",
- "isNpc": false,
"source": "B3",
"page": 89,
"level": 10,
@@ -16049,7 +15849,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -16063,7 +15862,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -16119,8 +15917,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"resistances": [
@@ -16133,7 +15930,6 @@
},
{
"name": "Elder Sphinx",
- "isNpc": false,
"source": "B3",
"page": 250,
"level": 16,
@@ -16212,7 +16008,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 37,
@@ -16327,7 +16122,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"The sphinx recites a riddle and compels up to 10 creatures within 30 feet to answer (DC 37 Will save). The GM either runs the riddle out of character by timing the players' attempts, or picks an appropriate associated skill for the riddle, such as {@skill Religion} for a riddle involving divine mysteries. The sphinx gains a +2 circumstance bonus to attack rolls and damage rolls against any creature that answers incorrectly even once. This bonus lasts for 1 day.",
@@ -16379,15 +16174,13 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Elder Wyrmwraith",
- "isNpc": false,
"source": "B3",
"page": 297,
"level": 23,
@@ -16484,7 +16277,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 46,
@@ -16690,7 +16482,6 @@
},
{
"name": "Elysian Titan",
- "isNpc": false,
"source": "B3",
"page": 268,
"level": 21,
@@ -16807,7 +16598,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 44,
@@ -16908,7 +16698,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -16954,8 +16743,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -16966,7 +16754,6 @@
},
{
"name": "Empress Bore Worm",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -17084,8 +16871,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -17101,7 +16887,6 @@
},
{
"name": "Esipil",
- "isNpc": false,
"source": "B3",
"page": 218,
"level": 1,
@@ -17187,7 +16972,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 15,
@@ -17289,8 +17073,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
],
"immunities": [
@@ -17300,7 +17083,6 @@
},
{
"name": "Etioling Blightmage",
- "isNpc": false,
"source": "B3",
"page": 177,
"level": 10,
@@ -17374,7 +17156,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 29,
@@ -17536,7 +17317,7 @@
"bot": [
{
"entries": [
- "As angheuvore flesh-gnawer, except up to 8 rounds, and the etioling gains the {@trait incorporeal} trait, a fly Speed of 25 feet, resistance 10 to all damage (except force, ghost touch, or positive; double this resistance vs. non-magical) while they hold their breath. They can't cast spells during this time."
+ "As angheuvore flesh-gnawer, except up to 8 rounds, and the etioling gains the {@trait incorporeal} trait, a fly Speed of 25 feet, resistance 10 to all damage (except force, {@item ghost touch}, or positive; double this resistance vs. non-magical) while they hold their breath. They can't cast spells during this time."
],
"name": "Death Gasp"
}
@@ -17570,7 +17351,6 @@
},
{
"name": "Eunemvro",
- "isNpc": false,
"source": "B3",
"page": 96,
"level": 5,
@@ -17665,7 +17445,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 20,
@@ -17704,7 +17483,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Attack of Opportunity"
},
{
@@ -17763,8 +17541,7 @@
},
"hp": [
{
- "hp": 78,
- "abilities": null
+ "hp": 78
}
],
"immunities": [
@@ -17780,7 +17557,6 @@
},
{
"name": "Fading Fox",
- "isNpc": false,
"source": "B3",
"page": 102,
"level": 2,
@@ -17916,15 +17692,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Feathered Bear",
- "isNpc": false,
"source": "B3",
"page": 253,
"level": 10,
@@ -18011,7 +17785,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 27,
@@ -18112,8 +17885,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"immunities": [
@@ -18126,7 +17898,6 @@
},
{
"name": "Feral Skull Swarm",
- "isNpc": false,
"source": "B3",
"page": 244,
"level": 12,
@@ -18170,7 +17941,6 @@
"speed": {
"walk": 40
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -18195,7 +17965,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the swarm's space takes {@damage 2d6} bludgeoning, {@damage 2d6} piercing, and {@damage 2d6} slashing damage (DC 32 basic Reflex save). A creature that fails its saving throw also takes {@damage 1d10} {@condition persistent damage ||persistent bleed damage}."
+ "Each enemy in the swarm's space takes {@damage 2d6} bludgeoning, {@damage 2d6} piercing, and {@damage 2d6} slashing damage (DC 32 basic Reflex save). A creature that fails its saving throw also takes {@damage 1d10} {@condition persistent damage||persistent bleed damage}."
],
"name": "Feral Gnaw"
},
@@ -18297,7 +18067,6 @@
},
{
"name": "Festrog",
- "isNpc": false,
"source": "B3",
"page": 98,
"level": 1,
@@ -18443,7 +18212,6 @@
},
{
"name": "Fire Wisp",
- "isNpc": false,
"source": "B3",
"page": 91,
"level": 0,
@@ -18500,7 +18268,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 1d4} fire plus 1 {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 1d4} fire plus 1 {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -18569,8 +18337,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
],
"immunities": [
@@ -18594,7 +18361,6 @@
},
{
"name": "Flaming Skull",
- "isNpc": false,
"source": "B3",
"page": 30,
"level": 2,
@@ -18676,7 +18442,7 @@
"bot": [
{
"entries": [
- "A flaming skull is shrouded in hideous flames. It deals {@damage 1d6} fire damage to any unattended item it touches and on a forehead {@action Strike}. On a critical hit with a {@action Strike}, the target catches fire, taking {@damage 1d4} {@condition persistent damage ||persistent fire damage}."
+ "A flaming skull is shrouded in hideous flames. It deals {@damage 1d6} fire damage to any unattended item it touches and on a forehead {@action Strike}. On a critical hit with a {@action Strike}, the target catches fire, taking {@damage 1d4} {@condition persistent damage||persistent fire damage}."
],
"name": "Flaming Shroud"
}
@@ -18725,7 +18491,6 @@
},
{
"name": "Flumph",
- "isNpc": false,
"source": "B3",
"page": 100,
"level": 1,
@@ -18784,7 +18549,7 @@
"agile",
"finesse"
],
- "damage": "{@damage 1d4} piercing plus {@damage 1d4} {@condition persistent damage ||persistent acid}",
+ "damage": "{@damage 1d4} piercing plus {@damage 1d4} {@condition persistent damage||persistent acid}",
"types": [
"persistent",
"piercing"
@@ -18835,15 +18600,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Fortune Eater",
- "isNpc": false,
"source": "B3",
"page": 101,
"level": 7,
@@ -18864,8 +18627,8 @@
}
],
"languages": {
- "languages": [
- "languages spoken by the adventurers (typically common, dwarven, elven, and goblin)"
+ "notes": [
+ "languages spoken by the adventurers (typically {@language common}, {@language dwarven}, {@language elven}, and {@language goblin})"
]
},
"skills": {
@@ -18952,7 +18715,11 @@
"entries": [
"Offering the fortune eater a chance to be instrumental in completing a heroic deed releases their component spirits to move on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
},
{
"traits": [
@@ -19040,7 +18807,6 @@
},
{
"name": "Fossil Golem",
- "isNpc": false,
"source": "B3",
"page": 116,
"level": 12,
@@ -19160,8 +18926,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -19171,20 +18936,26 @@
"doomed",
"drained",
"fatigued",
- "healing",
- "magic (see below)"
+ "healing magic (see below)",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
],
"resistances": [
{
"amount": 10,
- "name": "physical"
+ "name": "physical",
+ "note": "except adamantine or bludgeoning"
}
]
}
},
{
"name": "Fuath",
- "isNpc": false,
"source": "B3",
"page": 121,
"level": 1,
@@ -19273,7 +19044,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -19321,7 +19091,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex save or begin to choke and must hold their breath to avoid drowning (Core Rulebook 478). The film can be temporarily wiped away with a total of 3 {@action Interact} actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.)"
@@ -19348,8 +19118,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
],
"weaknesses": [
@@ -19366,7 +19135,6 @@
},
{
"name": "Galvo",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Impossible Lands"
@@ -19510,8 +19278,7 @@
},
"hp": [
{
- "hp": 158,
- "abilities": null
+ "hp": 158
}
],
"immunities": [
@@ -19545,7 +19312,6 @@
},
{
"name": "Ganzi Martial Artist",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -19641,7 +19407,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -19666,7 +19431,7 @@
},
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"The martial artist makes two melee {@action Strike||Strikes}. The martial artist applies their multiple attack penalty to these {@action Strike||Strikes} normally."
@@ -19703,8 +19468,7 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
],
"resistances": [
@@ -19719,7 +19483,6 @@
},
{
"name": "Garuda",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -19835,7 +19598,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -19929,15 +19691,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Gathlain Wanderer",
- "isNpc": false,
"source": "B3",
"page": 105,
"level": 1,
@@ -20068,8 +19828,7 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"weaknesses": [
@@ -20082,7 +19841,6 @@
},
{
"name": "Ghoran Manipulator",
- "isNpc": false,
"source": "B3",
"page": 106,
"foundIn": [
@@ -20187,7 +19945,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 20,
@@ -20243,7 +20000,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 20,
@@ -20251,10 +20007,7 @@
"1": {
"spells": [
{
- "name": "goodberry",
- "notes": [
- "Core Rulebook 399"
- ]
+ "name": "goodberry"
},
{
"name": "purify food and drink"
@@ -20340,15 +20093,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Giant Flying Squirrel",
- "isNpc": false,
"source": "B3",
"page": 257,
"level": 2,
@@ -20449,15 +20200,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Giant Hermit Crab",
- "isNpc": false,
"source": "B3",
"page": 58,
"level": 5,
@@ -20589,8 +20338,7 @@
},
"hp": [
{
- "hp": 114,
- "abilities": null
+ "hp": 114
}
],
"weaknesses": [
@@ -20603,7 +20351,6 @@
},
{
"name": "Giant Opossum",
- "isNpc": false,
"source": "B3",
"page": 192,
"level": 2,
@@ -20741,8 +20488,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"resistances": [
@@ -20755,7 +20501,6 @@
},
{
"name": "Giant Pangolin",
- "isNpc": false,
"source": "B3",
"page": 199,
"level": 4,
@@ -20887,8 +20632,7 @@
},
"hp": [
{
- "hp": 63,
- "abilities": null
+ "hp": 63
}
]
},
@@ -20896,7 +20640,6 @@
},
{
"name": "Giant Porcupine",
- "isNpc": false,
"source": "B3",
"page": 207,
"level": 2,
@@ -20963,7 +20706,7 @@
{
"entries": [
"A creature that hits a porcupine with an unarmed {@action Strike} or a non-reach melee {@action Strike} takes {@damage 1d8} piercing damage (basic Reflex save)",
- "On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage ||persistent piercing damage} as the quills hook into its flesh."
+ "On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent piercing damage} as the quills hook into its flesh."
],
"name": "Passive Points"
}
@@ -20971,7 +20714,7 @@
"bot": [
{
"entries": [
- "A creature damaged by the porcupine's quills {@action Strike} must succeed at a DC 18 Reflex save or some of the quills remain embedded in its body, dealing {@damage 1d4} {@condition persistent damage ||persistent piercing damage}."
+ "A creature damaged by the porcupine's quills {@action Strike} must succeed at a DC 18 Reflex save or some of the quills remain embedded in its body, dealing {@damage 1d4} {@condition persistent damage||persistent piercing damage}."
],
"name": "Embed Quill"
},
@@ -21004,8 +20747,7 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
},
@@ -21013,7 +20755,6 @@
},
{
"name": "Giant Seahorse",
- "isNpc": false,
"source": "B3",
"page": 227,
"level": 3,
@@ -21115,8 +20856,7 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
},
@@ -21124,7 +20864,6 @@
},
{
"name": "Giant Skunk",
- "isNpc": false,
"source": "B3",
"page": 246,
"level": 1,
@@ -21235,15 +20974,13 @@
},
"hp": [
{
- "hp": 21,
- "abilities": null
+ "hp": 21
}
]
}
},
{
"name": "Giant Vulture",
- "isNpc": false,
"source": "B3",
"page": 289,
"level": 3,
@@ -21338,7 +21075,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The giant vulture vomits up its last meal on a creature within 10 feet. The creature takes {@damage 3d6} acid damage with a DC 20 basic Fortitude save. On a failed save, the target is also {@condition sickened 1}."
@@ -21364,8 +21101,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
},
@@ -21373,7 +21109,6 @@
},
{
"name": "Girtablilu Seer",
- "isNpc": false,
"source": "B3",
"page": 113,
"level": 12,
@@ -21463,7 +21198,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 33,
@@ -21660,15 +21394,13 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
]
}
},
{
"name": "Girtablilu Sentry",
- "isNpc": false,
"source": "B3",
"page": 112,
"level": 8,
@@ -21838,15 +21570,13 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
]
}
},
{
"name": "Gliminal",
- "isNpc": false,
"source": "B3",
"page": 114,
"level": 9,
@@ -21938,7 +21668,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -22047,8 +21776,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"immunities": [
@@ -22069,14 +21797,13 @@
{
"amount": 5,
"name": "all",
- "note": "(except force, ghost touch, or negative; double resistance against non-magical)"
+ "note": "except force, {@item ghost touch}, or negative; double resistance against non-magical"
}
]
}
},
{
"name": "Globster",
- "isNpc": false,
"source": "B3",
"page": 115,
"level": 5,
@@ -22184,8 +21911,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -22203,7 +21929,6 @@
},
{
"name": "Green Man",
- "isNpc": false,
"source": "B3",
"page": 118,
"level": 24,
@@ -22314,7 +22039,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 48,
@@ -22520,8 +22244,7 @@
},
"hp": [
{
- "hp": 525,
- "abilities": null
+ "hp": 525
}
],
"weaknesses": [
@@ -22547,7 +22270,6 @@
},
{
"name": "Grimple",
- "isNpc": false,
"source": "B3",
"page": 120,
"level": -1,
@@ -22634,7 +22356,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -22700,8 +22421,7 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
],
"weaknesses": [
@@ -22714,7 +22434,6 @@
},
{
"name": "Grioth Cultist",
- "isNpc": false,
"source": "B3",
"page": 123,
"level": 3,
@@ -22810,7 +22529,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 20,
@@ -22868,7 +22586,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 19,
@@ -22912,7 +22629,6 @@
],
"mid": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -22984,7 +22700,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing {@damage 3d8} mental damage. Each nongrioth creature within 20 feet must attempt a DC 20 Will save.",
@@ -23020,8 +22736,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -23037,7 +22752,6 @@
},
{
"name": "Grioth Scout",
- "isNpc": false,
"source": "B3",
"page": 122,
"level": 1,
@@ -23130,7 +22844,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 16,
@@ -23174,7 +22887,6 @@
],
"mid": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -23253,8 +22965,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
],
"immunities": [
@@ -23270,7 +22981,6 @@
},
{
"name": "Guecubu",
- "isNpc": false,
"source": "B3",
"page": 126,
"level": 8,
@@ -23348,7 +23058,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -23457,7 +23166,6 @@
},
{
"name": "Gurgist Mauler",
- "isNpc": false,
"source": "B3",
"page": 175,
"level": 6,
@@ -23643,7 +23351,6 @@
},
{
"name": "Hadrinnex",
- "isNpc": false,
"source": "B3",
"page": 127,
"level": 8,
@@ -23791,8 +23498,7 @@
},
"hp": [
{
- "hp": 118,
- "abilities": null
+ "hp": 118
}
],
"resistances": [
@@ -23809,7 +23515,6 @@
},
{
"name": "Haniver",
- "isNpc": false,
"source": "B3",
"page": 120,
"level": -1,
@@ -23883,7 +23588,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 13,
@@ -23944,15 +23648,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Harmona",
- "isNpc": false,
"source": "B3",
"page": 132,
"level": 11,
@@ -24025,7 +23727,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 30,
@@ -24061,7 +23762,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Push",
"generic": {
"tag": "ability"
@@ -24141,8 +23841,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"immunities": [
@@ -24158,7 +23857,6 @@
},
{
"name": "Harpy Skeleton",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -24321,7 +24019,6 @@
},
{
"name": "Hatred Siktempora",
- "isNpc": false,
"source": "B3",
"page": 235,
"level": 18,
@@ -24399,7 +24096,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -24492,7 +24188,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"requirements": "The hatred siktempora has a creature {@condition grabbed}",
"entries": [
@@ -24546,7 +24242,6 @@
},
{
"name": "Hekatonkheires Titan",
- "isNpc": false,
"source": "B3",
"page": 271,
"level": 24,
@@ -24647,7 +24342,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 48,
@@ -24724,7 +24418,7 @@
"trigger": "The titan casts plane shift",
"frequency": {
"unit": "month",
- "freq": 1
+ "number": 1
},
"entries": [
"The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-level {@spell storm of vengeance}."
@@ -24794,8 +24488,7 @@
},
"hp": [
{
- "hp": 500,
- "abilities": null
+ "hp": 500
}
],
"immunities": [
@@ -24806,7 +24499,6 @@
},
{
"name": "Hellbound Attorney",
- "isNpc": false,
"source": "B3",
"page": 64,
"level": 4,
@@ -24887,7 +24579,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -24953,8 +24644,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"weaknesses": [
@@ -24973,7 +24663,6 @@
},
{
"name": "Hellknight Cavalry Brigade",
- "isNpc": false,
"source": "B3",
"page": 44,
"level": 8,
@@ -25028,14 +24717,12 @@
],
"walk": 40
},
- "attacks": [],
"abilities": {
"mid": [
{
"traits": [
"page 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -25055,7 +24742,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -25094,7 +24780,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"name": "Swing from the Saddle"
},
@@ -25129,8 +24815,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"weaknesses": [
@@ -25153,7 +24838,6 @@
},
{
"name": "Hellwasp Swarm",
- "isNpc": false,
"source": "B3",
"page": 133,
"level": 8,
@@ -25198,7 +24882,6 @@
],
"walk": 20
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -25207,7 +24890,6 @@
"unit": "action"
},
"requirements": "The hellwasp swarm is controlling a corpse with",
- "entries": [],
"name": "Abandon Corpse"
},
{
@@ -25309,8 +24991,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -25331,7 +25012,6 @@
},
{
"name": "Herexen",
- "isNpc": false,
"source": "B3",
"page": 134,
"level": 2,
@@ -25404,7 +25084,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 18,
@@ -25482,7 +25161,6 @@
},
{
"name": "Hermit Crab Swarm",
- "isNpc": false,
"source": "B3",
"page": 58,
"level": 4,
@@ -25523,7 +25201,6 @@
"walk": 30,
"swim": 15
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -25532,7 +25209,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the swarm's space takes {@damage 2d8} piercing damage (DC 20 basic Reflex save). Creatures that fail this save also take {@damage 1d4} {@condition persistent damage ||persistent bleed damage}."
+ "Each enemy in the swarm's space takes {@damage 2d8} piercing damage (DC 20 basic Reflex save). Creatures that fail this save also take {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
],
"name": "Swarming Snips"
}
@@ -25555,8 +25232,7 @@
},
"hp": [
{
- "hp": 42,
- "abilities": null
+ "hp": 42
}
],
"immunities": [
@@ -25577,7 +25253,6 @@
},
{
"name": "Hesperid",
- "isNpc": false,
"source": "B3",
"page": 189,
"level": 9,
@@ -25677,7 +25352,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -25766,8 +25440,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"weaknesses": [
@@ -25780,7 +25453,6 @@
},
{
"name": "Hesperid Queen",
- "isNpc": false,
"source": "B3",
"page": 191,
"level": 19,
@@ -25886,7 +25558,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 44,
@@ -26038,7 +25709,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 44,
@@ -26179,8 +25849,7 @@
},
"hp": [
{
- "hp": 306,
- "abilities": null
+ "hp": 306
}
],
"weaknesses": [
@@ -26193,7 +25862,6 @@
},
{
"name": "Hieracosphinx",
- "isNpc": false,
"source": "B3",
"page": 250,
"level": 5,
@@ -26344,15 +26012,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "House Drake",
- "isNpc": false,
"source": "B3",
"page": 135,
"level": 1,
@@ -26427,7 +26093,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -26516,8 +26181,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
],
"immunities": [
@@ -26528,7 +26192,6 @@
},
{
"name": "Huldra",
- "isNpc": false,
"source": "B3",
"page": 138,
"level": 4,
@@ -26640,7 +26303,6 @@
},
{
"name": "Hyakume",
- "isNpc": false,
"source": "B3",
"page": 139,
"level": 15,
@@ -26732,7 +26394,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 40,
@@ -26800,7 +26461,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -26825,7 +26485,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Up to six of the hyakume's eyes detach from the hyakume's body. Each eye has AC 26, HP 1, and a fly speed of 40 feet. The hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single action. A hyakume can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die. The hyakume can deliver touch spells through their eye probes and can make melee spell attacks through them. In addition, the hyakume can {@action Steal} Memories through an eye probe using a single action by touching the target with the eye."
@@ -26891,8 +26551,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -26902,7 +26561,6 @@
},
{
"name": "Incutilis",
- "isNpc": false,
"source": "B3",
"page": 140,
"level": 2,
@@ -27020,15 +26678,13 @@
},
"hp": [
{
- "hp": 21,
- "abilities": null
+ "hp": 21
}
]
}
},
{
"name": "Ioton",
- "isNpc": false,
"source": "B3",
"page": 92,
"level": 0,
@@ -27086,7 +26742,7 @@
"effects": [
"leech thought"
],
- "damage": "{@damage 1d4} {@condition persistent damage ||persistent mental damage} and leech thought",
+ "damage": "{@damage 1d4} {@condition persistent damage||persistent mental damage} and leech thought",
"types": [
"persistent"
]
@@ -27094,7 +26750,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 14,
@@ -27142,8 +26797,8 @@
"transmutation"
],
"entries": [
- "While a creature is taking {@condition persistent damage ||persistent mental damage} from the ioton, the ioton takes the shape of a creature familiar to the target, such as an acquaintance, pet, or common animal, though the appearance is imperfect and grants no benefit to {@action Impersonate} an individual.",
- "While transformed, the ioton loses its {@trait incorporeal} trait, immunities, and resistances, but it gains an unarmed melee {@action Strike} with a +6 attack modifier that deals {@damage 1d8+2} bludgeoning damage. The ioton immediately returns to its original form once no creature is taking {@condition persistent damage ||persistent mental damage} from it."
+ "While a creature is taking {@condition persistent damage||persistent mental damage} from the ioton, the ioton takes the shape of a creature familiar to the target, such as an acquaintance, pet, or common animal, though the appearance is imperfect and grants no benefit to {@action Impersonate} an individual.",
+ "While transformed, the ioton loses its {@trait incorporeal} trait, immunities, and resistances, but it gains an unarmed melee {@action Strike} with a +6 attack modifier that deals {@damage 1d8+2} bludgeoning damage. The ioton immediately returns to its original form once no creature is taking {@condition persistent damage||persistent mental damage} from it."
],
"name": "Leech Thought"
}
@@ -27167,8 +26822,7 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"immunities": [
@@ -27187,7 +26841,6 @@
},
{
"name": "Ittan-momen",
- "isNpc": false,
"source": "B3",
"page": 276,
"level": 2,
@@ -27309,8 +26962,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -27335,7 +26987,6 @@
},
{
"name": "Japalisura",
- "isNpc": false,
"source": "B3",
"page": 23,
"level": 12,
@@ -27442,7 +27093,6 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -27535,7 +27185,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a {@skill Deception} check against the target's {@skill Perception} DC.",
@@ -27576,8 +27226,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
],
"immunities": [
@@ -27593,7 +27242,6 @@
},
{
"name": "Jorogumo",
- "isNpc": false,
"source": "B3",
"page": 141,
"level": 13,
@@ -27719,8 +27367,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"weaknesses": [
@@ -27733,7 +27380,6 @@
},
{
"name": "Kangaroo",
- "isNpc": false,
"source": "B3",
"page": 146,
"level": 0,
@@ -27839,15 +27485,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Kappa",
- "isNpc": false,
"source": "B3",
"page": 147,
"level": 2,
@@ -27953,15 +27597,13 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
}
},
{
"name": "Kasa-obake",
- "isNpc": false,
"source": "B3",
"page": 277,
"level": 4,
@@ -28071,8 +27713,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"immunities": [
@@ -28091,7 +27732,6 @@
},
{
"name": "Khravgodon",
- "isNpc": false,
"source": "B3",
"page": 192,
"level": 9,
@@ -28240,8 +27880,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"resistances": [
@@ -28258,7 +27897,6 @@
},
{
"name": "Kimenhul",
- "isNpc": false,
"source": "B3",
"page": 222,
"level": 20,
@@ -28361,7 +27999,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 42,
@@ -28553,8 +28190,7 @@
},
"hp": [
{
- "hp": 425,
- "abilities": null
+ "hp": 425
}
],
"immunities": [
@@ -28571,7 +28207,6 @@
},
{
"name": "Kirin",
- "isNpc": false,
"source": "B3",
"page": 148,
"level": 7,
@@ -28664,7 +28299,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -28792,8 +28426,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -28803,7 +28436,6 @@
},
{
"name": "Kishi",
- "isNpc": false,
"source": "B3",
"page": 149,
"level": 8,
@@ -28882,7 +28514,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 27,
@@ -28960,8 +28591,7 @@
},
"hp": [
{
- "hp": 138,
- "abilities": null
+ "hp": 138
}
],
"weaknesses": [
@@ -28974,7 +28604,6 @@
},
{
"name": "Kitsune Trickster",
- "isNpc": false,
"source": "B3",
"page": 150,
"level": 2,
@@ -29081,7 +28710,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 18,
@@ -29171,15 +28799,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Kodama",
- "isNpc": false,
"source": "B3",
"page": 143,
"level": 5,
@@ -29254,7 +28880,6 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -29362,8 +28987,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"weaknesses": [
@@ -29383,7 +29007,6 @@
},
{
"name": "Kokogiak",
- "isNpc": false,
"source": "B3",
"page": 151,
"level": 12,
@@ -29482,7 +29105,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -29561,8 +29183,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"resistances": [
@@ -29575,7 +29196,6 @@
},
{
"name": "Kongamato",
- "isNpc": false,
"source": "B3",
"page": 152,
"level": 11,
@@ -29751,8 +29371,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"immunities": [
@@ -29763,7 +29382,6 @@
},
{
"name": "Kovintus Geomancer",
- "isNpc": false,
"source": "B3",
"page": 153,
"level": 3,
@@ -29844,7 +29462,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -29862,7 +29479,7 @@
},
{
"name": "pummeling rubble",
- "source": "apg"
+ "source": "APG"
}
]
},
@@ -29931,8 +29548,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"resistances": [
@@ -29957,7 +29573,6 @@
},
{
"name": "Krampus",
- "isNpc": false,
"source": "B3",
"page": 154,
"level": 21,
@@ -30082,7 +29697,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 42,
@@ -30176,7 +29790,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Improved Grab",
"generic": {
"tag": "ability"
@@ -30245,8 +29858,7 @@
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
],
"immunities": [
@@ -30269,7 +29881,6 @@
},
{
"name": "Kuchisake-onna",
- "isNpc": false,
"source": "B3",
"page": 156,
"level": 14,
@@ -30383,7 +29994,7 @@
},
{
"entries": [
- "The kuchisake-onna's silver scissors {@action Strike||Strikes} are manifestations of the toxic malice that created them and vanish when the kuchisake-onna is destroyed. When the kuchisake-onna has less than half their maximum Hit Points remaining, this concentrated enmity begins to leak out and make their attacks more vicious. Their silver scissors {@action Strike||Strikes} deal {@damage 6d6} {@condition persistent damage ||persistent bleed damage}."
+ "The kuchisake-onna's silver scissors {@action Strike||Strikes} are manifestations of the toxic malice that created them and vanish when the kuchisake-onna is destroyed. When the kuchisake-onna has less than half their maximum Hit Points remaining, this concentrated enmity begins to leak out and make their attacks more vicious. Their silver scissors {@action Strike||Strikes} deal {@damage 6d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Lingering Enmity"
}
@@ -30407,8 +30018,7 @@
},
"hp": [
{
- "hp": 252,
- "abilities": null
+ "hp": 252
}
],
"weaknesses": [
@@ -30427,7 +30037,6 @@
},
{
"name": "Kurobozu",
- "isNpc": false,
"source": "B3",
"page": 157,
"level": 6,
@@ -30571,7 +30180,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The kurobozu makes two unarmed {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude save or be {@condition stunned 1} (or {@condition stunned 3} on a critical failure); this save has the {@trait incapacitation} trait."
@@ -30598,15 +30207,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Kushtaka",
- "isNpc": false,
"source": "B3",
"page": 158,
"level": 4,
@@ -30694,7 +30301,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
@@ -30812,8 +30418,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"resistances": [
@@ -30826,7 +30431,6 @@
},
{
"name": "Lampad",
- "isNpc": false,
"source": "B3",
"page": 188,
"level": 5,
@@ -30923,7 +30527,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -30954,7 +30557,7 @@
},
{
"name": "pummeling rubble",
- "source": "apg"
+ "source": "APG"
}
]
},
@@ -30992,7 +30595,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 30 feet who hears the lampad's weeping must succeed at a DC 20 Will save or be unable to use reactions for 1 round and {@condition slowed 1} on its next turn as it sobs uncontrollably."
@@ -31019,8 +30622,7 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
],
"weaknesses": [
@@ -31033,7 +30635,6 @@
},
{
"name": "Lampad Queen",
- "isNpc": false,
"source": "B3",
"page": 189,
"level": 15,
@@ -31142,7 +30743,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 38,
@@ -31269,7 +30869,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -31453,8 +31052,7 @@
},
"hp": [
{
- "hp": 234,
- "abilities": null
+ "hp": 234
}
],
"weaknesses": [
@@ -31467,7 +31065,6 @@
},
{
"name": "Ledalusca",
- "isNpc": false,
"source": "B3",
"page": 159,
"level": 2,
@@ -31630,8 +31227,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -31650,7 +31246,6 @@
},
{
"name": "Leng Ghoul",
- "isNpc": false,
"source": "B3",
"page": 107,
"level": 10,
@@ -31857,7 +31452,6 @@
},
{
"name": "Levaloch",
- "isNpc": false,
"source": "B3",
"page": 65,
"level": 7,
@@ -31954,9 +31548,7 @@
],
"effects": [
"barbed net"
- ],
- "damage": "barbed net",
- "types": []
+ ]
}
],
"abilities": {
@@ -32031,8 +31623,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -32060,7 +31651,6 @@
},
{
"name": "Lifeleecher Brawler",
- "isNpc": false,
"source": "B3",
"page": 176,
"level": 8,
@@ -32129,7 +31719,7 @@
"traits": [
"agile"
],
- "damage": "{@damage 2d8+6} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d8+6} slashing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -32195,7 +31785,7 @@
},
{
"entries": [
- "The lifeleecher's tusks have the effects of the ghost touch property rune on attacks against incorporeal undead."
+ "The lifeleecher's tusks have the effects of the {@item ghost touch} property rune on attacks against incorporeal undead."
],
"name": "Ghost Hunter"
},
@@ -32239,7 +31829,6 @@
},
{
"name": "Locathah Hunter",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -32398,15 +31987,13 @@
},
"hp": [
{
- "hp": 38,
- "abilities": null
+ "hp": 38
}
]
}
},
{
"name": "Love Siktempora",
- "isNpc": false,
"source": "B3",
"page": 234,
"level": 16,
@@ -32488,7 +32075,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 37,
@@ -32664,7 +32250,6 @@
},
{
"name": "Lovelorn",
- "isNpc": false,
"source": "B3",
"page": 165,
"level": 4,
@@ -32716,7 +32301,7 @@
"effects": [
"cynic's curse"
],
- "damage": "{@damage 1d6+6} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed} and cynic's curse",
+ "damage": "{@damage 1d6+6} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed} and cynic's curse",
"types": [
"persistent",
"piercing"
@@ -32738,7 +32323,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
@@ -32877,7 +32461,6 @@
},
{
"name": "Maftet Guardian",
- "isNpc": false,
"source": "B3",
"page": 166,
"foundIn": [
@@ -32921,6 +32504,10 @@
},
"stealth": {
"std": 13
+ },
+ "ruins lore": {
+ "std": 15,
+ "note": "applies only to their home ruins"
}
},
"abilityMods": {
@@ -32956,7 +32543,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 23,
@@ -32984,14 +32570,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15 (applies only to their home ruins), {@skill Stealth} +13 Str +5, Dex +3, Con +4, Int +3, Wis +2, Cha +0 Items scimitar (2)"
- ],
- "name": "Lore"
- }
- ],
"mid": [
{
"activity": {
@@ -33062,15 +32640,13 @@
},
"hp": [
{
- "hp": 92,
- "abilities": null
+ "hp": 92
}
]
}
},
{
"name": "Maharaja",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -33179,7 +32755,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 47,
@@ -33386,7 +32961,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 47,
@@ -33437,7 +33011,7 @@
"trigger": "a foe's turn begins",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The maharaja's four heads allow them to quickly cast additional spells. They cast one of their 8th-level or lower occult spontaneous spells that normally takes 2 actions or fewer to cast."
@@ -33494,8 +33068,7 @@
},
"hp": [
{
- "hp": 320,
- "abilities": null
+ "hp": 320
}
],
"weaknesses": [
@@ -33508,14 +33081,13 @@
{
"amount": 20,
"name": "physical",
- "note": "(except piercing)"
+ "note": "except piercing"
}
]
}
},
{
"name": "Manticore Paaridar",
- "isNpc": false,
"foundIn": [
"Jalmeray"
],
@@ -33583,7 +33155,10 @@
],
"speed": {
"walk": 40,
- "fly": 20
+ "fly": 20,
+ "abilities": [
+ "limited flight"
+ ]
},
"attacks": [
{
@@ -33625,6 +33200,30 @@
]
}
],
+ "spellcasting": [
+ {
+ "name": "Monk Ki",
+ "type": "Focus",
+ "fp": 3,
+ "DC": 24,
+ "note": "The Paaridar's ki flow is unnaturally disrupted, causing them to take {@damage 1d6} negative damage each time they cast a ki spell.",
+ "entry": {
+ "4": {
+ "spells": [
+ {
+ "name": "ki rush"
+ },
+ {
+ "name": "ki strike"
+ },
+ {
+ "name": "wholeness of body"
+ }
+ ]
+ }
+ }
+ }
+ ],
"abilities": {
"mid": [
{
@@ -33647,7 +33246,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The paaridar makes two unarmed {@action Strike||Strikes} or two spike {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses."
@@ -33656,8 +33255,7 @@
},
{
"entries": [
- "The manticore paaridar's wings are small and weak, insufficient to keep them in the air. If the paaridar Flies using their wings, they fall at the end of their turn if they haven't landed.",
- "Monk Ki Spells The Paaridar's ki flow is unnaturally disrupted, causing them to take {@damage 1d6} negative damage each time they cast a ki spell. 3 Focus Points, DC 24; 4th ki rush (Core Rulebook 401), ki strike (Core Rulebook 401), wholeness of body (Core Rulebook 402)"
+ "The manticore paaridar's wings are small and weak, insufficient to keep them in the air. If the paaridar Flies using their wings, they fall at the end of their turn if they haven't landed."
],
"name": "Limited Flight"
}
@@ -33681,15 +33279,13 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
}
},
{
"name": "Megalictis",
- "isNpc": false,
"source": "B3",
"page": 291,
"level": 3,
@@ -33806,15 +33402,13 @@
},
"hp": [
{
- "hp": 42,
- "abilities": null
+ "hp": 42
}
]
}
},
{
"name": "Megatherium",
- "isNpc": false,
"source": "B3",
"page": 248,
"level": 5,
@@ -33938,15 +33532,13 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
]
}
},
{
"name": "Melixie",
- "isNpc": false,
"source": "B3",
"page": 255,
"level": 0,
@@ -34031,7 +33623,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -34092,15 +33683,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Mezlan",
- "isNpc": false,
"source": "B3",
"page": 167,
"level": 14,
@@ -34177,9 +33766,7 @@
],
"effects": [
"viscous trap"
- ],
- "damage": "viscous trap",
- "types": []
+ ]
}
],
"abilities": {
@@ -34286,7 +33873,6 @@
},
{
"name": "Mi-Go",
- "isNpc": false,
"source": "B3",
"page": 168,
"level": 6,
@@ -34443,8 +34029,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -34460,7 +34045,6 @@
},
{
"name": "Millindemalion",
- "isNpc": false,
"source": "B3",
"page": 169,
"level": 13,
@@ -34626,8 +34210,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"weaknesses": [
@@ -34640,7 +34223,6 @@
},
{
"name": "Misery Siktempora",
- "isNpc": false,
"source": "B3",
"page": 232,
"level": 12,
@@ -34714,7 +34296,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 29,
@@ -34847,9 +34428,7 @@
{
"hp": 160,
"abilities": [
- "{@ability regeneration} 40 (deactivated by positive",
- "mental",
- "or orichalcum"
+ "{@ability regeneration} 40 (deactivated by positive, mental, or orichalcum)"
]
}
],
@@ -34862,7 +34441,6 @@
},
{
"name": "Mithral Golem",
- "isNpc": false,
"source": "B3",
"page": 117,
"foundIn": [
@@ -35008,8 +34586,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"immunities": [
@@ -35031,14 +34608,14 @@
"resistances": [
{
"amount": 15,
- "name": "physical"
+ "name": "physical",
+ "note": "except adamantine"
}
]
}
},
{
"name": "Mix Couatl",
- "isNpc": false,
"source": "B3",
"page": 56,
"level": 8,
@@ -35125,7 +34702,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -35298,15 +34874,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Mobogo",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -35406,7 +34980,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 27,
@@ -35551,7 +35124,6 @@
},
{
"name": "Mokele-mbembe",
- "isNpc": false,
"source": "B3",
"page": 171,
"level": 9,
@@ -35693,8 +35265,7 @@
},
"hp": [
{
- "hp": 172,
- "abilities": null
+ "hp": 172
}
]
},
@@ -35702,7 +35273,6 @@
},
{
"name": "Monkey",
- "isNpc": false,
"source": "B3",
"page": 172,
"level": -1,
@@ -35781,15 +35351,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Monkey Swarm",
- "isNpc": false,
"source": "B3",
"page": 172,
"level": 2,
@@ -35822,7 +35390,6 @@
"walk": 25,
"climb": 20
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -35876,8 +35443,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -35908,7 +35474,6 @@
},
{
"name": "Moon Hag",
- "isNpc": false,
"source": "B3",
"page": 131,
"level": 10,
@@ -35980,7 +35545,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 29,
@@ -36027,7 +35591,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -36093,8 +35656,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"immunities": [
@@ -36104,7 +35666,6 @@
},
{
"name": "Moose",
- "isNpc": false,
"source": "B3",
"page": 173,
"level": 3,
@@ -36229,15 +35790,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Mothman",
- "isNpc": false,
"source": "B3",
"page": 179,
"level": 7,
@@ -36312,7 +35871,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -36403,7 +35961,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory scene to coax someone to a portentous location, casting sending to deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity."
@@ -36450,15 +36008,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Munagola",
- "isNpc": false,
"source": "B3",
"page": 66,
"level": 11,
@@ -36577,7 +36133,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -36667,8 +36222,7 @@
},
"hp": [
{
- "hp": 165,
- "abilities": null
+ "hp": 165
}
],
"immunities": [
@@ -36684,14 +36238,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except silver)"
+ "note": "except silver"
}
]
}
},
{
"name": "Munavri Spellblade",
- "isNpc": false,
"source": "B3",
"page": 180,
"level": 2,
@@ -36768,7 +36321,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Light Blindness"
}
],
@@ -36785,7 +36337,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. The munavri chooses one item they are holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item. For example, they could become trained in greatswords (to use a specific greatsword) or {@skill Acrobatics} (to use a jade cat talisman). This benefit lasts for 1 hour."
@@ -36812,15 +36364,13 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
]
}
},
{
"name": "Myceloid",
- "isNpc": false,
"source": "B3",
"page": 181,
"level": 4,
@@ -36900,7 +36450,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox."
@@ -36981,8 +36531,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"weaknesses": [
@@ -36995,7 +36544,6 @@
},
{
"name": "Nagaji Soldier",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -37090,7 +36638,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -37106,7 +36653,7 @@
"requirements": "The nagaji is afflicted with a poison",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The nagaji accelerates their metabolism. They roll a saving throw against the affliction with a +2 circumstance bonus. If they must attempt an ongoing save against the same poison at the end of their turn, they also get a +2 circumstance bonus to that save."
@@ -37133,8 +36680,7 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
],
"resistances": [
@@ -37147,7 +36693,6 @@
},
{
"name": "Namorrodor",
- "isNpc": false,
"source": "B3",
"page": 183,
"level": 5,
@@ -37305,8 +36850,7 @@
},
"hp": [
{
- "hp": 85,
- "abilities": null
+ "hp": 85
}
],
"immunities": [
@@ -37320,7 +36864,6 @@
},
{
"name": "Narwhal",
- "isNpc": false,
"source": "B3",
"page": 184,
"level": 3,
@@ -37427,15 +36970,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Nemhaith",
- "isNpc": false,
"source": "B3",
"page": 185,
"level": 15,
@@ -37532,7 +37073,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -37562,7 +37102,10 @@
"entries": [
"The nemhaith is bound to a place or large stationary object and can't venture more than 500 feet from this focus."
],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -37586,7 +37129,11 @@
"entries": [
"Destroying the ritual object or place used in the nemhaith's creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -37666,7 +37213,6 @@
},
{
"name": "Nightgaunt",
- "isNpc": false,
"source": "B3",
"page": 186,
"level": 4,
@@ -37743,9 +37289,7 @@
],
"effects": [
"tickle"
- ],
- "damage": "tickle",
- "types": []
+ ]
}
],
"abilities": {
@@ -37826,8 +37370,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"resistances": [
@@ -37840,7 +37383,6 @@
},
{
"name": "Nightmarchers",
- "isNpc": false,
"source": "B3",
"page": 187,
"level": 14,
@@ -37894,10 +37436,8 @@
],
"walk": 25
},
- "attacks": [],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 31,
@@ -37949,7 +37489,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -37978,7 +37517,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -38020,8 +37558,7 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
],
"immunities": [
@@ -38045,14 +37582,13 @@
{
"amount": 5,
"name": "all damage",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Nikaramsa",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -38165,7 +37701,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -38209,8 +37744,9 @@
},
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -38324,8 +37860,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"immunities": [
@@ -38341,7 +37876,6 @@
},
{
"name": "Nosferatu Malefactor",
- "isNpc": false,
"source": "B3",
"page": 285,
"level": 10,
@@ -38437,7 +37971,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -38456,7 +37989,6 @@
"abilities": {
"mid": [
{
- "entries": [],
"name": "Nosferatu Vulnerabilities"
}
],
@@ -38473,7 +38005,7 @@
"transmutation"
],
"entries": [
- "DC 29."
+ "DC 29"
],
"name": "Change Shape",
"generic": {
@@ -38491,7 +38023,6 @@
"divine",
"mental"
],
- "entries": [],
"name": "Command Thrall"
},
{
@@ -38507,7 +38038,7 @@
"visual"
],
"entries": [
- "DC 29."
+ "DC 29"
],
"name": "Dominate"
},
@@ -38531,7 +38062,7 @@
"virulent"
],
"entries": [
- "DC 29."
+ "DC 29"
],
"name": "Plague of Ancients"
}
@@ -38574,7 +38105,6 @@
},
{
"name": "Nosferatu Overlord",
- "isNpc": false,
"source": "B3",
"page": 285,
"level": 15,
@@ -38659,12 +38189,11 @@
"aura"
],
"entries": [
- "30 feet, DC 33."
+ "30 feet, DC 33"
],
"name": "Air of Sickness"
},
{
- "entries": [],
"name": "Nosferatu Vulnerabilities"
}
],
@@ -38681,7 +38210,7 @@
"transmutation"
],
"entries": [
- "DC 36."
+ "DC 36"
],
"name": "Change Shape"
},
@@ -38710,7 +38239,7 @@
"visual"
],
"entries": [
- "DC 36."
+ "DC 36"
],
"name": "Dominate"
},
@@ -38735,7 +38264,7 @@
"mental"
],
"entries": [
- "DC 33."
+ "DC 33"
],
"name": "Paralytic Fear"
},
@@ -38745,7 +38274,7 @@
"virulent"
],
"entries": [
- "DC 36."
+ "DC 36"
],
"name": "Plague of Ancients"
}
@@ -38788,14 +38317,13 @@
{
"amount": 15,
"name": "physical",
- "note": "(except magical wood)"
+ "note": "except magical wood"
}
]
}
},
{
"name": "Nosferatu Thrall",
- "isNpc": false,
"source": "B3",
"page": 284,
"level": 8,
@@ -38874,7 +38402,6 @@
"abilities": {
"mid": [
{
- "entries": [],
"name": "Mindbound"
},
{
@@ -38882,7 +38409,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Mortal Shield"
},
{
@@ -38890,7 +38416,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Rally"
}
],
@@ -38903,7 +38428,7 @@
"requirements": "The nosferatu thrall's last action was a greatclub {@action Strike} that missed",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The nosferatu thrall makes another greatclub {@action Strike} against the same target, using the previous {@action Strike}'s multiple attack penalty."
@@ -38946,7 +38471,6 @@
},
{
"name": "Nucol",
- "isNpc": false,
"source": "B3",
"page": 220,
"level": 4,
@@ -39025,7 +38549,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 20,
@@ -39149,8 +38672,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -39167,7 +38689,6 @@
},
{
"name": "Nyktera",
- "isNpc": false,
"source": "B3",
"page": 254,
"level": -1,
@@ -39244,7 +38765,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 17,
@@ -39298,15 +38818,13 @@
},
"hp": [
{
- "hp": 10,
- "abilities": null
+ "hp": 10
}
]
}
},
{
"name": "Oil Living Graffiti",
- "isNpc": false,
"source": "B3",
"page": 162,
"level": 3,
@@ -39425,8 +38943,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -39448,7 +38965,6 @@
},
{
"name": "Omox",
- "isNpc": false,
"source": "B3",
"page": 63,
"level": 12,
@@ -39540,7 +39056,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -39660,8 +39175,7 @@
},
"hp": [
{
- "hp": 395,
- "abilities": null
+ "hp": 395
}
],
"immunities": [
@@ -39685,7 +39199,6 @@
},
{
"name": "Ostovite",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Impossible Lands"
@@ -39757,7 +39270,7 @@
"traits": [
"finesse"
],
- "damage": "{@damage 1d12} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 1d12} piercing plus {@damage 1d4} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -39806,8 +39319,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -39832,7 +39344,6 @@
},
{
"name": "Ouroboros",
- "isNpc": false,
"source": "B3",
"page": 194,
"level": 21,
@@ -40116,7 +39627,6 @@
},
{
"name": "Ovinnik",
- "isNpc": false,
"source": "B3",
"page": 137,
"level": 4,
@@ -40181,7 +39691,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -40273,8 +39782,7 @@
},
"hp": [
{
- "hp": 59,
- "abilities": null
+ "hp": 59
}
],
"weaknesses": [
@@ -40293,7 +39801,6 @@
},
{
"name": "Owb",
- "isNpc": false,
"source": "B3",
"page": 196,
"level": 6,
@@ -40371,7 +39878,7 @@
"magical",
"range <120 feet>"
],
- "damage": "{@damage 2d8} cold plus {@damage 1d8} {@condition persistent damage ||persistent cold}",
+ "damage": "{@damage 2d8} cold plus {@damage 1d8} {@condition persistent damage||persistent cold}",
"types": [
"cold",
"persistent"
@@ -40380,7 +39887,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -40436,7 +39942,9 @@
"spells": [
{
"name": "plane shift",
- "notes": "to or from the {@place Shadow Plane} only"
+ "notes": [
+ "to or from the {@place Shadow Plane} only"
+ ]
}
]
}
@@ -40446,7 +39954,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -40491,8 +39998,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -40502,7 +40008,6 @@
},
{
"name": "Owb Prophet",
- "isNpc": false,
"source": "B3",
"page": 197,
"level": 13,
@@ -40589,7 +40094,7 @@
"effects": [
"clutching cold"
],
- "damage": "{@damage 4d8} cold plus {@damage 2d8} {@condition persistent damage ||persistent cold} and clutching cold",
+ "damage": "{@damage 4d8} cold plus {@damage 2d8} {@condition persistent damage||persistent cold} and clutching cold",
"types": [
"cold",
"persistent"
@@ -40598,7 +40103,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -40686,7 +40190,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Light Blindness"
}
],
@@ -40749,8 +40252,7 @@
},
"hp": [
{
- "hp": 225,
- "abilities": null
+ "hp": 225
}
],
"immunities": [
@@ -40766,7 +40268,6 @@
},
{
"name": "Pairaka",
- "isNpc": false,
"source": "B3",
"page": 70,
"level": 7,
@@ -40854,7 +40355,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 25,
@@ -40879,8 +40379,9 @@
},
{
"name": "misdirection",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -40936,7 +40437,7 @@
},
{
"stage": 3,
- "entry": "{@condition enfeebled 3}, {@condition fatigued}, and take {@damage 1d6} {@condition persistent damage ||persistent bleed damage} every {@dice 1d20} minutes",
+ "entry": "{@condition enfeebled 3}, {@condition fatigued}, and take {@damage 1d6} {@condition persistent damage||persistent bleed damage} every {@dice 1d20} minutes",
"duration": "1 day"
}
]
@@ -40973,7 +40474,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The pairaka torments a sleeping creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 Will save, with the effects of the {@spell nightmare} spell."
@@ -40999,8 +40500,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -41011,7 +40511,6 @@
},
{
"name": "Pakalchi",
- "isNpc": false,
"source": "B3",
"page": 220,
"level": 9,
@@ -41084,7 +40583,7 @@
"effects": [
"betrayal toxin"
],
- "damage": "{@damage 2d10+6} slashing plus {@damage 1d6} evil, {@damage 1d6} {@condition persistent damage ||persistent bleed}, and betrayal toxin",
+ "damage": "{@damage 2d10+6} slashing plus {@damage 1d6} evil, {@damage 1d6} {@condition persistent damage||persistent bleed}, and betrayal toxin",
"types": [
"evil",
"persistent",
@@ -41116,7 +40615,7 @@
"effects": [
"betrayal toxin"
],
- "damage": "{@damage 2d4+6} piercing plus {@damage 1d6} evil, {@damage 1d6} {@condition persistent damage ||persistent bleed}, and betrayal toxin",
+ "damage": "{@damage 2d4+6} piercing plus {@damage 1d6} evil, {@damage 1d6} {@condition persistent damage||persistent bleed}, and betrayal toxin",
"types": [
"evil",
"persistent",
@@ -41126,7 +40625,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 30,
@@ -41269,8 +40767,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -41287,7 +40784,6 @@
},
{
"name": "Palace Skelm",
- "isNpc": false,
"source": "B3",
"page": 240,
"level": 8,
@@ -41391,7 +40887,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -41512,7 +41007,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will save.",
@@ -41547,8 +41042,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"weaknesses": [
@@ -41561,7 +41055,6 @@
},
{
"name": "Penanggalan",
- "isNpc": false,
"source": "B3",
"page": 200,
"level": 5,
@@ -41655,7 +41148,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d4+3} bludgeoning, DC 21."
+ "{@damage 2d4+3} bludgeoning, DC 21"
],
"name": "Constrict",
"generic": {
@@ -41734,8 +41227,7 @@
},
"hp": [
{
- "hp": 83,
- "abilities": null
+ "hp": 83
}
],
"weaknesses": [
@@ -41748,7 +41240,6 @@
},
{
"name": "Peri",
- "isNpc": false,
"source": "B3",
"page": 201,
"level": 14,
@@ -41865,7 +41356,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -41931,7 +41421,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The peri {@action Stride||Strides} into an open flame of their size or larger and instantly transports themself to any other flame of sufficient size within 100 miles. Once they enter the first flame, the peri instantly learns the locations of all other flames within range."
@@ -41988,8 +41478,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"immunities": [
@@ -42009,7 +41498,6 @@
},
{
"name": "Phantom Beast",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -42089,7 +41577,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -42174,8 +41661,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -42188,7 +41674,6 @@
},
{
"name": "Phantom Knight",
- "isNpc": false,
"source": "B3",
"page": 202,
"foundIn": [
@@ -42311,8 +41796,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -42331,7 +41815,6 @@
},
{
"name": "Piranha Swarm",
- "isNpc": false,
"source": "B3",
"page": 99,
"level": 3,
@@ -42377,7 +41860,6 @@
"speed": {
"swim": 30
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -42394,7 +41876,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the swarm's space takes {@damage 2d6} piercing damage (DC 20 basic Reflex save). A creature that fails the save also takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage} and takes a \u20132 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas' frenzy increases in intensity when they smell blood."
+ "Each enemy in the swarm's space takes {@damage 2d6} piercing damage (DC 20 basic Reflex save). A creature that fails the save also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} and takes a \u20132 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas' frenzy increases in intensity when they smell blood."
],
"name": "Feeding Frenzy"
}
@@ -42417,8 +41899,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"immunities": [
@@ -42439,7 +41920,6 @@
},
{
"name": "Plague Giant",
- "isNpc": false,
"source": "B3",
"page": 111,
"level": 14,
@@ -42545,7 +42025,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -42560,10 +42039,7 @@
"amount": 3
},
{
- "name": "take its course",
- "notes": [
- "Core Rulebook 397"
- ]
+ "name": "take its course"
}
]
}
@@ -42580,7 +42056,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Catch Rock"
},
{
@@ -42648,7 +42123,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -42674,8 +42148,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"immunities": [
@@ -42685,7 +42158,6 @@
},
{
"name": "Platecarpus",
- "isNpc": false,
"source": "B3",
"page": 178,
"level": 3,
@@ -42797,15 +42269,13 @@
},
"hp": [
{
- "hp": 46,
- "abilities": null
+ "hp": 46
}
]
}
},
{
"name": "Popobawa",
- "isNpc": false,
"source": "B3",
"page": 206,
"level": 15,
@@ -42898,7 +42368,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 36,
@@ -42941,7 +42410,7 @@
"spells": [
{
"name": "animated assault",
- "source": "apg"
+ "source": "APG"
},
{
"name": "dominate"
@@ -42998,7 +42467,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The popobawa draws strength from the suffering of others. It regains 10 Hit Points for each enemy within 30 feet that has one of the following conditions, to a maximum of 40 Hit Points: {@condition confused}, {@condition doomed}, {@condition dying}, {@condition enfeebled}, {@condition fatigued}, {@condition frightened}, {@condition sickened}, {@condition slowed}, {@condition stunned}, {@condition stupefied}, or {@condition wounded}."
@@ -43064,8 +42533,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -43077,7 +42545,6 @@
},
{
"name": "Procyal",
- "isNpc": false,
"source": "B3",
"page": 12,
"level": 8,
@@ -43195,7 +42662,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 26,
@@ -43308,15 +42774,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Pufferfish",
- "isNpc": false,
"source": "B3",
"page": 99,
"level": -1,
@@ -43440,15 +42904,13 @@
},
"hp": [
{
- "hp": 12,
- "abilities": null
+ "hp": 12
}
]
}
},
{
"name": "Pukwudgie",
- "isNpc": false,
"source": "B3",
"page": 208,
"level": 7,
@@ -43562,7 +43024,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 25,
@@ -43603,7 +43064,7 @@
"mid": [
{
"entries": [
- "A creature that hits a pukwudgie with an unarmed {@action Strike} or a non-reach melee {@action Strike} takes {@damage 3d8} piercing damage (basic Reflex save). On a critical failure, the creature also takes {@damage 1d6} {@condition persistent damage ||persistent poison damage} from the poisoned quills."
+ "A creature that hits a pukwudgie with an unarmed {@action Strike} or a non-reach melee {@action Strike} takes {@damage 3d8} piercing damage (basic Reflex save). On a critical failure, the creature also takes {@damage 1d6} {@condition persistent damage||persistent poison damage} from the poisoned quills."
],
"name": "Defensive Quills"
}
@@ -43621,7 +43082,7 @@
"transmutation"
],
"entries": [
- "The pukwudgie takes on the physical form of a giant porcupine (page 207). Their size changes to Medium, they lose their weapon {@action Strike||Strikes}, and they gain a quill {@action Strike} (+18 for {@damage 2d8+6} piercing plus {@damage 1d8} {@condition persistent damage ||persistent poison})."
+ "The pukwudgie takes on the physical form of a giant porcupine (page 207). Their size changes to Medium, they lose their weapon {@action Strike||Strikes}, and they gain a quill {@action Strike} (+18 for {@damage 2d8+6} piercing plus {@damage 1d8} {@condition persistent damage||persistent poison})."
],
"name": "Change Shape",
"generic": {
@@ -43675,8 +43136,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
],
"weaknesses": [
@@ -43695,7 +43155,6 @@
},
{
"name": "Quintessivore",
- "isNpc": false,
"source": "B3",
"page": 209,
"level": 10,
@@ -43773,7 +43232,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 29,
@@ -43932,15 +43390,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Raktavarna",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -44021,7 +43477,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 16,
@@ -44131,8 +43586,7 @@
},
"hp": [
{
- "hp": 14,
- "abilities": null
+ "hp": 14
}
],
"weaknesses": [
@@ -44145,7 +43599,6 @@
},
{
"name": "Rancorous Priesthood",
- "isNpc": false,
"source": "B3",
"page": 213,
"level": 11,
@@ -44186,10 +43639,8 @@
"speed": {
"walk": 25
},
- "attacks": [],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 27,
@@ -44222,10 +43673,7 @@
"name": "fireball"
},
{
- "name": "hurtling stone",
- "notes": [
- "Core Rulebook 393"
- ]
+ "name": "hurtling stone"
}
]
},
@@ -44236,10 +43684,7 @@
"name": "cry of destruction"
},
{
- "name": "destructive aura",
- "notes": [
- "Core Rulebook 391"
- ]
+ "name": "destructive aura"
}
]
}
@@ -44252,7 +43697,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -44265,7 +43709,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -44290,7 +43733,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The members of the mob wildly swing their weapons\u2014primarily greataxes\u2014in a chaotic attack at each enemy adjacent to the troop (DC 27 basic Reflex save). The damage depends on the number of actions. {@as 1} {@damage 1d12+2} slashing damage {@as 2} {@damage 2d12+9} slashing damage {@as 3} {@damage 3d12+9} slashing damage."
@@ -44317,8 +43760,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"weaknesses": [
@@ -44330,7 +43772,6 @@
},
{
"name": "Rat Snake Swarm",
- "isNpc": false,
"source": "B3",
"page": 249,
"level": 2,
@@ -44374,7 +43815,6 @@
"climb": 20,
"swim": 20
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -44420,8 +43860,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -44456,7 +43895,6 @@
},
{
"name": "Red Fox",
- "isNpc": false,
"source": "B3",
"page": 102,
"level": -1,
@@ -44551,15 +43989,13 @@
},
"hp": [
{
- "hp": 5,
- "abilities": null
+ "hp": 5
}
]
}
},
{
"name": "Rhu-chalik",
- "isNpc": false,
"source": "B3",
"page": 214,
"level": 6,
@@ -44634,7 +44070,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -44643,8 +44078,9 @@
"spells": [
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "self only; at will"
+ "self only"
]
},
{
@@ -44752,15 +44188,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Ringhorn Ram",
- "isNpc": false,
"source": "B3",
"page": 212,
"level": 0,
@@ -44866,15 +44300,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Roiling Incant",
- "isNpc": false,
"source": "B3",
"page": 215,
"level": 9,
@@ -44939,7 +44371,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 30,
@@ -44956,8 +44387,9 @@
"spells": [
{
"name": "wall of fire",
+ "amount": "at will",
"notes": [
- "at will; see Unstable Magic"
+ "see Unstable Magic"
]
}
]
@@ -45014,8 +44446,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -45040,7 +44471,6 @@
},
{
"name": "Rokurokubi",
- "isNpc": false,
"source": "B3",
"page": 216,
"level": 2,
@@ -45073,7 +44503,8 @@
"std": 8
},
"intimidation": {
- "std": 8
+ "std": 8,
+ "to {@action Demoralize} with Threatening Lunge": 10
},
"society": {
"std": 6
@@ -45102,7 +44533,7 @@
"finesse",
"reach <10 feet>"
],
- "damage": "{@damage 1d8+3} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 1d8+3} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -45123,14 +44554,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+6, {@skill Stealth} +8 Str +3, Dex +4, Con +3, Int +2, Wis +3, Cha +4."
- ],
- "name": "Threatening Lunge), Society"
- }
- ],
"mid": [
{
"activity": {
@@ -45199,8 +44622,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -45210,7 +44632,6 @@
},
{
"name": "Rosethorn Ram",
- "isNpc": false,
"source": "B3",
"page": 212,
"level": 2,
@@ -45292,7 +44713,7 @@
},
"requirements": "The rosethorn ram damaged a creature with its horns on its most recent action this turn",
"entries": [
- "The ram breaks off one of the thorny protrusions of its horns and leaves it in the wound, dealing {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The ram breaks off one of the thorny protrusions of its horns and leaves it in the wound, dealing {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Broken Thorns"
},
@@ -45331,15 +44752,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Sabosan",
- "isNpc": false,
"source": "B3",
"page": 217,
"level": 5,
@@ -45405,7 +44824,7 @@
"traits": [
"finesse"
],
- "damage": "{@damage 2d10+4} piercing plus 1 {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d10+4} piercing plus 1 {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -45514,15 +44933,13 @@
},
"hp": [
{
- "hp": 78,
- "abilities": null
+ "hp": 78
}
]
}
},
{
"name": "Samsaran Anchorite",
- "isNpc": false,
"source": "B3",
"page": 224,
"level": 1,
@@ -45603,7 +45020,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 17,
@@ -45656,7 +45072,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "The samsaran anchorite is about to roll initiative",
"entries": [
@@ -45677,7 +45093,7 @@
"trigger": "The samsaran anchorite fails or critically fails a Will save against an {@trait emotion} effect",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle. They reroll the saving throw with a +1 status bonus; they must use the second result."
@@ -45704,15 +45120,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Sasquatch",
- "isNpc": false,
"source": "B3",
"page": 225,
"level": 2,
@@ -45800,7 +45214,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Catch Rock"
},
{
@@ -45849,7 +45262,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -45875,15 +45287,13 @@
},
"hp": [
{
- "hp": 36,
- "abilities": null
+ "hp": 36
}
]
}
},
{
"name": "Scalescribe",
- "isNpc": false,
"source": "B3",
"page": 226,
"level": 3,
@@ -45970,7 +45380,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 20,
@@ -46050,7 +45459,7 @@
"bot": [
{
"entries": [
- "When the scalescribe deals damage to a creature with their fountain pen, the creature takes {@damage 1d4} {@condition persistent damage ||persistent poison damage}. When a creature taking this damage attempts to take an action with the {@trait concentrate} trait, it must succeed at a DC {@flatDC 5} flat check or the action is disrupted."
+ "When the scalescribe deals damage to a creature with their fountain pen, the creature takes {@damage 1d4} {@condition persistent damage||persistent poison damage}. When a creature taking this damage attempts to take an action with the {@trait concentrate} trait, it must succeed at a DC {@flatDC 5} flat check or the action is disrupted."
],
"name": "Inkstain"
}
@@ -46074,15 +45483,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Seaweed Leshy",
- "isNpc": false,
"source": "B3",
"page": 161,
"level": 3,
@@ -46174,7 +45581,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 20,
@@ -46244,15 +45650,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Seething Spirit",
- "isNpc": false,
"source": "B3",
"page": 228,
"level": 11,
@@ -46328,7 +45732,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 32,
@@ -46474,14 +45877,13 @@
{
"amount": 10,
"name": "all damage",
- "note": "(except emotion, force, ghost touch, mental, or positive; double resistance vs. non-magical)"
+ "note": "except emotion, force, {@item ghost touch}, mental, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Sepid",
- "isNpc": false,
"source": "B3",
"page": 71,
"level": 14,
@@ -46582,7 +45984,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 34,
@@ -46599,8 +46000,9 @@
"spells": [
{
"name": "comprehend language",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -46627,14 +46029,16 @@
},
{
"name": "misdirection",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
"name": "nondetection",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -46719,8 +46123,7 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
],
"weaknesses": [
@@ -46738,7 +46141,6 @@
},
{
"name": "Severed Head",
- "isNpc": false,
"source": "B3",
"page": 30,
"level": -1,
@@ -46798,7 +46200,7 @@
},
"requirements": "The beheaded's previous action was a jaws {@action Strike} that dealt damage to its target",
"entries": [
- "The severed head makes a second jaws {@action Strike} as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional {@damage 1d4} slashing damage and 1 {@condition persistent damage ||persistent bleed damage}."
+ "The severed head makes a second jaws {@action Strike} as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional {@damage 1d4} slashing damage and 1 {@condition persistent damage||persistent bleed damage}."
],
"name": "Gnash"
}
@@ -46840,7 +46242,6 @@
},
{
"name": "Shabti Redeemer",
- "isNpc": false,
"source": "B3",
"page": 229,
"foundIn": [
@@ -46937,7 +46338,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -47027,8 +46427,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
],
"immunities": [
@@ -47038,7 +46437,6 @@
},
{
"name": "Shae",
- "isNpc": false,
"source": "B3",
"page": 230,
"level": 4,
@@ -47134,7 +46532,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 21,
@@ -47163,7 +46560,8 @@
{
"name": "plane shift",
"notes": [
- "self only; to Shadow Plane or Material Plane only"
+ "self only",
+ "to Shadow Plane or Material Plane only"
]
}
]
@@ -47248,8 +46646,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -47269,7 +46666,6 @@
},
{
"name": "Shambler Troop",
- "isNpc": false,
"source": "B3",
"page": 302,
"foundIn": [
@@ -47314,7 +46710,6 @@
],
"walk": 20
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -47329,7 +46724,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -47342,7 +46736,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The shamblers lash out at any enemies in their squares or within 5 feet (DC 18 basic Reflex save). The damage depends on the number of actions. {@as 1} {@damage 2d6+5} bludgeoning damage {@as 2} {@damage 2d6+9} bludgeoning damage."
@@ -47363,7 +46757,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -47391,8 +46784,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"weaknesses": [
@@ -47404,7 +46796,6 @@
},
{
"name": "Shantak",
- "isNpc": false,
"source": "B3",
"page": 231,
"level": 8,
@@ -47533,8 +46924,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -47550,7 +46940,6 @@
},
{
"name": "Shaukeen",
- "isNpc": false,
"source": "B3",
"page": 22,
"foundIn": [
@@ -47647,7 +47036,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -47758,8 +47146,7 @@
},
"hp": [
{
- "hp": 22,
- "abilities": null
+ "hp": 22
}
],
"immunities": [
@@ -47769,7 +47156,6 @@
},
{
"name": "Shikigami",
- "isNpc": false,
"source": "B3",
"page": 142,
"level": 1,
@@ -47863,7 +47249,6 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -47931,8 +47316,7 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
],
"immunities": [
@@ -47943,7 +47327,6 @@
},
{
"name": "Shrine Skelm",
- "isNpc": false,
"source": "B3",
"page": 239,
"level": 5,
@@ -48044,7 +47427,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 22,
@@ -48128,8 +47510,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"weaknesses": [
@@ -48142,7 +47523,6 @@
},
{
"name": "Shulsaga",
- "isNpc": false,
"source": "B3",
"page": 93,
"level": 3,
@@ -48233,7 +47613,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 18,
@@ -48282,7 +47661,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -48301,7 +47679,7 @@
"trigger": "The shulsaga's last action was a successful melee {@action Strike} against an astral form created by the {@ritual astral projection|apg} ritual or a similar effect",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The shulsaga attempts to counteract the effect projecting the creature onto the Astral Plane, with the effects of a 5th-level {@spell dispel magic} spell (counteract modifier +18)."
@@ -48330,7 +47708,7 @@
"requirements": "The shulsaga is adjacent to a floating disk they created",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The shulsaga {@action Step||Steps} into the disk's space and rides atop the disk. They can also use this action to dismount from their disk."
@@ -48358,15 +47736,13 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
}
},
{
"name": "Silvanshee",
- "isNpc": false,
"source": "B3",
"page": 10,
"level": 1,
@@ -48459,7 +47835,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 16,
@@ -48547,15 +47922,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Skeleton Infantry",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Alkenstar",
@@ -48604,14 +47977,12 @@
],
"walk": 25
},
- "attacks": [],
"abilities": {
"mid": [
{
"traits": [
"page 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -48624,7 +47995,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The skeletons engage in a coordinated longspear attack against each enemy within 10 feet (DC 27 basic Reflex save). The damage depends on the number of actions. {@as 1} {@damage 2d8} piercing damage {@as 2} {@damage 3d8+8} piercing damage {@as 3} {@damage 4d8+8} piercing damage."
@@ -48649,7 +48020,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -48688,8 +48058,7 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
],
"weaknesses": [
@@ -48728,7 +48097,6 @@
},
{
"name": "Skinstitch",
- "isNpc": false,
"source": "B3",
"page": 242,
"level": 5,
@@ -48807,7 +48175,7 @@
"unit": "action"
},
"entries": [
- "The skinstitch makes a blade {@action Strike} against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The skinstitch makes a blade {@action Strike} against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Flay"
},
@@ -48845,8 +48213,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -48874,7 +48241,6 @@
},
{
"name": "Skull Peeler",
- "isNpc": false,
"source": "B3",
"page": 243,
"level": 6,
@@ -48925,7 +48291,7 @@
"fatal ",
"reach <10 feet>"
],
- "damage": "{@damage 2d4+8} slashing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d4+8} slashing plus {@damage 1d8} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -48958,7 +48324,7 @@
"bot": [
{
"entries": [
- "The skull peeler's razor-sharp tongue is coated in an anticoagulant substance that makes wounds it inflicts particularly hard to close. The DC of the flat check to end the {@condition persistent damage ||persistent bleed damage} from a skull peeler's tongue is 16, or 11 with appropriate assistance."
+ "The skull peeler's razor-sharp tongue is coated in an anticoagulant substance that makes wounds it inflicts particularly hard to close. The DC of the flat check to end the {@condition persistent damage||persistent bleed damage} from a skull peeler's tongue is 16, or 11 with appropriate assistance."
],
"name": "Anticoagulant"
},
@@ -48996,15 +48362,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Skunk",
- "isNpc": false,
"source": "B3",
"page": 246,
"level": -1,
@@ -49108,15 +48472,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Slithering Pit",
- "isNpc": false,
"source": "B3",
"page": 247,
"level": 7,
@@ -49252,8 +48614,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"immunities": [
@@ -49268,7 +48629,6 @@
},
{
"name": "Sorcerous Skull Swarm",
- "isNpc": false,
"source": "B3",
"page": 245,
"level": 14,
@@ -49312,10 +48672,8 @@
"speed": {
"fly": 40
},
- "attacks": [],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 36,
@@ -49433,7 +48791,6 @@
},
{
"name": "Soul Skelm",
- "isNpc": false,
"source": "B3",
"page": 241,
"level": 10,
@@ -49547,7 +48904,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 29,
@@ -49593,7 +48949,8 @@
{
"name": "plane shift",
"notes": [
- "self only; Astral or Material Plane only"
+ "self only",
+ "Astral or Material Plane only"
]
}
]
@@ -49673,8 +49030,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
],
"immunities": [
@@ -49684,7 +49040,6 @@
},
{
"name": "Spiny Eurypterid",
- "isNpc": false,
"source": "B3",
"page": 97,
"level": 5,
@@ -49823,15 +49178,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Squirming Swill",
- "isNpc": false,
"source": "B3",
"page": 256,
"level": 2,
@@ -49993,7 +49346,6 @@
},
{
"name": "Squirrel Swarm",
- "isNpc": false,
"source": "B3",
"page": 257,
"level": 1,
@@ -50039,7 +49391,6 @@
"walk": 25,
"climb": 15
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -50081,8 +49432,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
],
"immunities": [
@@ -50103,7 +49453,6 @@
},
{
"name": "Stheno Harpist",
- "isNpc": false,
"source": "B3",
"page": 258,
"level": 1,
@@ -50202,7 +49551,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 17,
@@ -50279,15 +49627,13 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
}
},
{
"name": "Stone Lion",
- "isNpc": false,
"source": "B3",
"page": 125,
"level": 4,
@@ -50352,7 +49698,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 21,
@@ -50446,7 +49791,7 @@
},
{
"entries": [
- "When not Inhabiting its Vessel, the lion is incorporeal and gains resistance 5 to all damage (except force damage and damage from {@action Strike||Strikes} with the ghost touch property rune; double resistance against non-magical)."
+ "When not Inhabiting its Vessel, the lion is incorporeal and gains resistance 5 to all damage (except force damage and damage from {@action Strike||Strikes} with the {@item ghost touch} property rune; double resistance against non-magical)."
],
"name": "Spirit Body"
}
@@ -50470,8 +49815,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -50484,7 +49828,6 @@
},
{
"name": "Stone Lion Cub",
- "isNpc": false,
"source": "B3",
"page": 124,
"level": 2,
@@ -50555,7 +49898,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 17,
@@ -50624,7 +49966,7 @@
},
{
"entries": [
- "When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from {@action Strike||Strikes} with the ghost touch property rune; double resistance against non-magical)."
+ "When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from {@action Strike||Strikes} with the {@item ghost touch} property rune; double resistance against non-magical)."
],
"name": "Spirit Body"
}
@@ -50648,8 +49990,7 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
],
"immunities": [
@@ -50662,7 +50003,6 @@
},
{
"name": "Storm Hag",
- "isNpc": false,
"source": "B3",
"page": 128,
"level": 5,
@@ -50768,7 +50108,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 22,
@@ -50850,8 +50189,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
@@ -50861,7 +50199,6 @@
},
{
"name": "Street Skelm",
- "isNpc": false,
"source": "B3",
"page": 238,
"level": 3,
@@ -50982,7 +50319,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -51059,8 +50395,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"weaknesses": [
@@ -51073,7 +50408,6 @@
},
{
"name": "Strix Kinmate",
- "isNpc": false,
"source": "B3",
"page": 259,
"level": 2,
@@ -51188,7 +50522,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "The kinmate or a strix ally they can see is damaged by an enemy's critical hit",
"entries": [
@@ -51216,15 +50550,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Sturzstromer",
- "isNpc": false,
"source": "B3",
"page": 52,
"level": 19,
@@ -51274,10 +50606,8 @@
"walk": 50,
"burrow": 20
},
- "attacks": [],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 41,
@@ -51388,8 +50718,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"immunities": [
@@ -51401,7 +50730,6 @@
},
{
"name": "Sulfur Zombie",
- "isNpc": false,
"source": "B3",
"page": 303,
"foundIn": [
@@ -51458,7 +50786,7 @@
"effects": [
"blinding sulfur"
],
- "damage": "{@damage 2d6+5} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire} and blinding sulfur",
+ "damage": "{@damage 2d6+5} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent fire} and blinding sulfur",
"types": [
"bludgeoning",
"persistent"
@@ -51541,7 +50869,6 @@
},
{
"name": "Sumbreiva",
- "isNpc": false,
"source": "B3",
"page": 260,
"level": 16,
@@ -51658,7 +50985,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 36,
@@ -51686,7 +51012,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Attack of Opportunity"
},
{
@@ -51775,7 +51100,6 @@
},
{
"name": "Swordkeeper",
- "isNpc": false,
"source": "B3",
"page": 261,
"level": 10,
@@ -51884,7 +51208,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -51960,8 +51283,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"immunities": [
@@ -51981,7 +51303,6 @@
},
{
"name": "Tattoo Guardian",
- "isNpc": false,
"source": "B3",
"page": 262,
"level": 3,
@@ -52088,8 +51409,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -52115,7 +51435,6 @@
},
{
"name": "Terra-cotta Garrison",
- "isNpc": false,
"source": "B3",
"page": 263,
"level": 13,
@@ -52155,7 +51474,6 @@
],
"walk": 25
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -52166,7 +51484,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Attack of Opportunity"
},
{
@@ -52177,7 +51494,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -52187,7 +51503,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -52200,7 +51515,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Form Up"
},
{
@@ -52241,8 +51555,7 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
],
"immunities": [
@@ -52266,7 +51579,6 @@
},
{
"name": "Terra-cotta Soldier",
- "isNpc": false,
"source": "B3",
"page": 263,
"level": 6,
@@ -52343,7 +51655,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -52357,7 +51668,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -52384,8 +51694,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -52406,7 +51715,6 @@
},
{
"name": "Terror Bird",
- "isNpc": false,
"source": "B3",
"page": 264,
"level": 2,
@@ -52483,7 +51791,7 @@
},
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The terror bird {@action Stride||Strides} three times in a straight line."
@@ -52492,7 +51800,7 @@
},
{
"entries": [
- "The terror bird's powerful beak can tear through flesh. On a successful beak {@action Strike}, the target takes 1 {@condition persistent damage ||persistent bleed damage}. This bleed damage increases to {@dice 1d4} on a critical hit."
+ "The terror bird's powerful beak can tear through flesh. On a successful beak {@action Strike}, the target takes 1 {@condition persistent damage||persistent bleed damage}. This bleed damage increases to {@dice 1d4} on a critical hit."
],
"name": "Tearing Clutch"
}
@@ -52516,15 +51824,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Terror Shrike",
- "isNpc": false,
"source": "B3",
"page": 264,
"level": 4,
@@ -52605,7 +51911,7 @@
"name": "Sprint",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
}
},
{
@@ -52646,7 +51952,7 @@
},
{
"entries": [
- "As terror bird, except {@damage 1d8} {@condition persistent damage ||persistent bleed damage} on a critical hit."
+ "As terror bird, except {@damage 1d8} {@condition persistent damage||persistent bleed damage} on a critical hit."
],
"name": "Tearing Clutch"
}
@@ -52670,15 +51976,13 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
}
},
{
"name": "Thanatotic Titan",
- "isNpc": false,
"source": "B3",
"page": 269,
"level": 22,
@@ -52792,7 +52096,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 45,
@@ -52997,8 +52300,7 @@
},
"hp": [
{
- "hp": 540,
- "abilities": null
+ "hp": 540
}
],
"immunities": [
@@ -53009,7 +52311,6 @@
},
{
"name": "Three-toed Sloth",
- "isNpc": false,
"source": "B3",
"page": 248,
"level": -1,
@@ -53105,15 +52406,13 @@
},
"hp": [
{
- "hp": 10,
- "abilities": null
+ "hp": 10
}
]
}
},
{
"name": "Tiddalik",
- "isNpc": false,
"source": "B3",
"page": 265,
"level": 7,
@@ -53227,15 +52526,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Tidehawk",
- "isNpc": false,
"source": "B3",
"page": 266,
"level": 12,
@@ -53339,7 +52636,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 32,
@@ -53458,7 +52754,6 @@
},
{
"name": "Tikbalang",
- "isNpc": false,
"source": "B3",
"page": 267,
"level": 9,
@@ -53539,7 +52834,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 29,
@@ -53616,8 +52910,7 @@
},
"hp": [
{
- "hp": 197,
- "abilities": null
+ "hp": 197
}
],
"weaknesses": [
@@ -53630,7 +52923,6 @@
},
{
"name": "Tolokand",
- "isNpc": false,
"source": "B3",
"page": 272,
"level": 15,
@@ -53694,7 +52986,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 2d12+16} slashing plus {@damage 2d6} {@condition persistent damage ||persistent poison}",
+ "damage": "{@damage 2d12+16} slashing plus {@damage 2d6} {@condition persistent damage||persistent poison}",
"types": [
"persistent",
"slashing"
@@ -53703,7 +52995,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 37,
@@ -53728,7 +53019,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 37,
@@ -53845,8 +53135,7 @@
},
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
],
"immunities": [
@@ -53868,7 +53157,6 @@
},
{
"name": "Tomb Giant",
- "isNpc": false,
"source": "B3",
"page": 110,
"level": 12,
@@ -53975,7 +53263,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -54002,7 +53289,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Catch Rock",
"generic": {
"tag": "ability"
@@ -54043,7 +53329,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -54082,7 +53367,6 @@
},
{
"name": "Tooth Fairy",
- "isNpc": false,
"source": "B3",
"page": 273,
"level": -1,
@@ -54150,7 +53434,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 13,
@@ -54193,7 +53476,7 @@
],
"requirements": "The tooth fairy's last action was a successful pliers {@action Strike} against a creature with teeth",
"entries": [
- "The tooth fairy tugs on the creature's teeth, dealing 2 {@condition persistent damage ||persistent bleed damage} to the creature."
+ "The tooth fairy tugs on the creature's teeth, dealing 2 {@condition persistent damage||persistent bleed damage} to the creature."
],
"name": "Tooth Tug"
}
@@ -54217,8 +53500,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
],
"weaknesses": [
@@ -54231,7 +53513,6 @@
},
{
"name": "Tooth Fairy Swarm",
- "isNpc": false,
"source": "B3",
"page": 273,
"level": 3,
@@ -54272,7 +53553,6 @@
"walk": 10,
"fly": 40
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -54299,7 +53579,7 @@
"unit": "action"
},
"entries": [
- "The tooth fairies try to pry out one of their target's teeth. One enemy in the swarm's space takes {@damage 4d6} bludgeoning damage (DC 20 basic Reflex save). On a failed save, the target takes 2 {@condition persistent damage ||persistent bleed damage} and a \u20131 status penalty to Charisma-based skill checks, and they must succeed at a DC {@flatDC 5} flat check to {@action Cast a Spell} with a verbal component or the spell is disrupted. The penalty and spellcasting condition last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point."
+ "The tooth fairies try to pry out one of their target's teeth. One enemy in the swarm's space takes {@damage 4d6} bludgeoning damage (DC 20 basic Reflex save). On a failed save, the target takes 2 {@condition persistent damage||persistent bleed damage} and a \u20131 status penalty to Charisma-based skill checks, and they must succeed at a DC {@flatDC 5} flat check to {@action Cast a Spell} with a verbal component or the spell is disrupted. The penalty and spellcasting condition last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point."
],
"name": "Pry"
}
@@ -54322,8 +53602,7 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
],
"immunities": [
@@ -54354,7 +53633,6 @@
},
{
"name": "Toshigami",
- "isNpc": false,
"source": "B3",
"page": 145,
"level": 15,
@@ -54438,7 +53716,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -54522,7 +53799,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -54584,8 +53860,7 @@
},
"hp": [
{
- "hp": 370,
- "abilities": null
+ "hp": 370
}
],
"weaknesses": [
@@ -54599,7 +53874,6 @@
},
{
"name": "Trailgaunt",
- "isNpc": false,
"source": "B3",
"page": 274,
"level": 3,
@@ -54741,7 +54015,6 @@
},
{
"name": "Trilobite",
- "isNpc": false,
"source": "B3",
"page": 275,
"level": -1,
@@ -54845,15 +54118,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Trilobite Swarm",
- "isNpc": false,
"source": "B3",
"page": 275,
"level": 3,
@@ -54899,7 +54170,6 @@
"speed": {
"swim": 25
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -54932,8 +54202,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -54954,7 +54223,6 @@
},
{
"name": "Triumph Siktempora",
- "isNpc": false,
"source": "B3",
"page": 233,
"level": 14,
@@ -55031,7 +54299,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 32,
@@ -55172,7 +54439,6 @@
},
{
"name": "Tupilaq",
- "isNpc": false,
"source": "B3",
"page": 278,
"level": 7,
@@ -55226,7 +54492,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 24,
@@ -55279,8 +54544,7 @@
"hardness": 8,
"hp": [
{
- "hp": 87,
- "abilities": null
+ "hp": 87
}
],
"immunities": [
@@ -55302,7 +54566,6 @@
},
{
"name": "Tylosaurus",
- "isNpc": false,
"source": "B3",
"page": 178,
"level": 8,
@@ -55434,15 +54697,13 @@
},
"hp": [
{
- "hp": 137,
- "abilities": null
+ "hp": 137
}
]
}
},
{
"name": "Tyrannosaurus Skeleton",
- "isNpc": false,
"source": "B3",
"page": 236,
"foundIn": [
@@ -55518,14 +54779,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Fire that laid waste to Skills {@skill Athletics} +22 Str +7, Dex +0, Con +5, Int \u20135, Wis +2, Cha +0."
- ],
- "name": "Radiant"
- }
- ],
"bot": [
{
"activity": {
@@ -55533,7 +54786,7 @@
"unit": "action"
},
"entries": [
- "The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes {@damage 2d10+9} piercing damage (DC 28 basic Reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage} until it either {@action Escape||Escapes} or someone uses {@action Force Open} to break the rib (either is DC 28)."
+ "The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes {@damage 2d10+9} piercing damage (DC 28 basic Reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} until it either {@action Escape||Escapes} or someone uses {@action Force Open} to break the rib (either is DC 28)."
],
"name": "Rib Skewer"
},
@@ -55610,7 +54863,6 @@
},
{
"name": "Tzitzimitl",
- "isNpc": false,
"source": "B3",
"page": 279,
"level": 19,
@@ -55707,7 +54959,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 38,
@@ -55876,7 +55127,6 @@
},
{
"name": "Umasi",
- "isNpc": false,
"source": "B3",
"page": 280,
"level": 6,
@@ -55988,7 +55238,6 @@
"traits": [
"page 306"
],
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -56067,7 +55316,6 @@
},
{
"name": "Valkyrie",
- "isNpc": false,
"source": "B3",
"page": 281,
"level": 12,
@@ -56159,7 +55407,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -56239,7 +55486,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Attack of Opportunity"
},
{
@@ -56255,7 +55501,7 @@
"trigger": "An allied creature within 60 feet who isn't a construct or undead is reduced to 0 Hit Points and their {@condition dying} value is 2 or less",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The valkyrie restores {@dice 5d10} Hit Points to the target."
@@ -56299,8 +55545,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"resistances": [
@@ -56313,7 +55558,6 @@
},
{
"name": "Vanara Disciple",
- "isNpc": false,
"source": "B3",
"page": 286,
"level": 1,
@@ -56419,7 +55663,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 13,
@@ -56454,7 +55697,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The vanara disciple makes two unarmed {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses."
@@ -56492,15 +55735,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Vilderavn",
- "isNpc": false,
"source": "B3",
"page": 287,
"level": 16,
@@ -56618,7 +55859,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 37,
@@ -56686,7 +55926,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -56700,7 +55939,7 @@
"occult"
],
"entries": [
- "A creature hit by a vilderavn's melee attack becomes cursed. It takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage} that's difficult to stanch. The DC to stop the bleeding using {@action Administer First Aid} is 35, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding."
+ "A creature hit by a vilderavn's melee attack becomes cursed. It takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} that's difficult to stanch. The DC to stop the bleeding using {@action Administer First Aid} is 35, and healing the creature to full HP doesn't automatically end the bleeding. Removing the curse ends the bleeding."
],
"name": "Bloodbird"
},
@@ -56753,8 +55992,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -56773,7 +56011,6 @@
},
{
"name": "Vine Leshy",
- "isNpc": false,
"source": "B3",
"page": 160,
"level": 0,
@@ -56862,7 +56099,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 15,
@@ -56936,15 +56172,13 @@
},
"hp": [
{
- "hp": 13,
- "abilities": null
+ "hp": 13
}
]
}
},
{
"name": "Viper Swarm",
- "isNpc": false,
"source": "B3",
"page": 249,
"level": 4,
@@ -56988,7 +56222,6 @@
"climb": 30,
"swim": 30
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -57058,8 +56291,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -57080,7 +56312,6 @@
},
{
"name": "Vishkanya Infiltrator",
- "isNpc": false,
"source": "B3",
"foundIn": [
"Jalmeray"
@@ -57192,7 +56423,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Using either saliva or blood, the vishkanya applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action."
@@ -57269,15 +56500,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Vulpinal",
- "isNpc": false,
"source": "B3",
"page": 11,
"level": 6,
@@ -57385,7 +56614,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 24,
@@ -57486,15 +56714,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "Water Wisp",
- "isNpc": false,
"source": "B3",
"page": 91,
"level": 0,
@@ -57633,8 +56859,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -57653,7 +56878,6 @@
},
{
"name": "Wayang Whisperblade",
- "isNpc": false,
"source": "B3",
"page": 290,
"level": 1,
@@ -57780,15 +57004,13 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
}
},
{
"name": "Weasel",
- "isNpc": false,
"source": "B3",
"page": 291,
"level": -1,
@@ -57894,15 +57116,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Werebat",
- "isNpc": false,
"source": "B3",
"page": 293,
"level": 2,
@@ -58095,7 +57315,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Moon Frenzy"
}
]
@@ -58118,8 +57337,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"weaknesses": [
@@ -58132,7 +57350,6 @@
},
{
"name": "Werecrocodile",
- "isNpc": false,
"source": "B3",
"page": 293,
"level": 2,
@@ -58311,7 +57528,6 @@
"primal",
"transmutation"
],
- "entries": [],
"name": "Moon Frenzy"
},
{
@@ -58345,15 +57561,13 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
]
}
},
{
"name": "Wihsaak",
- "isNpc": false,
"source": "B3",
"page": 220,
"level": 6,
@@ -58425,7 +57639,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -58546,8 +57759,7 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
],
"immunities": [
@@ -58563,7 +57775,6 @@
},
{
"name": "Winter Hag",
- "isNpc": false,
"source": "B3",
"page": 129,
"level": 7,
@@ -58657,7 +57868,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -58771,8 +57981,7 @@
},
"hp": [
{
- "hp": 145,
- "abilities": null
+ "hp": 145
}
],
"immunities": [
@@ -58782,7 +57991,6 @@
},
{
"name": "Wizard Sponge",
- "isNpc": false,
"source": "B3",
"page": 294,
"level": 5,
@@ -58828,7 +58036,6 @@
"walk": 20,
"climb": 20
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -58881,8 +58088,7 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
],
"immunities": [
@@ -58916,7 +58122,6 @@
},
{
"name": "Wolliped",
- "isNpc": false,
"source": "B3",
"page": 295,
"level": 3,
@@ -59046,15 +58251,13 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
]
}
},
{
"name": "Wyrmwraith",
- "isNpc": false,
"source": "B3",
"page": 296,
"level": 17,
@@ -59151,7 +58354,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 35,
@@ -59372,14 +58574,13 @@
{
"amount": 20,
"name": "all",
- "note": "(except force, ghost touch, or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Wyrwood Sneak",
- "isNpc": false,
"source": "B3",
"page": 298,
"level": 1,
@@ -59402,7 +58603,7 @@
"languages": [
"common"
],
- "abilities": [
+ "notes": [
"plus one regional language"
]
},
@@ -59499,8 +58700,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
],
"immunities": [
@@ -59510,7 +58710,6 @@
},
{
"name": "Ximtal",
- "isNpc": false,
"source": "B3",
"page": 222,
"level": 17,
@@ -59614,7 +58813,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -59700,7 +58898,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The ximtal attempts to isolate its enemy's companions, forcing an impression that each creature's friends and allies have vanished and they are all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 38 Will save. On a failure, a target becomes out of phase with all allies. The affected creatures can't perceive their allies or interact with them in any way, and they can move into allies' spaces as if their allies simply weren't there. Allies similarly can't perceive or interact with the affected creatures with one exception: an ally can target an effected creature with remove curse to remove the effects. Every 24 hours, an affected creature can attempt a new saving throw to end this effect."
@@ -59774,8 +58972,7 @@
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
],
"immunities": [
@@ -59791,7 +58988,6 @@
},
{
"name": "Xiuh Couatl",
- "isNpc": false,
"source": "B3",
"page": 57,
"level": 12,
@@ -59887,7 +59083,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 32,
@@ -60103,8 +59298,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"immunities": [
@@ -60115,7 +59309,6 @@
},
{
"name": "Yithian",
- "isNpc": false,
"source": "B3",
"page": 299,
"level": 9,
@@ -60144,9 +59337,11 @@
"common",
"yithian"
],
- "abilities": [
- "telepathy",
+ "notes": [
"20 other languages"
+ ],
+ "abilities": [
+ "telepathy"
]
},
"skills": {
@@ -60195,7 +59390,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -60284,15 +59478,13 @@
},
"hp": [
{
- "hp": 112,
- "abilities": null
+ "hp": 112
}
]
}
},
{
"name": "Young Forest Dragon",
- "isNpc": false,
"source": "B3",
"page": 74,
"level": 10,
@@ -60409,7 +59601,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 29,
@@ -60490,7 +59681,7 @@
"trigger": "The forest dragon is targeted with a water spell or effect",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The forest dragon gains 30 temporary Hit Points."
@@ -60568,8 +59759,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -60587,7 +59777,6 @@
},
{
"name": "Young Sea Dragon",
- "isNpc": false,
"source": "B3",
"page": 77,
"level": 8,
@@ -60713,7 +59902,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 26,
@@ -60873,8 +60061,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -60885,7 +60072,6 @@
},
{
"name": "Young Sky Dragon",
- "isNpc": false,
"source": "B3",
"page": 79,
"level": 9,
@@ -61001,7 +60187,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -61026,7 +60211,6 @@
}
},
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 28,
@@ -61211,8 +60395,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
],
"immunities": [
@@ -61224,7 +60407,6 @@
},
{
"name": "Young Sovereign Dragon",
- "isNpc": false,
"source": "B3",
"page": 81,
"level": 11,
@@ -61344,7 +60526,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 30,
@@ -61384,7 +60565,7 @@
"mental"
],
"entries": [
- "90 feet, DC 28."
+ "90 feet, DC 28"
],
"name": "Frightful Presence",
"generic": {
@@ -61460,7 +60641,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The dragon's golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude save or be {@condition dazzled}. All these effects last until the end of the dragon's next turn."
@@ -61487,8 +60668,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"immunities": [
@@ -61505,7 +60685,6 @@
},
{
"name": "Young Underworld Dragon",
- "isNpc": false,
"source": "B3",
"page": 83,
"level": 7,
@@ -61629,7 +60808,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 25,
@@ -61696,7 +60874,7 @@
"fire"
],
"entries": [
- "The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing {@damage 7d6} fire damage (DC 25 basic Reflex save). Creatures that fail the save also take {@damage 1d6} {@condition persistent damage ||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing {@damage 7d6} fire damage (DC 25 basic Reflex save). Creatures that fail the save also take {@damage 1d6} {@condition persistent damage||persistent fire damage}. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
],
"name": "Breath Weapon"
},
@@ -61749,8 +60927,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"immunities": [
@@ -61762,7 +60939,6 @@
},
{
"name": "Yzobu",
- "isNpc": false,
"source": "B3",
"page": 300,
"level": 1,
@@ -61861,15 +61037,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Zetogeki",
- "isNpc": false,
"source": "B3",
"page": 301,
"level": 7,
@@ -61986,15 +61160,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Zombie Dragon",
- "isNpc": false,
"source": "B3",
"page": 303,
"foundIn": [
@@ -62141,7 +61313,6 @@
},
{
"name": "Zuishin",
- "isNpc": false,
"source": "B3",
"page": 144,
"level": 10,
@@ -62240,7 +61411,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -62320,7 +61490,6 @@
"generic": {
"tag": "ability"
},
- "entries": [],
"name": "Attack of Opportunity"
}
],
@@ -62372,8 +61541,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"weaknesses": [
diff --git a/data/bestiary/creatures-bb.json b/data/bestiary/creatures-bb.json
new file mode 100644
index 0000000000..7fcf03d666
--- /dev/null
+++ b/data/bestiary/creatures-bb.json
@@ -0,0 +1,6283 @@
+{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
+ "creature": [
+ {
+ "name": "Zolgran, Kobold Boss",
+ "source": "BB",
+ "page": 25,
+ "_copy": {
+ "name": "Kobold Dragon Mage",
+ "source": "BB",
+ "_mod": {
+ "*": [
+ {
+ "mode": "replaceTxt",
+ "replace": "The dragon mage",
+ "with": "Zolgran"
+ }
+ ],
+ "abilities.mid": [
+ {
+ "mode": "removeArr",
+ "names": [
+ "Dragonscaled"
+ ]
+ }
+ ],
+ "defenses.resistances": [
+ {
+ "mode": "replaceArr",
+ "replace": "poison",
+ "items": [
+ {
+ "amount": 5,
+ "name": "poison"
+ }
+ ]
+ }
+ ]
+ }
+ },
+ "items": [
+ "eggshell necklace",
+ "iron key",
+ "{@item staff}"
+ ]
+ },
+ {
+ "name": "Animated Armor",
+ "source": "BB",
+ "page": 57,
+ "level": 2,
+ "traits": [
+ "n",
+ "medium",
+ "construct",
+ "mindless"
+ ],
+ "perception": {
+ "std": 6
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 9
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": -3,
+ "con": 4,
+ "int": -5,
+ "wis": 0,
+ "cha": -5
+ },
+ "speed": {
+ "walk": 20
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "longsword",
+ "attack": 11,
+ "traits": [
+ "magical",
+ "versatile
"
+ ],
+ "damage": "{@damage 1d8 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "armored fist",
+ "attack": 9,
+ "traits": [
+ "agile",
+ "magical"
+ ],
+ "damage": "{@damage 1d6 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Construct Armor",
+ "entries": [
+ "The animated armor reduces all damage it takes by 9. However, after a critical hit that deals damage, or after its HP drops below 10, its construct armor breaks. Its AC drops to 13 and it no longer reduces damage by 9."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 17,
+ "when broken": 13,
+ "abilities": "construct armor"
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 10
+ },
+ "ref": {
+ "std": 3
+ },
+ "will": {
+ "std": 4
+ }
+ },
+ "hp": [
+ {
+ "hp": 20
+ }
+ ],
+ "immunities": [
+ "bleed",
+ "healing",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "poison",
+ "unconscious"
+ ]
+ }
+ },
+ {
+ "name": "Basilisk",
+ "source": "BB",
+ "page": 57,
+ "level": 5,
+ "traits": [
+ "n",
+ "medium",
+ "beast"
+ ],
+ "perception": {
+ "std": 11
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 13
+ },
+ "stealth": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": -1,
+ "con": 5,
+ "int": -3,
+ "wis": 2,
+ "cha": 1
+ },
+ "speed": {
+ "walk": 20
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 15,
+ "damage": "{@damage 2d8 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Petrifying Glance",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "arcane",
+ "transmutation"
+ ],
+ "entries": [
+ "When a creature the basilisk can see within 30 feet starts its turn, the basilisk can use its reaction to glance at the creature. The creature must attempt a DC 20 Fortitude save. If it fails, it gains the {@condition slowed 1} condition for 1 minute as its body slowly stiffens."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Petrifying Gaze",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "arcane",
+ "concentrate",
+ "transmutation"
+ ],
+ "entries": [
+ "The basilisk stares at a creature it can see within 30 feet. If the creature can see the basilisk, that creature must attempt a DC 22 Fortitude save. If it fails and hasn't already gained the {@condition slowed} condition from Petrifying Glance or this ability, it gains the {@condition slowed 1} condition. If the creature fails this save when it already has the {@condition slowed} condition from this ability or Petrifying Glance, the creature is permanently turned to stone.",
+ "A creature {@condition petrified} in this manner that is coated with fresh basilisk blood is instantly restored to flesh. A single basilisk contains enough blood to coat up to 2 creatures in this manner."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 22
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 14
+ },
+ "ref": {
+ "std": 8
+ },
+ "will": {
+ "std": 11
+ }
+ },
+ "hp": [
+ {
+ "hp": 75
+ }
+ ]
+ }
+ },
+ {
+ "name": "Boar",
+ "source": "BB",
+ "page": 58,
+ "level": 2,
+ "traits": [
+ "n",
+ "medium",
+ "animal"
+ ],
+ "perception": {
+ "std": 8
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 5
+ },
+ "athletics": {
+ "std": 8
+ },
+ "survival": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 1,
+ "con": 4,
+ "int": -4,
+ "wis": 2,
+ "cha": -3
+ },
+ "speed": {
+ "walk": 40
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "tusk",
+ "attack": 10,
+ "damage": "{@damage 2d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Ferocity",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "When the boar is reduced to 0 Hit Points, it can use its reaction to remain conscious with 1 Hit Point, but it gains the {@condition wounded||wounded 1} condition (or increases its {@condition wounded} value by 1 if it already has that condition). It can't use this ability at {@condition wounded||wounded 3}."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ],
+ "bot": [
+ {
+ "name": "Boar Charge",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The boar {@action Stride||Strides} twice and then makes a tusk {@action Strike}. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 10
+ },
+ "ref": {
+ "std": 5
+ },
+ "will": {
+ "std": 8
+ }
+ },
+ "hp": [
+ {
+ "hp": 30
+ }
+ ]
+ }
+ },
+ {
+ "name": "Bugbear Marauder",
+ "source": "BB",
+ "page": 47,
+ "level": 2,
+ "traits": [
+ "ne",
+ "medium",
+ "goblin",
+ "humanoid"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 6
+ },
+ "athletics": {
+ "std": 7
+ },
+ "intimidation": {
+ "std": 4
+ },
+ "stealth": {
+ "std": 6
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 2,
+ "con": 3,
+ "int": -1,
+ "wis": 1,
+ "cha": 0
+ },
+ "items": [
+ "{@item javelin} (3)",
+ "{@item leather||leather armor}",
+ "{@item longsword}"
+ ],
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "longsword",
+ "attack": 10,
+ "traits": [
+ "versatile
"
+ ],
+ "damage": "{@damage 1d8 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "fist",
+ "attack": 10,
+ "traits": [
+ "agile",
+ "nonlethal"
+ ],
+ "damage": "{@damage 1d4 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "javelin",
+ "attack": 8,
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Bushwhack",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The bugbear marauder {@action Stride||Strides} up to 10 feet and attempts to {@action Grapple} a creature that can't see them and doesn't know where they are. If the bugbear succeeds, hey also deal damage from their fist {@action Strike} to that creature."
+ ]
+ },
+ {
+ "name": "Mauler",
+ "entries": [
+ "The bugbear marauder gains a +3 circumstance bonus to damage rolls against creatures they have {@condition grabbed}."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 17
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 9
+ },
+ "ref": {
+ "std": 8
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 34
+ }
+ ]
+ }
+ },
+ {
+ "name": "Cat, Leopard",
+ "source": "BB",
+ "page": 59,
+ "level": 2,
+ "traits": [
+ "n",
+ "medium",
+ "animal"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 8
+ },
+ "athletics": {
+ "std": 7
+ },
+ "stealth": {
+ "std": 8,
+ "in undergrowth": 11
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 4,
+ "con": 2,
+ "int": -4,
+ "wis": 1,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 30,
+ "climb": 20
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 10,
+ "traits": [
+ "finesse"
+ ],
+ "effects": [
+ "Grab"
+ ],
+ "damage": "{@damage 1d10 + 3} piercing plus {@ability Grab}",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 10,
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "damage": "{@damage 1d6 + 3} slashing",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Grab",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "When the leopard succeeds at its jaws {@action Strike}, it can use this action immediately after to automatically give the target the {@condition grabbed} condition until the end of its next turn."
+ ]
+ },
+ {
+ "name": "Maul",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The leopard makes two claw {@action Strike||Strikes} against a creature it has {@condition grabbed}. The second attack uses the same multiple attack penalty as the first, but attacks it makes after this take a \u201310 multiple attack penalty (or a \u20138 multiple attack penalty for its claws)."
+ ]
+ },
+ {
+ "name": "Pounce",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The leopard {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. If the leopard successfully used {@action Hide} before this action, the target has the {@condition flat-footed} condition against this {@action Strike}."
+ ]
+ },
+ {
+ "name": "Sneak Attack",
+ "entries": [
+ "The leopard deals an extra {@dice 1d4} damage to creatures that have the {@condition flat-footed} condition."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 30
+ }
+ ]
+ }
+ },
+ {
+ "name": "Centipede, Giant",
+ "source": "BB",
+ "page": 59,
+ "level": -1,
+ "traits": [
+ "n",
+ "medium",
+ "animal"
+ ],
+ "perception": {
+ "std": 6
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 6
+ },
+ "athletics": {
+ "std": 2
+ },
+ "stealth": {
+ "std": 6
+ }
+ },
+ "abilityMods": {
+ "str": -1,
+ "dex": 3,
+ "con": 1,
+ "int": -5,
+ "wis": 1,
+ "cha": -4
+ },
+ "speed": {
+ "walk": 30,
+ "climb": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "mandibles",
+ "attack": 6,
+ "traits": [
+ "finesse"
+ ],
+ "effects": [
+ "giant centipede venom"
+ ],
+ "damage": "{@dice 1d4 - 1} piercing plus giant centipede venom",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Giant Centipede Venom",
+ "traits": [
+ "poison"
+ ],
+ "entries": [
+ "A target that takes damage from the centipede's mandibles {@action Strike} must succeed at a DC 14 Fortitude save or take {@damage 1d10} poison damage."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 15
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 7
+ },
+ "ref": {
+ "std": 6
+ },
+ "will": {
+ "std": 2
+ }
+ },
+ "hp": [
+ {
+ "hp": 8
+ }
+ ]
+ }
+ },
+ {
+ "name": "Doppelganger",
+ "source": "BB",
+ "page": 60,
+ "level": 3,
+ "traits": [
+ "n",
+ "medium",
+ "humanoid"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "deception": {
+ "std": 11
+ },
+ "diplomacy": {
+ "std": 11
+ },
+ "society": {
+ "std": 8
+ },
+ "stealth": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 3,
+ "con": 0,
+ "int": 1,
+ "wis": 2,
+ "cha": 4
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 10,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 2d6 + 5} slashing",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "End the Charade",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "When the doppelganger is transformed with Change Shape and another creature moves adjacent to them or uses a {@action Strike} or another hostile action against them, the doppelganger can use its reaction to revert to its natural form and make a {@action Strike} against that creature. If the creature was unaware the doppelganger was in disguise, that creature has the {@condition flat-footed} condition against this {@action Strike}."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Change Shape",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "arcane",
+ "concentrate",
+ "polymorph",
+ "transmutation"
+ ],
+ "entries": [
+ "The doppelganger takes on the specific appearance of any {@trait Small} or {@trait Medium} {@trait humanoid} it has seen. This doesn't change the doppelganger's {@action Stride} speed or their attack and damage bonuses with their {@action Strike||Strikes}, but it might change the damage type their {@action Strike||Strikes} deal (typically to bludgeoning)."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
+ "name": "Mind Reading",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "arcane",
+ "manipulate"
+ ],
+ "entries": [
+ "The doppelganger attempts to read the surface thoughts of one creature within 30 feet. The target resists if it succeeds at a DC 21 Will save."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 5
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 11
+ }
+ },
+ "hp": [
+ {
+ "hp": 50
+ }
+ ]
+ }
+ },
+ {
+ "name": "Dragon, Wyrmling Green",
+ "source": "BB",
+ "page": 60,
+ "level": 4,
+ "traits": [
+ "le",
+ "medium",
+ "amphibious",
+ "dragon"
+ ],
+ "perception": {
+ "std": 11
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 8
+ },
+ "arcana": {
+ "std": 11
+ },
+ "athletics": {
+ "std": 12
+ },
+ "deception": {
+ "std": 9
+ },
+ "diplomacy": {
+ "std": 11
+ },
+ "intimidation": {
+ "std": 11
+ },
+ "nature": {
+ "std": 9
+ },
+ "occultism": {
+ "std": 12
+ },
+ "society": {
+ "std": 9
+ },
+ "stealth": {
+ "std": 10
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 1,
+ "con": 3,
+ "int": 1,
+ "wis": 1,
+ "cha": 3
+ },
+ "speed": {
+ "walk": 30,
+ "fly": 80,
+ "swim": 20
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 14,
+ "traits": [
+ "poison"
+ ],
+ "damage": "{@damage 2d8 + 4} piercing plus {@damage 1d4} poison",
+ "types": [
+ "piercing",
+ "poison"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 14,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 2d6 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "tail",
+ "attack": 12,
+ "traits": [
+ "reach <10 feet>"
+ ],
+ "damage": "{@damage 1d8 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "horn",
+ "attack": 12,
+ "damage": "{@damage 1d12 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Twisting Tail",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "When a creature within 10 feet uses a move action or leaves a square during a move action it's using, the dragon can use their reaction to make a tail {@action Strike} at the creature with a \u20132 penalty. If it hits, the creature stops moving in the square it was in when the dragon used this reaction."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Breath Weapon",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "arcane",
+ "evocation",
+ "poison"
+ ],
+ "entries": [
+ "The dragon breathes a toxic cloud that deals {@damage 5d6} poison damage in a 30-foot cone. Each creature in the area must attempt a DC 24 basic Reflex save. The dragon can't use Breath Weapon again for {@dice 1d4} rounds."
+ ]
+ },
+ {
+ "name": "Draconic Frenzy",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The dragon makes two claw {@action Strike||Strikes} and one tail {@action Strike} in any order."
+ ]
+ },
+ {
+ "name": "Draconic Momentum",
+ "entries": [
+ "When the dragon gets a critical success on a {@action Strike}, they recharge their Breath Weapon."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 22
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 11
+ },
+ "ref": {
+ "std": 11
+ },
+ "will": {
+ "std": 12
+ }
+ },
+ "hp": [
+ {
+ "hp": 60
+ }
+ ],
+ "immunities": [
+ "sleep"
+ ]
+ }
+ },
+ {
+ "name": "Drow Warrior",
+ "source": "BB",
+ "page": 61,
+ "level": 1,
+ "traits": [
+ "ce",
+ "medium",
+ "drow",
+ "elf",
+ "humanoid"
+ ],
+ "perception": {
+ "std": 6
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 7
+ },
+ "athletics": {
+ "std": 5
+ },
+ "intimidation": {
+ "std": 3
+ },
+ "stealth": {
+ "std": 7
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 2,
+ "int": 0,
+ "wis": 1,
+ "cha": 0
+ },
+ "items": [
+ "{@item dagger}",
+ "{@item hand crossbow} (10 {@item bolt||bolts})",
+ "{@item leather||leather armor}",
+ "{@item rapier}"
+ ],
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "rapier",
+ "attack": 9,
+ "traits": [
+ "deadly <1d8>",
+ "finesse"
+ ],
+ "damage": "{@damage 1d6 + 2} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "dagger",
+ "attack": 9,
+ "traits": [
+ "agile",
+ "finesse",
+ "versatile "
+ ],
+ "damage": "{@damage 1d4 + 2} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "hand crossbow",
+ "attack": 9,
+ "traits": [
+ "range increment <60 feet>",
+ "reload <1>"
+ ],
+ "damage": "{@damage 1d6 + 1} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Light Blindness",
+ "entries": [
+ "When first exposed to bright light, the drow can't see until the end of their next turn. All squares are difficult terrain for them, and they take a \u20134 status penalty to {@skill Perception}. If they try to attack a creature, the attack fails unless they succeed at a DC 11 flat check. Light doesn't blind them again for 1 hour."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ],
+ "bot": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The drow fighter draws a weapon using the {@action Interact} action, then {@action Strike||Strikes} with that weapon."
+ ],
+ "name": "Quick Draw"
+ },
+ {
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The drow warrior {@action Strike||Strikes} with their rapier, and they gain a +1 circumstance bonus to the attack roll. If they succeed, the target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
+ ],
+ "name": "Skewer"
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 7
+ },
+ "ref": {
+ "std": 9
+ },
+ "will": {
+ "std": 4
+ }
+ },
+ "hp": [
+ {
+ "hp": 18
+ }
+ ],
+ "immunities": [
+ "sleep"
+ ]
+ }
+ },
+ {
+ "name": "Drow Priestess",
+ "source": "BB",
+ "page": 61,
+ "level": 3,
+ "traits": [
+ "ce",
+ "medium",
+ "drow",
+ "elf",
+ "humanoid"
+ ],
+ "perception": {
+ "std": 9
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "deception": {
+ "std": 8
+ },
+ "intimidation": {
+ "std": 8
+ },
+ "religion": {
+ "std": 9
+ },
+ "society": {
+ "std": 5
+ },
+ "stealth": {
+ "std": 7
+ }
+ },
+ "abilityMods": {
+ "str": 1,
+ "dex": 2,
+ "con": 1,
+ "int": 0,
+ "wis": 4,
+ "cha": 1
+ },
+ "items": [
+ "{@item chain shirt}",
+ "{@item hand crossbow} (10 {@item bolt||bolts})",
+ "{@item steel shield||shield}",
+ "{@item rapier}",
+ "{@item religious symbol (generic)}"
+ ],
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "rapier",
+ "attack": 9,
+ "traits": [
+ "deadly <1d8>",
+ "finesse"
+ ],
+ "damage": "{@damage 1d6 + 2} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "hand crossbow",
+ "attack": 9,
+ "traits": [
+ "range increment <60 feet>",
+ "reload <1>"
+ ],
+ "damage": "{@damage 1d6} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "spellcasting": [
+ {
+ "type": "Prepared",
+ "tradition": "divine",
+ "DC": 21,
+ "entry": {
+ "0": {
+ "level": 2,
+ "spells": [
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "guidance"
+ },
+ {
+ "name": "message"
+ },
+ {
+ "name": "shield"
+ },
+ {
+ "name": "stabilize"
+ }
+ ]
+ },
+ "1": {
+ "spells": [
+ {
+ "name": "command"
+ },
+ {
+ "name": "fear"
+ },
+ {
+ "name": "magic weapon"
+ }
+ ]
+ },
+ "2": {
+ "spells": [
+ {
+ "name": "dispel magic"
+ },
+ {
+ "name": "heal",
+ "amount": 3
+ },
+ {
+ "name": "resist energy"
+ }
+ ]
+ }
+ }
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Light Blindness",
+ "entries": [
+ "When first exposed to bright light, the drow can't see until the end of their next turn. All squares are difficult terrain for them, and they take a \u20134 status penalty to {@skill Perception}. If they try to attack a creature, the attack fails unless they succeed at a DC 11 flat check. Light doesn't blind them again for 1 hour."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ],
+ "mid": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "If she {@action Raise a Shield||Raised a Shield} since her last turn, the priestess can spend her reaction to block a {@action Strike}. Reduce the {@action Strike||Strike's} damage by 5, but then she and the shield both take the remaining damage, possibly breaking or destroying the shield."
+ ],
+ "name": "Shield Block",
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 20,
+ "with shield raised": 22
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 11
+ }
+ },
+ "hp": [
+ {
+ "hp": 39
+ }
+ ],
+ "immunities": [
+ "sleep"
+ ]
+ }
+ },
+ {
+ "name": "Drow Sneak",
+ "source": "BB",
+ "page": 62,
+ "level": 2,
+ "traits": [
+ "ce",
+ "medium",
+ "drow",
+ "elf",
+ "humanoid"
+ ],
+ "perception": {
+ "std": 6
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 8
+ },
+ "deception": {
+ "std": 7
+ },
+ "society": {
+ "std": 4
+ },
+ "stealth": {
+ "std": 10
+ },
+ "thievery": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 2,
+ "int": 0,
+ "wis": 0,
+ "cha": 1
+ },
+ "items": [
+ "{@item hand crossbow} (10 {@item bolt||bolts})",
+ "{@item shortsword}",
+ "{@item leather||leather armor}"
+ ],
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "shortsword",
+ "attack": 10,
+ "traits": [
+ "agile",
+ "finesse",
+ "versatile "
+ ],
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "hand crossbow",
+ "attack": 10,
+ "traits": [
+ "range increment <60 feet>",
+ "reload <1>"
+ ],
+ "damage": "{@damage 1d6} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Light Blindness",
+ "entries": [
+ "When first exposed to bright light, the drow can't see until the end of their next turn. All squares are difficult terrain for them, and they take a \u20134 status penalty to {@skill Perception}. If they try to attack a creature, the attack fails unless they succeed at a DC 11 flat check. Light doesn't blind them again for 1 hour."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ],
+ "bot": [
+ {
+ "name": "Quick Draw",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The drow sneak draws a weapon using the {@action Interact} action, then {@action Strike||Strikes} with that weapon."
+ ]
+ },
+ {
+ "name": "Sneak Attack",
+ "entries": [
+ "The drow sneak deals an extra {@dice 1d6} damage to creatures that have the {@condition flat-footed} condition."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 6
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 26
+ }
+ ],
+ "immunities": [
+ "sleep"
+ ]
+ }
+ },
+ {
+ "name": "Elemental, Brine Shark",
+ "source": "BB",
+ "page": 62,
+ "level": 3,
+ "traits": [
+ "n",
+ "medium",
+ "aquatic",
+ "elemental",
+ "water"
+ ],
+ "perception": {
+ "std": 8
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 10
+ },
+ "stealth": {
+ "std": 11
+ },
+ "survival": {
+ "std": 8
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 2,
+ "con": 2,
+ "int": -4,
+ "wis": 1,
+ "cha": 0
+ },
+ "speed": {
+ "walk": 15,
+ "swim": 50
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 11,
+ "effects": [
+ "Grab"
+ ],
+ "damage": "{@damage 1d12 + 7} piercing plus {@ability Grab}",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Deep Plunge",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The brine shark dives straight down into the water, swimming up to 100 feet in a straight vertical line. It can use this ability while grabbing a creature."
+ ]
+ },
+ {
+ "name": "Grab",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "When the brine shark succeeds at its jaws {@action Strike}, it can use this action immediately after to automatically give the target the {@condition grabbed} condition until the end of its next turn."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 9
+ },
+ "ref": {
+ "std": 11
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 45
+ }
+ ],
+ "immunities": [
+ "bleed",
+ "poison",
+ "sleep"
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "fire"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Elemental, Cinder Rat",
+ "source": "BB",
+ "page": 63,
+ "level": 3,
+ "traits": [
+ "n",
+ "small",
+ "elemental",
+ "fire"
+ ],
+ "perception": {
+ "std": 9
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ },
+ {
+ "name": "smoke vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 10
+ },
+ "stealth": {
+ "std": 10
+ },
+ "survival": {
+ "std": 9
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 3,
+ "con": 2,
+ "int": -4,
+ "wis": 2,
+ "cha": 0
+ },
+ "speed": {
+ "walk": 40
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 10,
+ "traits": [
+ "finesse"
+ ],
+ "damage": "{@damage 1d8 + 4} fire plus {@damage 1d4} {@condition persistent damage||persistent fire}",
+ "types": [
+ "fire",
+ "persistent"
+ ]
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Smoke Vision",
+ "entries": [
+ "The cinder rat ignores the {@condition concealed} condition from smoke."
+ ]
+ }
+ ],
+ "mid": [
+ {
+ "name": "Fetid Fumes",
+ "entries": [
+ "A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the {@condition concealed} condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a \u20131 status penalty to all checks and DCs for 1 round."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 9
+ },
+ "ref": {
+ "std": 12
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 45
+ }
+ ],
+ "immunities": [
+ "bleed",
+ "fire",
+ "poison",
+ "sleep"
+ ],
+ "weaknesses": [
+ {
+ "amount": 5,
+ "name": "cold"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Elemental, Sod Hound",
+ "source": "BB",
+ "page": 63,
+ "level": 3,
+ "traits": [
+ "n",
+ "small",
+ "earth",
+ "elemental"
+ ],
+ "perception": {
+ "std": 9
+ },
+ "senses": [
+ {
+ "name": "crystal sense"
+ },
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 11
+ },
+ "survival": {
+ "std": 9,
+ "to Track": 11
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": -1,
+ "con": 3,
+ "int": -4,
+ "wis": 2,
+ "cha": -1
+ },
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 11,
+ "effects": [
+ "Knockdown"
+ ],
+ "damage": "{@damage 1d10 + 6} piercing plus Knockdown",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Crystal Sense",
+ "entries": [
+ "A sod hound can sense crystals or gems within 60 feet."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Earth Glide",
+ "entries": [
+ "The sod hound {@action Burrow||burrows} through any earthen matter, including rock. It moves up to 20 feet, leaving no tunnels or signs of its passing."
+ ]
+ },
+ {
+ "name": "Knockdown",
+ "entries": [
+ "When the sod hound succeeds at its jaws {@action Strike}, it can use this action immediately after to automatically knock over the target, giving the target the {@condition prone} condition."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 12
+ },
+ "ref": {
+ "std": 6
+ },
+ "will": {
+ "std": 7
+ }
+ },
+ "hp": [
+ {
+ "hp": 44
+ }
+ ],
+ "immunities": [
+ "bleed",
+ "poison",
+ "sleep"
+ ]
+ }
+ },
+ {
+ "name": "Elemental, Zephyr Hawk",
+ "source": "BB",
+ "page": 64,
+ "level": 3,
+ "traits": [
+ "n",
+ "small",
+ "air",
+ "elemental"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 13
+ },
+ "stealth": {
+ "std": 11
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 1,
+ "int": -4,
+ "wis": 0,
+ "cha": 0
+ },
+ "speed": {
+ "fly": 50
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "wing",
+ "attack": 11,
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "damage": "{@damage 1d8 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Circling Attack",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The zephyr hawk flies up to half its Speed, makes two wing {@action Strike||Strikes}, then flies up to half its Speed again to return to its original location. The second half of this movement doesn't trigger reactions like {@action Attack of Opportunity}. The second attack uses the same multiple attack penalty as the first, but attacks it makes after this take a \u20138 multiple attack penalty."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 21
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 6
+ },
+ "ref": {
+ "std": 13
+ },
+ "will": {
+ "std": 7
+ }
+ },
+ "hp": [
+ {
+ "hp": 36
+ }
+ ],
+ "immunities": [
+ "bleed",
+ "poison",
+ "sleep"
+ ]
+ }
+ },
+ {
+ "name": "Gargoyle",
+ "source": "BB",
+ "page": 64,
+ "level": 4,
+ "traits": [
+ "ce",
+ "medium",
+ "beast",
+ "earth"
+ ],
+ "perception": {
+ "std": 10
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 10
+ },
+ "athletics": {
+ "std": 9
+ },
+ "stealth": {
+ "std": 12
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 2,
+ "con": 3,
+ "int": -2,
+ "wis": 2,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 25,
+ "fly": 40
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 13,
+ "damage": "{@damage 2d8 + 3} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 13,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 2d6 + 3} slashing",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Clawed Feet",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "If the gargoyle is flying and a creature moves into an adjacent square below them, the gargoyle can use their reaction to make a claw {@action Strike} against that creature."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Statue",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate"
+ ],
+ "entries": [
+ "Until the next time they use an action, the gargoyle appears to be a statue. A creature must succeed at a DC 32 {@skill Perception} check to figure out that the statue is really a creature."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 21
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 13
+ },
+ "ref": {
+ "std": 10
+ },
+ "will": {
+ "std": 10
+ }
+ },
+ "hp": [
+ {
+ "hp": 40
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "bludgeoning"
+ },
+ {
+ "amount": 5,
+ "name": "piercing"
+ },
+ {
+ "amount": 5,
+ "name": "slashing"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Ghost Commoner",
+ "source": "BB",
+ "page": 65,
+ "level": 4,
+ "traits": [
+ "ce",
+ "medium",
+ "ghost",
+ "incorporeal",
+ "spirit",
+ "undead"
+ ],
+ "perception": {
+ "std": 10
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "stealth": {
+ "std": 12
+ }
+ },
+ "abilityMods": {
+ "str": -5,
+ "dex": 3,
+ "con": 0,
+ "int": 0,
+ "wis": 2,
+ "cha": 2
+ },
+ "speed": {
+ "fly": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "ghostly hand",
+ "attack": 13,
+ "traits": [
+ "agile",
+ "finesse",
+ "magical"
+ ],
+ "damage": "{@damage 2d6 + 2} negative",
+ "types": [
+ "negative"
+ ]
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Site Bound",
+ "entries": [
+ "A ghost can stray no more than 120 feet from where it was killed or the place it haunts. Some are bound to items or creatures that were special to them rather than a location."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ],
+ "mid": [
+ {
+ "name": "Incorporeal",
+ "entries": [
+ "A ghost has no body and can pass through physical objects, though it can't end its turn inside one. Most checks that use Strength and require a body, such as {@action Grapple} and {@action Shove}, don't work against a ghost, and a ghost can't attempt such checks."
+ ]
+ },
+ {
+ "name": "Rejuvenation",
+ "traits": [
+ "divine",
+ "necromancy"
+ ],
+ "entries": [
+ "Setting right the injustice that led to the ghost's death allows it to move on to the afterlife. Otherwise, when destroyed, the ghost re-forms after {@dice 2d4} days within the location it's bound to, fully healed."
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
+ }
+ ],
+ "bot": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "divine",
+ "enchantment",
+ "fear",
+ "mental"
+ ],
+ "entries": [
+ "Each living creature within 30 feet who hears the ghost must attempt a DC 21 Will save. On a failure, a creature gains the {@condition frightened 2} condition (or {@condition frightened 3} on a critical failure). On a success, a creature can't be affected by this ghost's Frightful Moan for 1 minute."
+ ],
+ "name": "Frightful Moan",
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 20
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 11
+ },
+ "will": {
+ "std": 8
+ }
+ },
+ "hp": [
+ {
+ "hp": 30,
+ "abilities": [
+ "rejuvenation"
+ ]
+ }
+ ],
+ "immunities": [
+ "poison",
+ "sneak attack",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Ghoul",
+ "source": "BB",
+ "page": 65,
+ "level": 1,
+ "traits": [
+ "ce",
+ "medium",
+ "ghoul",
+ "undead"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 7
+ },
+ "athletics": {
+ "std": 4
+ },
+ "stealth": {
+ "std": 7
+ },
+ "survival": {
+ "std": 5
+ }
+ },
+ "abilityMods": {
+ "str": 1,
+ "dex": 4,
+ "con": 1,
+ "int": 1,
+ "wis": 2,
+ "cha": 2
+ },
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 9,
+ "traits": [
+ "finesse"
+ ],
+ "effects": [
+ "paralysis"
+ ],
+ "damage": "{@damage 1d6 + 1} piercing plus paralysis",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 9,
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "effects": [
+ "paralysis"
+ ],
+ "damage": "{@damage 1d4 + 1} slashing plus paralysis",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Consume Flesh",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "manipulate"
+ ],
+ "entries": [
+ "The ghoul devours a chunk of a creature that died within the last hour and regains {@dice 1d6} Hit Points. The ghoul can regain Hit Points from a given body only once."
+ ]
+ },
+ {
+ "name": "Paralysis",
+ "traits": [
+ "occult",
+ "necromancy"
+ ],
+ "entries": [
+ "Any living creature (except an {@trait elf}) that takes damage from the ghoul's {@action Strike} must succeed at a DC 15 Fortitude save or gain the {@condition flat-footed} condition for 1 round and lose its next turn. If the creature is level 3 or higher, this happens only on a critical failure."
+ ]
+ },
+ {
+ "name": "Swift Leap",
+ "activity": {
+ "unit": "action",
+ "number": 1
+ },
+ "component": [
+ "move"
+ ],
+ "entries": [
+ "The ghoul jumps up to half its Speed. This movement doesn't trigger reactions."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 16
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 4
+ },
+ "ref": {
+ "std": 9
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 20
+ }
+ ],
+ "immunities": [
+ "poison",
+ "unconscious"
+ ]
+ }
+ },
+ {
+ "name": "Goblin Commando",
+ "source": "BB",
+ "page": 66,
+ "level": 1,
+ "traits": [
+ "ce",
+ "small",
+ "goblin",
+ "humanoid"
+ ],
+ "perception": {
+ "std": 5
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 6
+ },
+ "athletics": {
+ "std": 6
+ },
+ "intimidation": {
+ "std": 5
+ },
+ "nature": {
+ "std": 5
+ },
+ "stealth": {
+ "std": 6
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 3,
+ "con": 2,
+ "int": -1,
+ "wis": 0,
+ "cha": 2
+ },
+ "items": [
+ "{@item greatsword}",
+ "{@item leather||leather armor}",
+ "{@item shortbow} (20 {@item arrow||arrows})"
+ ],
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "greatsword",
+ "attack": 8,
+ "traits": [
+ "versatile
"
+ ],
+ "damage": "{@damage 1d6 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "fist",
+ "attack": 8,
+ "traits": [
+ "agile",
+ "nonlethal"
+ ],
+ "damage": "{@damage 1d4 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "javelin",
+ "attack": 5,
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Ferocity",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the {@condition wounded 1} condition (or increases the {@condition wounded} value by 1 if they already have that condition). The orc can't use this ability at {@condition wounded 3}."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 4
+ }
+ },
+ "hp": [
+ {
+ "hp": 23
+ }
+ ]
+ }
+ },
+ {
+ "name": "Owlbear",
+ "source": "BB",
+ "page": 74,
+ "level": 4,
+ "traits": [
+ "n",
+ "large",
+ "animal"
+ ],
+ "perception": {
+ "std": 13
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 7
+ },
+ "athletics": {
+ "std": 14
+ },
+ "intimidation": {
+ "std": 10
+ }
+ },
+ "abilityMods": {
+ "str": 6,
+ "dex": 1,
+ "con": 5,
+ "int": -4,
+ "wis": 3,
+ "cha": 0
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "talon",
+ "attack": 14,
+ "traits": [
+ "agile"
+ ],
+ "effects": [
+ "Grab"
+ ],
+ "damage": "{@damage 1d10 + 6} piercing plus {@ability Grab}",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "beak",
+ "attack": 14,
+ "damage": "{@damage 1d12 + 6} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Bloodcurdling Screech",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "fear",
+ "mental"
+ ],
+ "entries": [
+ "Each creature within 80 feet who can hear the owlbear's screech must attempt a DC 20 Will save. The creatures can't be affected by another screech for 1 minute. On a critical success, the creature is unaffected; on a success, the creature gains the {@condition frightened 1} condition; on a failure, the creature gains the {@condition frightened 2} condition; on a critical failure, the creature gains the {@condition frightened 3} condition and must spend its next turn running away from the owlbear."
+ ]
+ },
+ {
+ "name": "Grab",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "When the owlbear succeeds at its talon {@action Strike}, it can use this action immediately after to automatically give the target the {@condition grabbed} condition until the end of its next turn."
+ ]
+ },
+ {
+ "name": "Screeching Advance",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "auditory",
+ "fear",
+ "mental"
+ ],
+ "entries": [
+ "The owlbear makes a Bloodcurdling Screech and {@action Stride||Strides} twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 21
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 13
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 11
+ }
+ },
+ "hp": [
+ {
+ "hp": 70
+ }
+ ]
+ }
+ },
+ {
+ "name": "Rat, Giant",
+ "source": "BB",
+ "page": 75,
+ "level": -1,
+ "traits": [
+ "n",
+ "small",
+ "animal"
+ ],
+ "perception": {
+ "std": 5
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 5
+ },
+ "athletics": {
+ "std": 2,
+ "to Climb or Swim": 4
+ },
+ "stealth": {
+ "std": 5
+ }
+ },
+ "abilityMods": {
+ "str": 1,
+ "dex": 3,
+ "con": 2,
+ "int": -4,
+ "wis": 1,
+ "cha": -3
+ },
+ "speed": {
+ "walk": 30,
+ "climb": 10
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 7,
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "damage": "{@damage 1d6 + 1} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 15
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 6
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 3
+ }
+ },
+ "hp": [
+ {
+ "hp": 8
+ }
+ ]
+ }
+ },
+ {
+ "name": "Shadow",
+ "source": "BB",
+ "page": 75,
+ "level": 4,
+ "traits": [
+ "ce",
+ "medium",
+ "incorporeal",
+ "undead"
+ ],
+ "perception": {
+ "std": 10
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 10
+ },
+ "stealth": {
+ "std": 14
+ }
+ },
+ "abilityMods": {
+ "str": -5,
+ "dex": 4,
+ "con": 0,
+ "int": -2,
+ "wis": 2,
+ "cha": 3
+ },
+ "speed": {
+ "fly": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "shadow hand",
+ "attack": 15,
+ "traits": [
+ "finesse",
+ "magical"
+ ],
+ "damage": "{@damage 2d6 + 3} negative",
+ "types": [
+ "negative"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Incorporeal",
+ "entries": [
+ "A shadow has no body and can pass through physical objects, though it can't end its turn inside one. Most checks that use Strength and require a body, such as {@action Grapple} and {@action Shove}, don't work against a shadow, and a shadow can't use them."
+ ]
+ },
+ {
+ "name": "Light Vulnerability",
+ "entries": [
+ "A weapon with a {@spell light} spell cast on it gains the {@trait magical} trait when used to attack the shadow."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Slink in Shadows",
+ "entries": [
+ "The shadow can {@action Hide} or end its {@action Sneak} in a creature's or object's shadow."
+ ]
+ },
+ {
+ "name": "Steal Shadow",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "divine",
+ "necromancy"
+ ],
+ "entries": [
+ "If the shadow hit a living creature with a {@action Strike} on its previous action, it can use this action to pull at the target's shadow, imposing a \u20131 status penalty to {@skill Athletics} and to attack rolls and damage rolls that use Strength. The penalty increases each time a shadow uses this ability to a maximum of \u20134. The penalty decreases by 1 every hour."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 20
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 14
+ },
+ "will": {
+ "std": 12
+ }
+ },
+ "hp": [
+ {
+ "hp": 40
+ }
+ ],
+ "immunities": [
+ "poison",
+ "sneak attack",
+ "unconscious"
+ ],
+ "weaknesses": [
+ {
+ "name": "light vulnerability"
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "all",
+ "note": "except force, {@item ghost touch}, or positive; double resistance against non-magical"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Skeleton Guard",
+ "source": "BB",
+ "page": 76,
+ "level": -1,
+ "traits": [
+ "ne",
+ "large",
+ "mindless",
+ "skeleton",
+ "undead"
+ ],
+ "perception": {
+ "std": 2
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 6
+ },
+ "athletics": {
+ "std": 3
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 0,
+ "int": -5,
+ "wis": 0,
+ "cha": 0
+ },
+ "items": [
+ "{@item scimitar}",
+ "{@item shortbow} (20 {@item arrow||arrows})"
+ ],
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "scimitar",
+ "attack": 6,
+ "traits": [
+ "forceful",
+ "sweep"
+ ],
+ "damage": "{@damage 1d6 + 2} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 6,
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "damage": "{@damage 1d4 + 2} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "shortbow",
+ "attack": 6,
+ "traits": [
+ "deadly <1d10>",
+ "range increment <60 feet>"
+ ],
+ "damage": "{@damage 1d6} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "defenses": {
+ "ac": {
+ "std": 16
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 2
+ },
+ "ref": {
+ "std": 8
+ },
+ "will": {
+ "std": 2
+ }
+ },
+ "hp": [
+ {
+ "hp": 4
+ }
+ ],
+ "immunities": [
+ "mental",
+ "poison",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "cold"
+ },
+ {
+ "amount": 5,
+ "name": "electricity"
+ },
+ {
+ "amount": 5,
+ "name": "fire"
+ },
+ {
+ "amount": 5,
+ "name": "piercing"
+ },
+ {
+ "amount": 5,
+ "name": "slashing"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Skeleton, Skeletal Giant",
+ "source": "BB",
+ "page": 76,
+ "level": 3,
+ "traits": [
+ "ne",
+ "large",
+ "mindless",
+ "skeleton",
+ "undead"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 12
+ },
+ "intimidation": {
+ "std": 9
+ }
+ },
+ "abilityMods": {
+ "str": 5,
+ "dex": 1,
+ "con": 3,
+ "int": -5,
+ "wis": 0,
+ "cha": 2
+ },
+ "items": [
+ "{@item greatsword}",
+ "{@item half plate||half plate armor}"
+ ],
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "greatsword",
+ "attack": 12,
+ "traits": [
+ "reach <10 feet>",
+ "versatile "
+ ],
+ "damage": "{@damage 1d12 + 7} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "horns",
+ "attack": 12,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 1d10 + 5} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Broad Swipe",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The skeletal giant makes two {@action Strike||Strikes} with its greatsword against two adjacent foes, both of whom are within its reach. The second attack uses the same multiple attack penalty as the first, but attacks it makes after this take a \u201310 multiple attack penalty (or a \u20138 multiple attack penalty for its horns)."
+ ]
+ },
+ {
+ "name": "Terrifying Charge",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The giant {@action Stride||Strides} and makes a horns {@action Strike} with a +4 circumstance bonus to damage. If the Strike hits, the giant attempts to {@action Demoralize} the target."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 17
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 10
+ },
+ "ref": {
+ "std": 8
+ },
+ "will": {
+ "std": 7
+ }
+ },
+ "hp": [
+ {
+ "hp": 50
+ }
+ ],
+ "immunities": [
+ "mental",
+ "poison",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "cold"
+ },
+ {
+ "amount": 5,
+ "name": "electricity"
+ },
+ {
+ "amount": 5,
+ "name": "fire"
+ },
+ {
+ "amount": 5,
+ "name": "piercing"
+ },
+ {
+ "amount": 5,
+ "name": "slashing"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Snake, Giant Viper",
+ "source": "BB",
+ "page": 77,
+ "level": 2,
+ "traits": [
+ "n",
+ "medium",
+ "animal"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 9
+ },
+ "athletics": {
+ "std": 8
+ },
+ "stealth": {
+ "std": 8
+ },
+ "survival": {
+ "std": 6
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": 4,
+ "con": 3,
+ "int": -4,
+ "wis": 1,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 20,
+ "climb": 20,
+ "swim": 20
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "fangs",
+ "attack": 11,
+ "traits": [
+ "finesse"
+ ],
+ "effects": [
+ "giant viper venom"
+ ],
+ "damage": "{@damage 1d8 + 3} piercing plus giant viper venom",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Coiled Opportunity",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "If the giant viper is coiled and a creature moves into or through a square adjacent to it, the giant viper can use its reaction to make a fangs {@action Strike} against that creature."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Coil",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "The giant viper uses an action to coil itself. While coiled, it can target a creature up to 10 feet away with its fangs Strike. After the giant viper {@action Strike||Strikes} with its fangs, it becomes uncoiled."
+ ]
+ },
+ {
+ "name": "Giant Viper Venom",
+ "traits": [
+ "poison"
+ ],
+ "entries": [
+ "A target damaged by the snake's fangs must succeed at a DC 17 Fortitude save or take {@damage 1d12} poison damage."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 11
+ },
+ "will": {
+ "std": 6
+ }
+ },
+ "hp": [
+ {
+ "hp": 26
+ }
+ ]
+ }
+ },
+ {
+ "name": "Snake, Viper",
+ "source": "BB",
+ "page": 77,
+ "level": -1,
+ "traits": [
+ "n",
+ "tiny",
+ "animal"
+ ],
+ "perception": {
+ "std": 5
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 5
+ },
+ "athletics": {
+ "std": 1,
+ "to Climb": 4
+ },
+ "stealth": {
+ "std": 5
+ },
+ "survival": {
+ "std": 3
+ }
+ },
+ "abilityMods": {
+ "str": -3,
+ "dex": 4,
+ "con": 0,
+ "int": -4,
+ "wis": 1,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 20,
+ "climb": 20,
+ "swim": 20
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "fangs",
+ "attack": 8,
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "effects": [
+ "viper venom"
+ ],
+ "damage": "{@dice 1d8 - 3} piercing plus viper venom",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Slink",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "If a creature ends its movement adjacent to the viper or within the viper's space, the viper can use its reaction to {@action Stride}, Climb, or Swim up to 10 feet. It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Viper Venom",
+ "traits": [
+ "poison"
+ ],
+ "entries": [
+ "A target damaged by the viper's fangs must succeed at a DC 16 Fortitude save or take {@damage 1d10} poison damage."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 15
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 2
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 8
+ }
+ ]
+ }
+ },
+ {
+ "name": "Spider, Giant",
+ "source": "BB",
+ "page": 78,
+ "level": 1,
+ "traits": [
+ "n",
+ "medium",
+ "animal"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 7
+ },
+ "athletics": {
+ "std": 5
+ },
+ "stealth": {
+ "std": 7
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 1,
+ "int": -5,
+ "wis": 2,
+ "cha": -4
+ },
+ "speed": {
+ "walk": 25,
+ "climb": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "fangs",
+ "attack": 9,
+ "traits": [
+ "finesse"
+ ],
+ "effects": [
+ "giant spider venom"
+ ],
+ "damage": "{@damage 1d6 + 2} piercing plus giant spider venom",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "web",
+ "attack": 7,
+ "traits": [
+ "range increment <30 feet>"
+ ],
+ "effects": [
+ "web trap"
+ ],
+ "damage": "web trap",
+ "types": []
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Descend on a Web",
+ "traits": [
+ "move"
+ ],
+ "entries": [
+ "The giant spider moves straight down up to 40 feet, suspended by a web line. It can hang from the web or drop off. The distance it Descends on a Web doesn't count for falling damage. A creature can {@action Strike} the web, which has AC 20 and 8 HP. If the web is reduced to 0 HP, the spider falls."
+ ]
+ },
+ {
+ "name": "Giant Spider Venom",
+ "traits": [
+ "poison"
+ ],
+ "entries": [
+ "A target damaged by the spider's fangs must succeed at a DC 16 Fortitude save or take {@damage 1d12} poison damage and gain the {@condition flat-footed} condition for 1 round."
+ ]
+ },
+ {
+ "name": "Web Trap",
+ "entries": [
+ "A creature hit by the giant spider's web Strike gets stuck to the nearest surface. It can't move until it successfully {@action Escape||Escapes} (DC 17)."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 17
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 6
+ },
+ "ref": {
+ "std": 9
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 16
+ }
+ ]
+ }
+ },
+ {
+ "name": "Troll",
+ "source": "BB",
+ "page": 78,
+ "level": 5,
+ "traits": [
+ "ce",
+ "large",
+ "giant",
+ "troll"
+ ],
+ "perception": {
+ "std": 11
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 12
+ },
+ "intimidation": {
+ "std": 12
+ }
+ },
+ "abilityMods": {
+ "str": 5,
+ "dex": 2,
+ "con": 6,
+ "int": -2,
+ "wis": 0,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 14,
+ "traits": [
+ "reach <10 feet>"
+ ],
+ "damage": "{@damage 2d10 + 5} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 14,
+ "traits": [
+ "agile",
+ "reach <10 feet>"
+ ],
+ "damage": "{@damage 2d8 + 5} slashing",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Regeneration",
+ "entries": [
+ "The troll regains 20 Hit Points at the start of their turn unless they've taken acid or fire damage since their last turn. The troll can't die unless their regeneration is deactivated when they're reduced to 0 HP."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ],
+ "bot": [
+ {
+ "name": "Rend",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "If the troll succeeds at two claw {@ability Strike||Strikes} against the same creature in the same turn, they can use this ability to automatically deal claw Strike damage to that creature."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 20
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 17
+ },
+ "ref": {
+ "std": 11
+ },
+ "will": {
+ "std": 7
+ }
+ },
+ "hp": [
+ {
+ "hp": 115,
+ "abilities": [
+ "{@ability regeneration} 20 (deactivated by acid or fire)"
+ ]
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "fire"
+ }
+ ]
+ }
+ },
+ {
+ "name": "Web Lurker",
+ "source": "BB",
+ "page": 79,
+ "level": 3,
+ "traits": [
+ "ne",
+ "medium",
+ "aberration"
+ ],
+ "perception": {
+ "std": 10
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 9
+ },
+ "athletics": {
+ "std": 9
+ },
+ "crafting": {
+ "std": 8
+ },
+ "stealth": {
+ "std": 11
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 4,
+ "con": 3,
+ "int": 1,
+ "wis": 3,
+ "cha": -1
+ },
+ "speed": {
+ "walk": 25,
+ "climb": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "fangs",
+ "attack": 11,
+ "effects": [
+ "web lurker venom"
+ ],
+ "damage": "{@damage 1d8 + 6} piercing plus web lurker venom",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 11,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 1d8 + 6} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "web",
+ "attack": 11,
+ "effects": [
+ "web trap"
+ ],
+ "damage": "web trap",
+ "types": []
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Spider Speak",
+ "entries": [
+ "The web lurker can speak with and understand spiders."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Web Lurker Venom",
+ "traits": [
+ "poison"
+ ],
+ "entries": [
+ "A target damaged by the web lurker's fangs must succeed at a DC 19 Fortitude save or take {@damage 1d12} poison damage and gain the {@condition flat-footed} condition for 1 round."
+ ]
+ },
+ {
+ "name": "Web Trap",
+ "entries": [
+ "A creature hit by the web lurker's web attack gets stuck to the nearest surface. It can't move until it successfully {@action Escape||Escapes} (DC 20)."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 10
+ },
+ "ref": {
+ "std": 11
+ },
+ "will": {
+ "std": 8
+ }
+ },
+ "hp": [
+ {
+ "hp": 45
+ }
+ ]
+ }
+ },
+ {
+ "name": "Wight",
+ "source": "BB",
+ "page": 79,
+ "level": 3,
+ "traits": [
+ "le",
+ "medium",
+ "undead",
+ "wight"
+ ],
+ "perception": {
+ "std": 10
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 11
+ },
+ "intimidation": {
+ "std": 9
+ },
+ "stealth": {
+ "std": 6
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 1,
+ "con": 4,
+ "int": 0,
+ "wis": 3,
+ "cha": 2
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 12,
+ "effects": [
+ "drain life"
+ ],
+ "damage": "{@damage 1d6 + 4} slashing plus drain life",
+ "types": [
+ "slashing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Final Spite",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "When the wight is reduced to 0 Hit Points, it can use its reaction to make a {@action Strike} before being destroyed. It doesn't gain any Hit Points from drain life on this Strike."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Drain Life",
+ "traits": [
+ "divine",
+ "necromancy"
+ ],
+ "entries": [
+ "When the wight deals damage to a living creature with its claw {@action Strike}, the wight regains 2 Hit Points and the target must succeed at a DC 17 Fortitude save or take 2 damage that can't be healed. The wight can use drain life multiple times, but a single creature can't take more than 8 unhealable damage.",
+ "Each full night of rest heals 2 of the unhealable damage, and a full day of bed rest increases the recovery to 4 of the unhealable damage."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 11
+ },
+ "ref": {
+ "std": 6
+ },
+ "will": {
+ "std": 10
+ }
+ },
+ "hp": [
+ {
+ "hp": 50
+ }
+ ],
+ "immunities": [
+ "poison",
+ "unconscious"
+ ]
+ }
+ },
+ {
+ "name": "Wolf",
+ "source": "BB",
+ "page": 80,
+ "level": 1,
+ "traits": [
+ "n",
+ "medium",
+ "animal"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 7
+ },
+ "athletics": {
+ "std": 5
+ },
+ "stealth": {
+ "std": 7
+ },
+ "survival": {
+ "std": 7
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 4,
+ "con": 1,
+ "int": -4,
+ "wis": 2,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 35
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 9,
+ "effects": [
+ "Knockdown"
+ ],
+ "damage": "{@damage 1d6 + 2} piercing plus Knockdown",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Knockdown",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "When the wolf hits with its jaws {@action Strike}, it can use this action immediately after to automatically knock over the target, giving it the {@condition prone} condition."
+ ]
+ },
+ {
+ "name": "Pack Attack",
+ "entries": [
+ "If the wolf {@action Strike||Strikes} a target that at least two of the wolf's allies could reach with a melee attack, the wolf deals {@damage 1d4} extra damage on that Strike."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 15
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 6
+ },
+ "ref": {
+ "std": 9
+ },
+ "will": {
+ "std": 5
+ }
+ },
+ "hp": [
+ {
+ "hp": 24
+ }
+ ]
+ }
+ },
+ {
+ "name": "Xulgath Boss",
+ "source": "BB",
+ "page": 80,
+ "level": 3,
+ "traits": [
+ "ce",
+ "medium",
+ "humanoid",
+ "xulgath"
+ ],
+ "perception": {
+ "std": 9
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 11
+ },
+ "intimidation": {
+ "std": 6
+ },
+ "stealth": {
+ "std": 6
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 1,
+ "con": 2,
+ "int": -1,
+ "wis": 2,
+ "cha": 1
+ },
+ "items": [
+ "{@item breastplate}",
+ "{@item greataxe}",
+ "{@item javelin} (4)"
+ ],
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "greataxe",
+ "attack": 11,
+ "traits": [
+ "sweep"
+ ],
+ "damage": "{@damage 1d10 + 6} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 11,
+ "damage": "{@damage 1d6 + 6} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 11,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 1d4 + 6} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "javelin",
+ "attack": 8,
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Stench",
+ "entries": [
+ "A creature that comes within 30 feet of the xulgath and can smell the xulgath must attempt a DC 19 Fortitude save. On a failure, the creature takes a \u20131 status penalty to all checks and DCs until it uses an action to retch. A creature that succeeds at its save isn't affected by any xulgaths' stenches for 1 minute."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Swipe",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The xulgath boss makes two {@action Strike||Strikes} with their greataxe against two adjacent foes, both of whom are within their reach, with a +1 circumstance bonus. The second attack uses the same multiple attack penalty as the first, but attacks the xulgath boss makes after this take a \u201310 multiple attack penalty (or a \u20138 multiple attack penalty for its claw)."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 20
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 9
+ },
+ "ref": {
+ "std": 6
+ },
+ "will": {
+ "std": 9
+ }
+ },
+ "hp": [
+ {
+ "hp": 44
+ }
+ ]
+ }
+ },
+ {
+ "name": "Xulgath Warrior",
+ "source": "BB",
+ "page": 81,
+ "level": 1,
+ "traits": [
+ "ce",
+ "medium",
+ "humanoid",
+ "xulgath"
+ ],
+ "perception": {
+ "std": 6
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 7
+ },
+ "stealth": {
+ "std": 5
+ }
+ },
+ "abilityMods": {
+ "str": 4,
+ "dex": 2,
+ "con": 3,
+ "int": -1,
+ "wis": 1,
+ "cha": 0
+ },
+ "items": [
+ "{@item club}",
+ "{@item javelin} (3)"
+ ],
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "club",
+ "attack": 9,
+ "damage": "{@damage 1d6 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 9,
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "claw",
+ "attack": 9,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 1d4 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "javelin",
+ "attack": 7,
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Stench",
+ "entries": [
+ "A creature that comes within 30 feet of the xulgath and can smell the xulgath must attempt a DC 19 Fortitude save. On a failure, the creature takes a \u20131 status penalty to all checks and DCs until it uses an action to retch. A creature that succeeds at its save isn't affected by any xulgaths' stenches for 1 minute."
+ ]
+ }
+ ]
+ },
+ "hasImages": true,
+ "defenses": {
+ "ac": {
+ "std": 16
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 7
+ },
+ "will": {
+ "std": 4
+ }
+ },
+ "hp": [
+ {
+ "hp": 21
+ }
+ ]
+ }
+ },
+ {
+ "name": "Zombie Shambler",
+ "source": "BB",
+ "page": 81,
+ "level": -1,
+ "traits": [
+ "ne",
+ "medium",
+ "mindless",
+ "undead",
+ "zombie"
+ ],
+ "perception": {
+ "std": 0
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 5
+ }
+ },
+ "abilityMods": {
+ "str": 3,
+ "dex": -2,
+ "con": 2,
+ "int": -5,
+ "wis": 0,
+ "cha": -2
+ },
+ "speed": {
+ "walk": 25
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "fist",
+ "attack": 7,
+ "effects": [
+ "Grab"
+ ],
+ "damage": "{@damage 1d6 + 3} bludgeoning plus {@ability Grab}",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
+ "abilities": {
+ "top": [
+ {
+ "name": "Slow",
+ "entries": [
+ "A zombie has only 2 actions on its turn, and it can't use reactions."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Jaws",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "If the zombie has a creature {@condition grabbed} or {@condition restrained}, it can make a special {@action Strike} against the {@condition grabbed} or {@condition restrained} creature. This Strike has an attack statistic of +7 and deals {@damage 1d8 + 3} piercing damage on a success."
+ ]
+ },
+ {
+ "name": "Grab",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "When the zombie hits with its jaws {@action Strike}, it can use this action to automatically give the target the {@condition grabbed} condition until the end of its next turn."
+ ]
+ }
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 12
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 6
+ },
+ "ref": {
+ "std": 0
+ },
+ "will": {
+ "std": 2
+ }
+ },
+ "hp": [
+ {
+ "hp": 20
+ }
+ ],
+ "immunities": [
+ "mental",
+ "poison",
+ "unconscious"
+ ],
+ "weaknesses": [
+ {
+ "name": "positive",
+ "amount": 5
+ },
+ {
+ "name": "slashing",
+ "amount": 5
+ }
+ ]
+ }
+ }
+ ]
+}
diff --git a/data/bestiary/creatures-botd.json b/data/bestiary/creatures-botd.json
index dc3285973c..5d215462e4 100644
--- a/data/bestiary/creatures-botd.json
+++ b/data/bestiary/creatures-botd.json
@@ -77,7 +77,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 21,
@@ -168,7 +167,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -556,7 +555,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "turn"
},
"requirements": "The pale stranger is wielding two loaded firearms",
@@ -691,12 +690,11 @@
],
"name": "rosebriar lash",
"attack": 28,
- "damage": "{@damage 4d8+8} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 4d8+8} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}"
}
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 41,
@@ -944,7 +942,7 @@
"common",
"necril"
],
- "abilities": [
+ "notes": [
"one other language"
]
},
@@ -1017,7 +1015,11 @@
],
"entries": [
"When destroyed, hungry ghosts reform after {@dice 2d4} days fully healed at whatever location they were at when last destroyed. They're only permanently destroyed when they have been given a proper burial, have had their grave cleaned and maintained for at least a year, or have been judged to be redeemed by {@deity Pharasma}."
- ]
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -1091,13 +1093,7 @@
{
"name": "all damage",
"amount": 5,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -1180,7 +1176,7 @@
],
"name": "jaws",
"attack": 15,
- "damage": "{@damage 2d8+4} piercing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d8+4} piercing plus {@damage 1d4} {@condition persistent damage||persistent bleed}"
},
{
"range": "Melee",
@@ -1200,7 +1196,6 @@
"traits": [
"page 212"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -1391,7 +1386,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 39,
@@ -1416,7 +1410,9 @@
"spells": [
{
"name": "haste",
- "note": "self only"
+ "notes": [
+ "self only"
+ ]
}
]
},
@@ -1517,13 +1513,7 @@
{
"name": "all damage",
"amount": 15,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -1673,7 +1663,9 @@
"languages": {
"languages": [
"common",
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any one language spoken in life"
]
},
@@ -2036,7 +2028,7 @@
],
"name": "fangs",
"attack": 24,
- "damage": "{@damage 2d12+13} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d12+13} piercing plus {@damage 1d8} {@condition persistent damage||persistent bleed}"
},
{
"range": "Melee",
@@ -2052,7 +2044,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 30,
@@ -2080,7 +2071,9 @@
"spells": [
{
"name": "charm",
- "note": "animals only"
+ "notes": [
+ "animals only"
+ ]
}
]
},
@@ -2088,7 +2081,9 @@
"spells": [
{
"name": "command",
- "note": "animals only"
+ "notes": [
+ "animals only"
+ ]
},
{
"name": "vampiric touch"
@@ -2106,7 +2101,9 @@
"spells": [
{
"name": "nature's enmity",
- "note": "only while within the area to which the bhuta is bound"
+ "notes": [
+ "only while within the area to which the bhuta is bound"
+ ]
}
]
},
@@ -2212,13 +2209,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -2294,7 +2285,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 22,
@@ -2344,7 +2334,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "A creature within 30 feet of the bone croupier attempts a check but hasn't rolled the check yet",
@@ -2672,7 +2662,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 26,
@@ -2780,7 +2769,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"requirements": "The child of {@deity Urgathoa} is adjacent to a creature that died within the last minute",
@@ -2860,10 +2849,7 @@
"languages": {
"languages": [
"common",
- "necril"
- ],
- "abilities": [
- "can't speak any language"
+ "necril (can't speak any language)"
]
},
"skills": {
@@ -2890,7 +2876,7 @@
"range": "Melee",
"name": "fire fist",
"attack": 12,
- "damage": "{@damage 1d6+4} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent fire}"
+ "damage": "{@damage 1d6+4} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent fire}"
},
{
"range": "Ranged",
@@ -2899,7 +2885,7 @@
],
"name": "fire mote",
"attack": 11,
- "damage": "{@damage 1d4+4} fire plus {@damage 1d6} {@condition persistent damage ||persistent fire}"
+ "damage": "{@damage 1d4+4} fire plus {@damage 1d6} {@condition persistent damage||persistent fire}"
}
],
"abilities": {
@@ -3089,7 +3075,6 @@
"traits": [
"page 212"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3105,7 +3090,7 @@
"primal"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "The corpseroot has a creature {@condition grabbed} or {@condition restrained}",
@@ -3187,7 +3172,7 @@
"name": "greater darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -3266,7 +3251,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 34,
@@ -3305,7 +3289,9 @@
"spells": [
{
"name": "plane shift",
- "note": "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ "notes": [
+ "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ ]
}
]
}
@@ -3446,7 +3432,7 @@
"name": "greater darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -3504,7 +3490,7 @@
],
"name": "horn",
"attack": 31,
- "damage": "{@damage 3d8+12} bludgeoning plus {@damage 1d10} cold and {@damage 2d8} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 3d8+12} bludgeoning plus {@damage 1d10} cold and {@damage 2d8} {@condition persistent damage||persistent bleed}"
},
{
"range": "Melee",
@@ -3520,7 +3506,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 36,
@@ -3563,7 +3548,9 @@
},
{
"name": "plane shift",
- "note": "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ "notes": [
+ "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ ]
}
]
},
@@ -3738,7 +3725,7 @@
"name": "greater darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -3818,7 +3805,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 40,
@@ -3846,7 +3832,9 @@
},
{
"name": "plane shift",
- "note": "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ "notes": [
+ "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ ]
},
{
"name": "true seeing"
@@ -4030,7 +4018,7 @@
"name": "greater darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -4096,7 +4084,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 43,
@@ -4113,7 +4100,9 @@
"spells": [
{
"name": "plane shift",
- "note": "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ "notes": [
+ "to Material Plane, Negative Energy Plane, or Shadow Plane only"
+ ]
},
{
"name": "true seeing"
@@ -4178,7 +4167,7 @@
},
"requirements": "A creature is {@condition grabbed} or {@condition restrained} in the nasurgeth's jaws",
"entries": [
- "The nasurgeth breaks a tooth off in the target, who takes {@damage 3d10} {@condition persistent damage ||persistent bleed damage} and is no longer {@condition grabbed} or {@condition restrained}. If the target is adjacent to a surface, the tooth also pins it in place, making it {@condition immobilized} ({@action Escape} DC 45)."
+ "The nasurgeth breaks a tooth off in the target, who takes {@damage 3d10} {@condition persistent damage||persistent bleed damage} and is no longer {@condition grabbed} or {@condition restrained}. If the target is adjacent to a surface, the tooth also pins it in place, making it {@condition immobilized} ({@action Escape} DC 45)."
]
},
{
@@ -4271,7 +4260,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -4326,7 +4315,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 34,
@@ -4454,13 +4442,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -4541,7 +4523,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 19,
@@ -4742,7 +4723,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 25,
@@ -4861,7 +4841,7 @@
],
"trigger": "A creature within 60 feet who the deathless hierophant can see and who doesn't worship {@deity Urgathoa} casts a divine spell",
"entries": [
- "The deathless hierophant attempts to counteract the triggering spell using their spell attack modifier and a counteract level of 4. If the spell is counteracted, the caster takes {@damage 1d10} {@condition persistent damage ||persistent negative damage}. If the deathless hierophant fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours."
+ "The deathless hierophant attempts to counteract the triggering spell using their spell attack modifier and a counteract level of 4. If the spell is counteracted, the caster takes {@damage 1d10} {@condition persistent damage||persistent negative damage}. If the deathless hierophant fails to counteract the spell, the caster is temporarily immune to further uses of this ability for 24 hours."
]
}
]
@@ -4979,10 +4959,10 @@
"type": "successDegree",
"entries": {
"Critical Success": [
- "The ecorche fully pulls the target's skin off its body. The creature takes {@damage 4d8} {@condition persistent damage ||persistent bleed damage}, and it's {@condition frightened||frightened 4} and {@condition stunned||stunned 4}. The bleed damage can't end naturally, only ending if the creature regains at least 75 HP or regains at least 10 HP from regeneration."
+ "The ecorche fully pulls the target's skin off its body. The creature takes {@damage 4d8} {@condition persistent damage||persistent bleed damage}, and it's {@condition frightened||frightened 4} and {@condition stunned||stunned 4}. The bleed damage can't end naturally, only ending if the creature regains at least 75 HP or regains at least 10 HP from regeneration."
],
"Success": [
- "The target takes {@damage 2d8} {@condition persistent damage ||persistent bleed damage} and is {@condition stunned||stunned 1}."
+ "The target takes {@damage 2d8} {@condition persistent damage||persistent bleed damage} and is {@condition stunned||stunned 1}."
]
}
}
@@ -5591,7 +5571,7 @@
"negative"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -5900,7 +5880,7 @@
"mental"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -5918,7 +5898,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "The geist is within 100 feet of an active haunt",
@@ -5962,13 +5942,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -6072,7 +6046,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "The gholdako is about to roll a d20",
@@ -6231,7 +6205,10 @@
"name": "Ship Bound",
"entries": [
"The ghost is typically bound to a vessel, even one damaged beyond repair. They can't venture more than 120 feet away from the ship or site of its wreckage."
- ]
+ ],
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -6253,8 +6230,12 @@
"necromancy"
],
"entries": [
- "When the ghost pirate captain is destroyed, they re-form after {@dice 2d4} days within the ship or location they're bound to, fully healed. They can be permanently destroyed if their desires are fulfilled, which could involve being defeated in a great battle or ensuring their treasure has been {@condition hidden}."
- ]
+ "When the ghost pirate captain is destroyed, they re-form after {@dice 2d4} days within the ship or location they're bound to, fully healed. They can be permanently destroyed if their desires are fulfilled, which could involve being defeated in a great battle or ensuring their treasure has been hidden."
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -6321,13 +6302,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -6614,7 +6589,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 23,
@@ -6980,13 +6954,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -7144,7 +7112,6 @@
"traits": [
"page 212"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -7172,7 +7139,7 @@
"visual"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -7334,7 +7301,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 24,
@@ -7579,7 +7545,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 25,
@@ -7604,7 +7569,7 @@
"spells": [
{
"name": "touch of corruption",
- "note": "Advanced Player's Guide 229"
+ "source": "APG"
},
{
"name": "unimpeded stride"
@@ -7651,7 +7616,6 @@
"traits": [
"page 212"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -7665,7 +7629,6 @@
"traits": [
"page 213"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -7760,7 +7723,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -7830,7 +7793,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 35,
@@ -7839,7 +7801,9 @@
"spells": [
{
"name": "vampiric exsanguination",
- "note": "drawing in moisture rather than blood"
+ "notes": [
+ "drawing in moisture rather than blood"
+ ]
}
]
},
@@ -7974,7 +7938,9 @@
"languages": {
"languages": [
"common",
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any one language"
]
},
@@ -8142,7 +8108,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 30
@@ -8228,7 +8194,7 @@
"transmutation"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -8318,7 +8284,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -8375,14 +8341,17 @@
],
"entries": [
"When a last guard is destroyed, they re-form after {@dice 2d4} days within the location they're bound to, fully healed. A last guard can be permanently destroyed and move on to the afterlife only if they successfully defend the location they're bound to from large-scale attack, or fulfill a call to war."
- ]
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
},
{
"name": "Troop Defenses",
"traits": [
"page 214"
- ],
- "entries": []
+ ]
}
],
"bot": [
@@ -8424,7 +8393,7 @@
"entry": "{@as 1} to {@as 3}"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -8469,12 +8438,21 @@
{
"hp": 330,
"abilities": [
- "negative healing (page 213)",
- "rejuvenation; Thresholds 220 (12 squares)",
- "110 (8 squares)"
+ "negative healing",
+ "rejuvenation"
]
}
],
+ "thresholds": [
+ {
+ "value": 220,
+ "squares": 12
+ },
+ {
+ "value": 110,
+ "squares": 8
+ }
+ ],
"immunities": [
"death effects",
"disease",
@@ -8497,13 +8475,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -8587,7 +8559,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 39,
@@ -8742,8 +8713,7 @@
"abilities": {
"top": [
{
- "name": "Jotun, Necril, Undercommon",
- "entries": []
+ "name": "Jotun, Necril, Undercommon"
},
{
"name": "Deception+27,",
@@ -8880,7 +8850,7 @@
{
"name": "physical",
"amount": 10,
- "note": "(except magic bludgeoning)"
+ "note": "except magic bludgeoning"
}
]
},
@@ -8991,7 +8961,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 45,
@@ -9208,7 +9177,7 @@
"manipulate"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -9287,7 +9256,7 @@
{
"name": "physical",
"amount": 10,
- "note": "(except magic bludgeoning)"
+ "note": "except magic bludgeoning"
}
]
},
@@ -9315,7 +9284,9 @@
"languages": {
"languages": [
"common",
- "necril",
+ "necril"
+ ],
+ "notes": [
"one additional language"
]
},
@@ -9619,13 +9590,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -9752,7 +9717,7 @@
{
"name": "Smoldering Fist",
"entries": [
- "On a critical hit, the shadern immolator's fist {@action Strike} also deals {@damage 1d4} {@condition persistent damage ||persistent fire damage}."
+ "On a critical hit, the shadern immolator's fist {@action Strike} also deals {@damage 1d4} {@condition persistent damage||persistent fire damage}."
]
}
]
@@ -9862,7 +9827,7 @@
],
"name": "bone spike",
"attack": 14,
- "damage": "{@damage 2d8+2} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d8+2} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed}"
},
{
"range": "Ranged",
@@ -10209,7 +10174,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 15,
@@ -10327,7 +10291,9 @@
],
"languages": {
"languages": [
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any one language they knew while alive"
]
},
@@ -10474,7 +10440,9 @@
"languages": {
"languages": [
"common",
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any two languages they knew while alive"
]
},
@@ -10691,7 +10659,9 @@
],
"languages": {
"languages": [
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any two languages they knew while alive"
]
},
@@ -10816,7 +10786,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -10897,7 +10867,9 @@
],
"languages": {
"languages": [
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any two languages they knew while alive"
]
},
@@ -10971,7 +10943,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 33,
@@ -11159,7 +11130,7 @@
"transmutation"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -11203,7 +11174,7 @@
"earth"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -11325,7 +11296,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 34,
@@ -11495,7 +11465,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 32,
@@ -11558,7 +11527,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -11648,7 +11617,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 30
@@ -11657,7 +11626,7 @@
}
],
"languages": {
- "languages": [
+ "notes": [
"any one language known by the polong's creator"
]
},
@@ -11757,7 +11726,6 @@
"traits": [
"page 213"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -11805,13 +11773,7 @@
{
"name": "all",
"amount": 5,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -12033,7 +11995,7 @@
"athletics": {
"std": 27
},
- "intimidate": {
+ "intimidation": {
"std": 24
},
"stealth": {
@@ -12507,7 +12469,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"tradition": "primal",
"type": "Prepared",
"DC": 41,
@@ -12651,7 +12612,9 @@
},
{
"name": "wild shape",
- "note": "any form from animal form, elemental form, insect form, pest form, plant shape, or soaring shape"
+ "notes": [
+ "any form from animal form, elemental form, insect form, pest form, plant shape, or soaring shape"
+ ]
}
]
}
@@ -12674,8 +12637,7 @@
],
"bot": [
{
- "name": "Blight Mastery",
- "entries": []
+ "name": "Blight Mastery"
},
{
"name": "Steady Spellcasting",
@@ -13069,7 +13031,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"tradition": "arcane",
"type": "Innate",
"DC": 22,
@@ -13532,7 +13493,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 31,
@@ -13706,7 +13666,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 26,
@@ -13767,7 +13726,7 @@
"unit": "action"
},
"entries": [
- "The sluagh reaper becomes incorporeal until the start of their next turn, and Flies up to their fly Speed. While incorporeal, they are immune to precision damage, and have resistance 10 to all damage (except force, ghost touch, or positive); this resistance is doubled against non-magical damage. After using Ghostly Swoop, the sluagh reaper can't use it again for {@dice 1d4} rounds."
+ "The sluagh reaper becomes incorporeal until the start of their next turn, and Flies up to their fly Speed. While incorporeal, they are immune to precision damage, and have resistance 10 to all damage (except force, {@item ghost touch}, or positive); this resistance is doubled against non-magical damage. After using Ghostly Swoop, the sluagh reaper can't use it again for {@dice 1d4} rounds."
]
},
{
@@ -13936,7 +13895,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 41,
@@ -13961,7 +13919,9 @@
"spells": [
{
"name": "visions of danger",
- "note": "a swarm of sluagh reapers"
+ "notes": [
+ "a swarm of sluagh reapers"
+ ]
}
]
},
@@ -14145,7 +14105,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -14196,7 +14156,7 @@
],
"name": "painful touch",
"attack": 28,
- "damage": "{@damage 4d6+14} mental plus {@damage 2d6} {@condition persistent damage ||persistent mental damage}"
+ "damage": "{@damage 4d6+14} mental plus {@damage 2d6} {@condition persistent damage||persistent mental damage}"
}
],
"abilities": {
@@ -14249,7 +14209,7 @@
"piercing"
],
"entries": [
- "The tormented was pierced with spears or blades and left to slowly die. The target takes {@damage 8d4} {@condition persistent damage ||persistent bleed damage}. (The creature doesn't take the {@condition persistent damage} this turn, nor does it get its flat check to end the damage.)"
+ "The tormented was pierced with spears or blades and left to slowly die. The target takes {@damage 8d4} {@condition persistent damage||persistent bleed damage}. (The creature doesn't take the {@condition persistent damage} this turn, nor does it get its flat check to end the damage.)"
]
},
{
@@ -14322,7 +14282,13 @@
"disease",
"paralyzed",
"poison",
- "unconscious; Weakness endless suffering 10"
+ "unconscious"
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "endless suffering"
+ }
]
},
"hasImages": true
@@ -14354,7 +14320,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 30
@@ -14605,7 +14571,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 32,
@@ -14660,12 +14625,10 @@
"abilities": {
"mid": [
{
- "name": "Jiang-Shi Vulnerabilities",
- "entries": []
+ "name": "Jiang-Shi Vulnerabilities"
},
{
- "name": "Warped Fulu",
- "entries": []
+ "name": "Warped Fulu"
}
],
"bot": [
@@ -14825,7 +14788,7 @@
},
{
"name": "medusa's wrath",
- "note": "Advanced Player's Guide 229"
+ "source": "APG"
},
{
"name": "wind jump"
@@ -14838,12 +14801,10 @@
"abilities": {
"mid": [
{
- "name": "Jiang-Shi Vulnerabilities",
- "entries": []
+ "name": "Jiang-Shi Vulnerabilities"
},
{
- "name": "Warped Fulu",
- "entries": []
+ "name": "Warped Fulu"
}
],
"bot": [
@@ -14900,7 +14861,7 @@
"type": "list",
"items": [
"Cloudless Void The jiang-shi gains a +1 circumstance bonus to AC and their claw {@action Strike||Strikes} gain the {@trait reach} trait.",
- "Sundered Veins Creatures struck by the jiang-shi's claw {@action Strike||Strikes} take {@damage 1d10} {@condition persistent damage ||persistent bleed damage}. On a critical hit, they are also {@condition enfeebled||enfeebled 1}."
+ "Sundered Veins Creatures struck by the jiang-shi's claw {@action Strike||Strikes} take {@damage 1d10} {@condition persistent damage||persistent bleed damage}. On a critical hit, they are also {@condition enfeebled||enfeebled 1}."
]
}
]
@@ -15054,8 +15015,7 @@
]
},
{
- "name": "Drain Thoughts.",
- "entries": []
+ "name": "Drain Thoughts."
},
{
"name": "Drain Thoughts",
@@ -15209,7 +15169,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 30,
@@ -15226,7 +15185,6 @@
}
},
{
- "name": "Occult Prepared",
"tradition": "occult",
"type": "Prepared",
"DC": 30,
@@ -15300,7 +15258,7 @@
"spells": [
{
"name": "agonizing despair",
- "note": "Advanced Player's Guide 214"
+ "source": "APG"
},
{
"name": "fly"
@@ -15372,7 +15330,6 @@
"components": [
"and paralyzing claws"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -15386,8 +15343,7 @@
"necromancy",
"occult",
"possession"
- ],
- "entries": []
+ ]
},
{
"name": "Drain Thoughts",
@@ -15546,7 +15502,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 24,
@@ -15633,7 +15588,7 @@
"transmutation"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -15678,13 +15633,7 @@
{
"name": "all damage",
"amount": 5,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -15758,7 +15707,7 @@
"unit": "action"
},
"entries": [
- "Each enemy in the seetangeist's space takes {@damage 3d6} slashing and {@damage 3d6} poison damage (DC 32 basic Reflex save). A creature that fails this save also takes {@damage 1d12} {@condition persistent damage ||persistent poison damage}."
+ "Each enemy in the seetangeist's space takes {@damage 3d6} slashing and {@damage 3d6} poison damage (DC 32 basic Reflex save). A creature that fails this save also takes {@damage 1d12} {@condition persistent damage||persistent poison damage}."
]
}
]
@@ -16236,7 +16185,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 29,
@@ -16264,7 +16212,6 @@
"traits": [
"page 212"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -16294,7 +16241,6 @@
"traits": [
"page 213"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -16897,7 +16843,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 21,
@@ -16938,7 +16883,7 @@
},
{
"name": "sudden blight",
- "note": "Advanced Player's Guide 226"
+ "source": "APG"
}
]
}
@@ -16989,7 +16934,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -17304,7 +17249,6 @@
"traits": [
"page 213"
],
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -17458,7 +17402,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 21,
@@ -17550,7 +17493,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
diff --git a/data/bestiary/creatures-da.json b/data/bestiary/creatures-da.json
index ad55a075ac..64bfe17214 100644
--- a/data/bestiary/creatures-da.json
+++ b/data/bestiary/creatures-da.json
@@ -123,7 +123,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "The Echo's previous action was a successful thrown rope dart {@action Strike}",
@@ -138,7 +138,7 @@
"unit": "free"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "The Echo's turn begins and he's {@condition stunned}, {@condition slowed}, {@condition confused}, {@condition controlled}, {@condition immobilized}, {@condition grabbed}, {@condition paralyzed}, {@condition restrained}, or otherwise can't act",
@@ -173,7 +173,7 @@
{
"type": "list",
"items": [
- "{@b Lantern} The lantern outlines the creature with searing faerie fire that deals {@damage 2d6} {@condition persistent damage ||persistent fire damage}.",
+ "{@b Lantern} The lantern outlines the creature with searing faerie fire that deals {@damage 2d6} {@condition persistent damage||persistent fire damage}.",
"{@b Mirror} The mirror reflects the creature to another location, teleporting them to a clear space within 25 feet of their current location.",
"{@b Chalice} The chalice drains life force, granting the Echo temporary HP equal to half the damage dealt.",
"{@b Tome} The tome floods the creature's mind with information; the target is {@condition slowed||slowed 1} for 1 round."
@@ -275,7 +275,7 @@
],
"name": "dagger",
"attack": 18,
- "damage": "{@damage 2d4+7} piercing plus {@damage 1d6} mental and {@damage 1d6} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d4+7} piercing plus {@damage 1d6} mental and {@damage 1d6} {@condition persistent damage||persistent bleed}"
},
{
"range": "Ranged",
@@ -287,12 +287,11 @@
],
"name": "dagger",
"attack": 18,
- "damage": "{@damage 2d4+7} piercing plus {@damage 1d6} mental and {@damage 1d6} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d4+7} piercing plus {@damage 1d6} mental and {@damage 1d6} {@condition persistent damage||persistent bleed}"
}
],
"spellcasting": [
{
- "name": "Primal Prepared",
"tradition": "primal",
"type": "Prepared",
"DC": 26,
@@ -388,7 +387,7 @@
"mental"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"customUnit": "ascension"
},
"entries": [
diff --git a/data/bestiary/creatures-ec1.json b/data/bestiary/creatures-ec1.json
index 0a0ed1a432..6469dec5fb 100644
--- a/data/bestiary/creatures-ec1.json
+++ b/data/bestiary/creatures-ec1.json
@@ -1,8 +1,12 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Abberton Ruffians",
- "isNpc": false,
"source": "EC1",
"page": 9,
"level": -1,
@@ -12,6 +16,7 @@
"human",
"humanoid"
],
+ "description": "Human ruffians (3)",
"perception": {
"std": 4
},
@@ -94,14 +99,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+3, {@skill Thievery} +3 Str +3, Dex +1, Con +2, Int \u20131, Wis +2, Cha +1 Items bottles (2), dagger."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"activity": {
@@ -133,15 +130,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Abrikandilu",
- "isNpc": false,
"source": "EC1",
"page": 81,
"level": 4,
@@ -228,7 +223,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 20,
@@ -296,8 +290,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
],
"weaknesses": [
@@ -315,7 +308,6 @@
},
{
"name": "Blood Wolf",
- "isNpc": false,
"source": "EC1",
"page": 43,
"level": 3,
@@ -385,7 +377,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -431,8 +422,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"weaknesses": [
@@ -451,7 +441,6 @@
},
{
"name": "Bone Croupier",
- "isNpc": false,
"source": "EC1",
"page": 80,
"level": 5,
@@ -488,6 +477,9 @@
},
"thievery": {
"std": 14
+ },
+ "gambling lore": {
+ "std": 12
}
},
"abilityMods": {
@@ -518,7 +510,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 22,
@@ -556,14 +547,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Stealth} +14, {@skill Thievery} +14 Str +2, Dex +5, Con +2, Int +1, Wis +2, Cha +5."
- ],
- "name": "Lore"
- }
- ],
"bot": [
{
"activity": {
@@ -578,7 +561,7 @@
"trigger": "A creature within 30 feet of the bone croupier attempts a check that uses a d20, but hasn't rolled yet",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The bone croupier pulls on the threads of luck that bind all things. Instead of rolling its check, the target automatically gets a failure."
@@ -626,7 +609,10 @@
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
],
"resistances": [
{
@@ -634,7 +620,12 @@
"name": "cold"
},
{
+ "amount": 5,
"name": "piercing"
+ },
+ {
+ "amount": 5,
+ "name": "slashing"
}
]
},
@@ -642,7 +633,6 @@
},
{
"name": "Cavnakash",
- "isNpc": false,
"source": "EC1",
"page": 89,
"level": 5,
@@ -740,7 +730,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 24,
@@ -882,15 +871,13 @@
},
"hp": [
{
- "hp": 83,
- "abilities": null
+ "hp": 83
}
]
}
},
{
"name": "Corrosive Lizard",
- "isNpc": false,
"source": "EC1",
"page": 45,
"level": 2,
@@ -945,7 +932,7 @@
"effects": [
"Grab"
],
- "damage": "{@damage 1d10+2} piercing plus {@damage 1d6} {@condition persistent damage ||persistent acid damage} and {@ability Grab}",
+ "damage": "{@damage 1d10+2} piercing plus {@damage 1d6} {@condition persistent damage||persistent acid damage} and {@ability Grab}",
"types": [
"persistent",
"piercing"
@@ -1010,8 +997,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -1027,7 +1013,6 @@
},
{
"name": "Corrupted Priest",
- "isNpc": false,
"source": "EC1",
"page": 39,
"level": 3,
@@ -1094,7 +1079,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 20,
@@ -1197,15 +1181,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Corrupted Retainer",
- "isNpc": false,
"source": "EC1",
"page": 35,
"level": 2,
@@ -1287,7 +1269,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -1336,15 +1317,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Daring Danika",
- "isNpc": false,
"source": "EC1",
"page": 28,
"level": 2,
@@ -1355,6 +1334,7 @@
"human",
"humanoid"
],
+ "description": "Female human lion-tamer",
"perception": {
"std": 7
},
@@ -1423,14 +1403,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+7, {@skill Nature} +6, {@skill Performance} +7 Str +0, Dex +3, Con +1, Int +1, Wis +1, Cha +3 Items lion tamer's outfit, short stool, whip."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"activity": {
@@ -1458,19 +1430,20 @@
},
"will": {
"std": 7
- }
+ },
+ "abilities": [
+ "+2 circumstance vs. Disarm"
+ ]
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Flea Swarm",
- "isNpc": false,
"source": "EC1",
"page": 83,
"level": 5,
@@ -1513,7 +1486,6 @@
"speed": {
"walk": 30
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -1531,7 +1503,6 @@
"unit": "action"
},
"requirements": "The flea swarm's last action was",
- "entries": [],
"name": "Suck Blood"
},
{
@@ -1569,8 +1540,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"immunities": [
@@ -1587,7 +1557,6 @@
},
{
"name": "Giant Flea",
- "isNpc": false,
"source": "EC1",
"page": 83,
"level": 3,
@@ -1685,16 +1654,24 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
},
"hasImages": true
},
{
- "name": "Jaleen And Rhovo",
- "isNpc": false,
+ "name": "Rhovo",
+ "source": "EC1",
+ "page": 9,
+ "description": "Male human drunken brawler",
+ "_copy": {
+ "name": "Jaleen",
+ "source": "EC1"
+ }
+ },
+ {
+ "name": "Jaleen",
"source": "EC1",
"page": 9,
"level": 1,
@@ -1705,6 +1682,7 @@
"human",
"humanoid"
],
+ "description": "Female human drunken brawler",
"perception": {
"std": 4
},
@@ -1813,15 +1791,13 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
}
},
{
"name": "Jellico Bounce-bounce",
- "isNpc": false,
"source": "EC1",
"page": 28,
"level": 2,
@@ -1978,15 +1954,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Juvenile Boar",
- "isNpc": false,
"source": "EC1",
"page": 20,
"level": 0,
@@ -2048,7 +2022,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -2085,15 +2058,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Luminous Ooze",
- "isNpc": false,
"source": "EC1",
"page": 85,
"level": 4,
@@ -2213,8 +2184,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
],
"immunities": [
@@ -2228,7 +2198,6 @@
},
{
"name": "Mechanical Carny",
- "isNpc": false,
"source": "EC1",
"page": 86,
"level": 2,
@@ -2324,8 +2293,7 @@
},
"hp": [
{
- "hp": 33,
- "abilities": null
+ "hp": 33
}
],
"immunities": [
@@ -2343,7 +2311,7 @@
{
"amount": 3,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
},
@@ -2351,7 +2319,6 @@
},
{
"name": "Nemmia Bramblecloak",
- "isNpc": false,
"source": "EC1",
"page": 91,
"level": 3,
@@ -2436,7 +2403,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 19,
@@ -2445,8 +2411,8 @@
"spells": [
{
"name": "charm",
+ "amount": 3,
"notes": [
- "3",
"targets animals only"
]
}
@@ -2466,10 +2432,9 @@
"spells": [
{
"name": "animal vision",
+ "amount": "at will",
"notes": [
- "at will; target must be a rodent",
- "serpent",
- "or similar animal considered troublesome by humans"
+ "target must be a rodent, serpent or similar animal considered troublesome by humans"
]
}
]
@@ -2478,7 +2443,6 @@
}
},
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 21,
@@ -2584,15 +2548,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Oil Living Graffiti",
- "isNpc": false,
"source": "EC1",
"page": 84,
"level": 3,
@@ -2704,8 +2666,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"immunities": [
@@ -2721,7 +2682,6 @@
},
{
"name": "Pinacosaurus",
- "isNpc": false,
"source": "EC1",
"page": 50,
"level": 4,
@@ -2796,7 +2756,7 @@
"unit": "action"
},
"entries": [
- "Small or smaller, foot, DC 21."
+ "Small or smaller, foot, DC 21"
],
"name": "Trample",
"generic": {
@@ -2822,15 +2782,13 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
}
},
{
"name": "Pruana Two-punch",
- "isNpc": false,
"source": "EC1",
"page": 22,
"level": 3,
@@ -2841,6 +2799,7 @@
"dwarf",
"humanoid"
],
+ "description": "Female dwarf brawler",
"perception": {
"std": 7
},
@@ -2902,14 +2861,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Thievery} +7 Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +1 Items chain mail."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"activity": {
@@ -2948,19 +2899,20 @@
},
"will": {
"std": 7
- }
+ },
+ "abilities": [
+ "+2 circumstance to Fortitude and Reflex vs. Shove or Trip"
+ ]
},
"hp": [
{
- "hp": 46,
- "abilities": null
+ "hp": 46
}
]
}
},
{
"name": "Smiler",
- "isNpc": false,
"source": "EC1",
"page": 38,
"level": 3,
@@ -3186,7 +3138,6 @@
},
{
"name": "Smoldering Leopard",
- "isNpc": false,
"source": "EC1",
"page": 44,
"level": 3,
@@ -3292,7 +3243,7 @@
"unit": "action"
},
"entries": [
- "The smoldering leopard makes two claw {@action Strike||Strikes} against a creature it has {@condition grabbed}. A creature hit by both claw {@action Strike||Strikes} also takes {@damage 1d4} {@condition persistent damage ||persistent fire damage}. Both attacks count toward its multiple attack penalty, but the penalty increases only after both attacks are made."
+ "The smoldering leopard makes two claw {@action Strike||Strikes} against a creature it has {@condition grabbed}. A creature hit by both claw {@action Strike||Strikes} also takes {@damage 1d4} {@condition persistent damage||persistent fire damage}. Both attacks count toward its multiple attack penalty, but the penalty increases only after both attacks are made."
],
"name": "Scorching Maul"
},
@@ -3327,8 +3278,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"weaknesses": [
@@ -3351,7 +3301,6 @@
},
{
"name": "Vermlek",
- "isNpc": false,
"source": "EC1",
"page": 82,
"level": 3,
@@ -3442,7 +3391,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 19,
@@ -3531,8 +3479,7 @@
},
"hp": [
{
- "hp": 55,
- "abilities": null
+ "hp": 55
}
],
"weaknesses": [
@@ -3554,7 +3501,6 @@
},
{
"name": "Viktor Volkano",
- "isNpc": false,
"source": "EC1",
"page": 29,
"level": 2,
@@ -3649,7 +3595,7 @@
},
{
"entries": [
- "Viktor critically hits a target with an attack that deals fire damage, or if a target of one of his effects that deals fire damage critically fails its saving throw, the target takes {@damage 1d4} {@condition persistent damage ||persistent fire damage}."
+ "Viktor critically hits a target with an attack that deals fire damage, or if a target of one of his effects that deals fire damage critically fails its saving throw, the target takes {@damage 1d4} {@condition persistent damage||persistent fire damage}."
],
"name": "Set on Fire If"
}
@@ -3672,15 +3618,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Violet",
- "isNpc": false,
"source": "EC1",
"page": 22,
"level": 1,
@@ -3753,7 +3697,6 @@
"unit": "reaction"
},
"trigger": "A creature adjacent to both Violet and",
- "entries": [],
"name": "Protect"
},
{
@@ -3799,15 +3742,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Xulgath Bilebearer",
- "isNpc": false,
"source": "EC1",
"page": 87,
"level": 2,
@@ -3951,7 +3892,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"All adjacent creatures must attempt a DC 18 Fortitude save. On a failure, the creature is {@condition slowed|CRB|slowed 1} ({@condition slowed|CRB|slowed 2} on a critical failure) until the end of its next turn and takes a \u20132 circumstance penalty to Fortitude saves against xulgath bile for 1 minute."
@@ -3999,8 +3940,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
},
diff --git a/data/bestiary/creatures-ec2.json b/data/bestiary/creatures-ec2.json
index bf96239605..6963bb4ed8 100644
--- a/data/bestiary/creatures-ec2.json
+++ b/data/bestiary/creatures-ec2.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Aives The Smoke Dragon",
- "isNpc": false,
"source": "EC2",
"page": 16,
"level": 4,
@@ -13,6 +12,7 @@
"humanoid",
"tiefling"
],
+ "description": "Male tiefling poison artist",
"perception": {
"std": 8
},
@@ -56,16 +56,39 @@
"cha": 2
},
"items": [
- "dagger (4),leather armor",
+ "dagger (4)",
+ "leather armor",
"thieves' tools"
],
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse",
+ "versatile "
+ ],
+ "name": "dagger",
+ "attack": 13,
+ "damage": "{@damage 1d4+4} piercing plus Smoke Exhalation"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "agile",
+ "thrown <10 feet>",
+ "versatile "
+ ],
+ "name": "dagger",
+ "attack": 13,
+ "damage": "{@damage 1d4+4} piercing plus Smoke Exhalation"
+ }
+ ],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 18,
@@ -81,14 +104,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Stealth} +10, {@skill Thievery} +12 Str +2, Dex +4, Con +0, Int +1, Wis +0, Cha +2 Items dagger (4),leather armor, thieves' tools."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"entries": [
@@ -152,8 +167,7 @@
},
"hp": [
{
- "hp": 56,
- "abilities": null
+ "hp": 56
}
],
"immunities": [
@@ -163,7 +177,6 @@
},
{
"name": "Andera Paldreen",
- "isNpc": false,
"source": "EC2",
"page": 87,
"level": 10,
@@ -320,15 +333,13 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Bogey",
- "isNpc": false,
"source": "EC2",
"page": 78,
"level": 3,
@@ -395,7 +406,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 18,
@@ -464,8 +474,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"immunities": [
@@ -476,7 +485,6 @@
},
{
"name": "Bogeyman",
- "isNpc": false,
"source": "EC2",
"page": 79,
"level": 10,
@@ -562,7 +570,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 27,
@@ -625,14 +632,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Thievery} +21 Str +5, Dex +7, Con +4, Int +0, Wis +3, Cha +6."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -723,13 +722,18 @@
],
"immunities": [
"fear"
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "cold iron"
+ }
]
},
"hasImages": true
},
{
"name": "Bugaboo",
- "isNpc": false,
"source": "EC2",
"page": 78,
"level": 6,
@@ -806,7 +810,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 22,
@@ -846,14 +849,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13 Str +4, Dex +5, Con +3, Int \u20131, Wis +2, Cha +4."
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"activity": {
@@ -878,8 +873,21 @@
},
{
"entries": [
- "The bugaboo deals {@dice 1d6} extra precision damage to {@condition flat-footed} creatures.",
- "Striking Fear (emotion, fear, mental) If a bugaboo scores a critical hit with a claw {@action Strike}, the target must attempt a DC 24 Will save.",
+ "The bugaboo deals {@dice 1d6} extra precision damage to {@condition flat-footed} creatures."
+ ],
+ "name": "Sneak Attack",
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
+ "traits": [
+ "emotion",
+ "fear",
+ "mental"
+ ],
+ "entries": [
+ "If a bugaboo scores a critical hit with a claw {@action Strike}, the target must attempt a DC 24 Will save.",
{
"type": "successDegree",
"entries": {
@@ -890,10 +898,7 @@
}
}
],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
+ "name": "Striking Fear"
},
{
"entries": [
@@ -920,18 +925,22 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"immunities": [
"fear"
+ ],
+ "weaknesses": [
+ {
+ "amount": 6,
+ "name": "cold iron"
+ }
]
}
},
{
"name": "Celestial Menagerie Bruiser",
- "isNpc": false,
"source": "EC2",
"page": 47,
"level": 8,
@@ -987,16 +996,41 @@
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "backswing",
+ "magical",
+ "shove"
+ ],
+ "name": "greatclub",
+ "attack": 20,
+ "damage": "{@damage 2d10+10} bludgeoning"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "nonlethal"
+ ],
+ "name": "fist",
+ "attack": 19,
+ "damage": "{@damage 1d4+8} bludgeoning"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "agile",
+ "thrown <10 feet>",
+ "versatile "
+ ],
+ "name": "dagger",
+ "attack": 15,
+ "damage": "{@damage 1d4+8} piercing"
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Stealth} +13, {@skill Survival} +12, {@skill Thievery} +13 Str +5, Dex +1, Con +2, Int +0, Wis +0, Cha +2 Items chain shirt, dagger, face mask, +1 striking greatclub."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
@@ -1018,18 +1052,12 @@
},
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
- "Requirements The bruiser must target a creature they Shoved since the end of the bruiser's last turn; The bruiser attempts."
+ "Requirements The bruiser must target a creature they Shoved since the end of the bruiser's last turn; The bruiser attempts to {@action Demoralize} the target. If the bruiser rolls a success, they gets a critical success instead."
],
"name": "Terrifying Sneer"
- },
- {
- "entries": [
- "{@action Demoralize} the target. If the bruiser rolls a success, they gets a critical success instead."
- ],
- "name": "to"
}
]
},
@@ -1050,15 +1078,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Chimpanzee Visitant",
- "isNpc": false,
"source": "EC2",
"page": 83,
"level": 3,
@@ -1100,7 +1126,6 @@
"speed": {
"walk": 25
},
- "attacks": [],
"abilities": {
"mid": [
{
@@ -1183,7 +1208,6 @@
},
{
"name": "Darricus Stallit",
- "isNpc": false,
"source": "EC2",
"page": 57,
"level": 8,
@@ -1194,6 +1218,7 @@
"human",
"humanoid"
],
+ "description": "Male human deputy constable",
"perception": {
"std": 17
},
@@ -1235,18 +1260,42 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "+1 striking bastard sword",
+ "composite shortbow (10 arrows)",
+ "constable's badge",
+ "half plate",
+ "steel shield (Hardness 3, HP 20, BT 10)"
+ ],
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "magical",
+ "two-hand d12"
+ ],
+ "name": "bastard sword",
+ "attack": 21,
+ "damage": "{@damage 2d8+9} slashing"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "deadly 1d10",
+ "propulsive",
+ "range increment 60 feet",
+ "reload 0"
+ ],
+ "name": "composite shortbow",
+ "attack": 16,
+ "damage": "{@damage 1d6+6} piercing"
+ }
+ ],
"abilities": {
"top": [
- {
- "entries": [
- "+16, {@skill Intimidation} +16, {@skill Society} +14 Str +5, Dex +1, Con +0, Int +1, Wis +3, Cha +4 Items +1 striking bastard sword, composite shortbow (10 arrows), constable's badge, half plate, steel shield (Hardness 3, HP 20, BT 10)"
- ],
- "name": "Diplomacy"
- },
{
"entries": [
"Darricus doesn't need to succeed at a flat check to target {@condition concealed} creatures, and he is not {@condition flat-footed} to creatures that are {@condition hidden} from him."
@@ -1260,7 +1309,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1307,15 +1355,13 @@
},
"hp": [
{
- "hp": 122,
- "abilities": null
+ "hp": 122
}
]
}
},
{
"name": "Delamar Gianvin",
- "isNpc": false,
"source": "EC2",
"page": 16,
"level": 6,
@@ -1326,6 +1372,7 @@
"human",
"humanoid"
],
+ "description": "Male human agitator",
"perception": {
"std": 14
},
@@ -1377,22 +1424,31 @@
"speed": {
"walk": 30
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "deadly 1d8",
+ "disarm",
+ "finesse",
+ "magical"
+ ],
+ "name": "rapier",
+ "attack": 17,
+ "damage": "{@damage 1d6+5} piercing"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "range increment 60 feet",
+ "reload 1"
+ ],
+ "name": "hand crossbow",
+ "attack": 16,
+ "damage": "{@damage 1d6+5} piercing"
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "+14, {@skill Diplomacy} +14, {@skill Society} +12, {@skill Stealth} +17"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+15 Str +1, Dex +5, Con +0, Int +2, Wis +2, Cha +4 Items hand crossbow (10 bolts), leather armor, +1 rapier."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"entries": [
@@ -1457,15 +1513,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Evora Yarket",
- "isNpc": false,
"source": "EC2",
"page": 52,
"level": 7,
@@ -1526,7 +1580,6 @@
"speed": {
"walk": 35
},
- "attacks": [],
"abilities": {
"top": [
{
@@ -1545,7 +1598,7 @@
"trigger": "Evora would be reduced to 0 Hit Points but not immediately killed",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Evora avoids being knocked out and remains at 1 Hit Point, and her {@condition wounded} condition increases by 1."
@@ -1611,15 +1664,13 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
},
{
"name": "Gluttondark Babau",
- "isNpc": false,
"source": "EC2",
"page": 23,
"level": 7,
@@ -1629,6 +1680,7 @@
"demon",
"fiend"
],
+ "description": "Elite babau demon (Pathfinder Bestiary 2)",
"perception": {
"std": 15
},
@@ -1684,12 +1736,44 @@
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "evil",
+ "magical",
+ "reach"
+ ],
+ "name": "longspear",
+ "attack": 19,
+ "damage": "{@damage 1d6+8} piercing plus {@damage 1d6} evil"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "evil",
+ "magical"
+ ],
+ "name": "jaws",
+ "attack": 18,
+ "damage": "{@damage 2d6+8} piercing plus {@damage 1d6} evil"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "evil",
+ "magical"
+ ],
+ "name": "claw",
+ "attack": 18,
+ "damage": "{@damage 1d6+8} slashing plus {@damage 1d6} evil"
+ }
+ ],
"spellcasting": [
{
- "name": "Divine Innate",
- "type": "Innate",
"tradition": "divine",
+ "type": "Innate",
"DC": 26,
"entry": {
"4": {
@@ -1714,7 +1798,7 @@
"5": {
"spells": [
{
- "name": "see"
+ "name": "see invisibility"
}
]
}
@@ -1728,47 +1812,52 @@
"DC": 26,
"rituals": [
{
- "name": "Abyssal pact"
+ "name": "Abyssal Pact",
+ "source": "B1"
}
]
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Stealth} +18, {@skill Thievery} +16 Str +4, Dex +4, Con +4, Int +2, Wis +3, Cha +2 Items +1 longspear."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
+ "name": "Mercy Vulnerability",
"entries": [
- "Babaus revel in the gore of a well-timed attack, and when brutal wounds are restored, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous {@action Strike}, sneak attack, or a critical hit, the demon takes {@damage 4d6} mental damage. The babau can take this mental damage only once per round."
- ],
- "name": "Mercy Vulnerability"
+ "Babaus revel in the gore of a well-timed attack, and when brutal wounds are restored, they recoil in pain. When a creature heals from damage that the babau dealt on their last turn with Grievous Strike, sneak attack, or a critical hit, the demon takes {@damage 4d6} mental damage. The babau can take this mental damage only once per round."
+ ]
},
{
+ "name": "Reactive Slime",
"activity": {
"number": 1,
"unit": "reaction"
},
"trigger": "A creature within the babau's reach successfully hits the babau with a {@action Strike}",
"entries": [
- "The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 26 Reflex save. Critical Success The attacker avoids the reactive slime. Success The attacker takes {@damage 1d6} acid damage. Failure The attacker takes {@damage 2d6} acid damage. Critical Failure As failure, except the weapon used."
- ],
- "name": "Reactive Slime"
- },
- {
- "entries": [
- "{@action Strike} the babau automatically becomes {@condition broken} unless the weapon is made of a material that is immune to acid."
- ],
- "name": "to"
+ "The babau excretes a gout of acidic, bloodlike slime against the attacker and its weapon. The attacker must attempt a DC 26 Reflex save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The attacker avoids the reactive slime."
+ ],
+ "Success": [
+ "The attacker takes {@damage 1d6} acid damage."
+ ],
+ "Failure": [
+ "The attacker takes {@damage 2d6} acid damage."
+ ],
+ "Critical Failure": [
+ "As failure, except the weapon used to {@action Strike} the babau automatically becomes {@condition broken} unless the weapon is made of a material that is immune to acid."
+ ]
+ }
+ }
+ ]
}
],
"bot": [
{
+ "name": "Grievous Strike",
"activity": {
"number": 2,
"unit": "action"
@@ -1777,16 +1866,14 @@
"attack"
],
"entries": [
- "The babau makes an attack with the intent of creating a particularly horrific and gory wound. It make a melee {@action Strike}. This counts as two attacks when calculating their multiple attack penalty.",
- "If this {@action Strike} hits, the babau deals an additional {@dice 1d6} damage and the creature struck is {@condition sickened|CRB|sickened 2} for 1 round; this {@condition sickened} condition cannot be removed by retching."
- ],
- "name": "Grievous Strike"
+ "The babau makes an attack with the intent of creating a particularly horrific and gory wound. It make a melee {@action Strike}. This counts as two attacks when calculating their multiple attack penalty. If this {@action Strike} hits, the babau deals an additional {@dice 1d6} damage and the creature struck is {@condition sickened||sickened 2} for 1 round; this {@condition sickened} condition cannot be removed by retching."
+ ]
},
{
+ "name": "Sneak Attack",
"entries": [
- "A babau deals an additional {@damage 1d6} precision damage to {@condition flat-footed} creatures."
+ "A babau deals an additional {@damage 1d6} precision damage to {@condition flat‐footed} creatures."
],
- "name": "Sneak Attack",
"generic": {
"tag": "ability"
}
@@ -1806,12 +1893,12 @@
},
"will": {
"std": 15
- }
+ },
+ "abilities": "+1 to all saves vs. magic"
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"immunities": [
@@ -1831,7 +1918,6 @@
},
{
"name": "Iridescent Elephant",
- "isNpc": false,
"source": "EC2",
"page": 80,
"level": 7,
@@ -1892,9 +1978,7 @@
],
"effects": [
"grabbing trunk"
- ],
- "damage": "grabbing trunk",
- "types": []
+ ]
},
{
"range": "Melee",
@@ -1944,7 +2028,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, foot, DC 22."
+ "Large or smaller, foot, DC 22"
],
"name": "Trample",
"generic": {
@@ -1958,7 +2042,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The iridescent elephant blasts a beam of light from its trunk in a 30-foot line. Each creature in the area must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is {@condition dazzled} for 1 round. Failure The creature is {@condition blinded} for 1 minute. Critical Failure The creature is {@condition blinded} permanently."
@@ -1984,8 +2068,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
},
@@ -1993,7 +2076,6 @@
},
{
"name": "Lion Visitant",
- "isNpc": false,
"source": "EC2",
"page": 83,
"level": 5,
@@ -2142,7 +2224,6 @@
},
{
"name": "Mistress Dusklight",
- "isNpc": false,
"source": "EC2",
"page": 89,
"level": 11,
@@ -2153,6 +2234,7 @@
"catfolk",
"humanoid"
],
+ "description": "Female catfolk ringmaster",
"perception": {
"std": 19
},
@@ -2176,6 +2258,9 @@
"arcana": {
"std": 19
},
+ "deception": {
+ "std": 24
+ },
"diplomacy": {
"std": 22
},
@@ -2209,6 +2294,15 @@
"wis": 2,
"cha": 7
},
+ "items": [
+ "daggers (3)",
+ "religious symbol of Aroden",
+ "religious symbol of Zevgavizeb",
+ "studded leather",
+ "wand of magic mouth",
+ "wand of ray of enfeeblement",
+ "whip of compliance (page 75)"
+ ],
"speed": {
"walk": 30
},
@@ -2244,7 +2338,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 30,
@@ -2352,17 +2445,35 @@
]
}
}
+ },
+ {
+ "name": "Bard Composition",
+ "type": "Focus",
+ "fp": 3,
+ "DC": 30,
+ "entry": {
+ "0": {
+ "level": 6,
+ "spells": [
+ {
+ "name": "inspire courage "
+ }
+ ]
+ },
+ "6": {
+ "spells": [
+ {
+ "name": "counter performance"
+ },
+ {
+ "name": "house of imaginary walls"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+26, {@skill Society} +19, {@skill Stealth} +21, {@skill Thievery} +21 Str +0, Dex +5, Con +1, Int +3, Wis +2, Cha +7 Items daggers (3), religious symbol of Aroden, religious symbol of {@deity Zevgavizeb|EC3}, studded leather, wand of magic mouth, wand of ray of enfeeblement, whip of compliance (page 75)"
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"activity": {
@@ -2371,7 +2482,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Mistress Dusklight fails or critically fails a Reflex saving throw",
"entries": [
@@ -2413,7 +2524,7 @@
"requirements": "Mistress Dusklight must have fewer than 98 Hit Points",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Mistress Dusklight spews a hatefully uttered curse at one creature within 30 feet that she can see. If the target fails a DC 32 Will save, whenever it attempts an attack roll or saving throw, it must roll twice and use the lower result. The target is then temporarily immune for 24 hours. The curse persists until it is removed or the target succeeds a later saving throw against it. The victim can attempt a new DC 32 Will save once per hour to end the curse."
@@ -2446,15 +2557,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Muse Phantom",
- "isNpc": false,
"source": "EC2",
"page": 81,
"level": 5,
@@ -2540,7 +2649,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 22,
@@ -2577,8 +2685,9 @@
},
{
"name": "invisibility",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
}
]
@@ -2588,12 +2697,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+13, {@skill Lore||Theater Lore} +11 Str \u20135, Dex +4, Con +2, Int +0, Wis +3, Cha +5."
- ],
- "name": "Occultism"
- },
{
"traits": [
"aura",
@@ -2660,18 +2763,18 @@
}
],
"immunities": [
- "poison",
"death effects",
"disease",
- "paralyzed"
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"resistances": [
{
"amount": 5,
- "name": "all damage"
- },
- {
- "name": "ghost touch"
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -2679,7 +2782,6 @@
},
{
"name": "Ruanna Nyamma",
- "isNpc": false,
"source": "EC2",
"page": 17,
"level": 4,
@@ -2691,6 +2793,7 @@
"human",
"humanoid"
],
+ "description": "Female half-elf carnival barker",
"perception": {
"std": 9
},
@@ -2736,13 +2839,41 @@
"wis": 1,
"cha": 4
},
+ "items": [
+ "kukri",
+ "leather armor",
+ "persona mask",
+ "shortbow (20 arrows)"
+ ],
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse",
+ "trip"
+ ],
+ "name": "kukri",
+ "attack": 11,
+ "damage": "{@damage 1d6+3} slashing"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "deadly d10",
+ "range increment 60 feet",
+ "reload 0"
+ ],
+ "name": "shortbow",
+ "attack": 11,
+ "damage": "{@damage 1d6} piercing"
+ }
+ ],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 19,
@@ -2800,14 +2931,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+6, {@skill Performance} +14, {@skill Society} +6, {@skill Stealth} +11 Str +1, Dex +3, Con +0, Int +0, Wis +1, Cha +4 Items kukri, leather armor, persona mask, shortbow (20 arrows)"
- ],
- "name": "Occultism"
- }
- ],
"bot": [
{
"activity": {
@@ -2815,15 +2938,9 @@
"unit": "action"
},
"entries": [
- "Ruanna attempts to {@action Feint} using {@skill Performance} rather than {@skill Deception}. On a success, the target is {@condition flat-footed} to any melee attack, not just."
+ "Ruanna attempts to {@action Feint} using {@skill Performance} rather than {@skill Deception}. On a success, the target is {@condition flat-footed} to any melee attack, not just Ruanna's. Ruanna then {@action Stride||Strides}."
],
"name": "Elaborate Feint"
- },
- {
- "entries": [
- "Ruanna then {@action Stride||Strides}."
- ],
- "name": "Ruanna's."
}
]
},
@@ -2844,15 +2961,13 @@
},
"hp": [
{
- "hp": 66,
- "abilities": null
+ "hp": 66
}
]
}
},
{
"name": "Ulthadar",
- "isNpc": false,
"source": "EC2",
"page": 91,
"level": 8,
@@ -2912,20 +3027,16 @@
"speed": {
"fly": 25
},
- "attacks": [],
"abilities": {
"top": [
{
"entries": [
- "+18, {@skill Society} +16, {@skill Stealth} +15 Str \u20135, Dex +3, Con +0, Int +4, Wis +6, Cha +3 Items moonstone diadem (page 74)"
+ "Ulthadar can't leave Moonstone Hall."
],
- "name": "Religion"
- },
- {
- "entries": [
- "Bound Ulthadar can't leave Moonstone Hall."
- ],
- "name": "Site"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -2947,15 +3058,13 @@
"necromancy"
],
"entries": [
- "Ulthadar can't move on to the afterlife until."
+ "Ulthadar can't move on to the afterlife until Moonstone Hall is restored to a position of prominence within Escadar and staffed with new priests."
],
- "name": "Rejuvenation"
- },
- {
- "entries": [
- "Hall is restored to a position of prominence within Escadar and staffed with new priests."
- ],
- "name": "Moonstone"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -2967,7 +3076,10 @@
"entries": [
"Ulthadar attempts to drain a living creature's life force. He makes a ghostly hand {@action Strike} but deals no damage on a hit. Instead, the target is {@condition drained|CRB|drained 1} for 1 day and Ulthadar regains 4 Hit Points."
],
- "name": "Draining Touch"
+ "name": "Draining Touch",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -2996,25 +3108,24 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"resistances": [
{
"amount": 5,
- "name": "all damage"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or"
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Xulgath Spinesnapper",
- "isNpc": false,
"source": "EC2",
"page": 84,
"level": 5,
@@ -3111,7 +3222,6 @@
],
"bot": [
{
- "entries": [],
"name": "Grab",
"generic": {
"tag": "ability"
@@ -3144,7 +3254,7 @@
"requirements": "The spinesnapper has a creature {@condition grabbed} or {@condition restrained}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The spinesnapper slams the creature against a nearby surface. The target and the surface struck each take {@damage 4d6} bludgeoning damage, and the target must succeed at a DC 22 Fortitude save or become {@condition slowed|CRB|slowed 1} for 1 round, or {@condition stunned} for 1 round on a critical failure."
@@ -3170,8 +3280,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -3179,7 +3288,6 @@
},
{
"name": "Yaashka",
- "isNpc": false,
"source": "EC2",
"page": 26,
"level": 5,
@@ -3190,6 +3298,7 @@
"humanoid",
"xulgath"
],
+ "description": "Male xulgath demon-caller",
"perception": {
"std": 11
},
@@ -3232,13 +3341,51 @@
"wis": 4,
"cha": 2
},
+ "items": [
+ "religious symbol of Zevgavizeb",
+ "+1 striking spiked gauntlet"
+ ],
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "magical"
+ ],
+ "name": "spiked gauntlet",
+ "attack": 16,
+ "damage": "{@damage 2d4+4} piercing plus demonic condemnation"
+ },
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 15,
+ "damage": "{@damage 2d8+4} piercing"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "agile"
+ ],
+ "name": "claw",
+ "attack": 15,
+ "damage": "{@damage 2d6+4} slashing"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "name": "javelin",
+ "attack": 12,
+ "damage": "{@damage 1d6+4} piercing"
+ }
+ ],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 24,
@@ -3303,17 +3450,24 @@
]
}
}
+ },
+ {
+ "name": "Cleric Domain",
+ "type": "Focus",
+ "fp": 1,
+ "DC": 24,
+ "entry": {
+ "3": {
+ "spells": [
+ {
+ "name": "athletic rush"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+10, {@skill Survival} +11 Str +4, Dex +1, Con +2, Int +0, Wis +4, Cha +2 Items religious symbol of {@deity Zevgavizeb|EC3}, +1 striking spiked gauntlet."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -3352,15 +3506,13 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
}
},
{
"name": "Zuipnyrn",
- "isNpc": false,
"source": "EC2",
"page": 85,
"level": 3,
@@ -3494,8 +3646,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"resistances": [
@@ -3509,7 +3660,6 @@
},
{
"name": "Zunkri",
- "isNpc": false,
"source": "EC2",
"page": 27,
"level": 7,
@@ -3519,6 +3669,7 @@
"humanoid",
"xulgath"
],
+ "description": "Female xulgath mage",
"perception": {
"std": 12
},
@@ -3544,6 +3695,9 @@
"athletics": {
"std": 13
},
+ "deception": {
+ "std": 15
+ },
"intimidation": {
"std": 17
},
@@ -3568,7 +3722,144 @@
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "magical",
+ "shove"
+ ],
+ "name": "light mace",
+ "attack": 15,
+ "damage": "{@damage 1d4+4} bludgeoning"
+ },
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 14,
+ "damage": "{@damage 1d8+2} piercing"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "agile"
+ ],
+ "name": "claw",
+ "attack": 14,
+ "damage": "{@damage 2d6+2} slashing"
+ }
+ ],
+ "spellcasting": [
+ {
+ "tradition": "arcane",
+ "type": "Spontaneous",
+ "DC": 26,
+ "attack": 18,
+ "entry": {
+ "0": {
+ "level": 4,
+ "spells": [
+ {
+ "name": "acid splash"
+ },
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "mage hand"
+ },
+ {
+ "name": "read aura"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
+ "1": {
+ "slots": 4,
+ "spells": [
+ {
+ "name": "burning hands"
+ },
+ {
+ "name": "fear"
+ },
+ {
+ "name": "magic missile"
+ },
+ {
+ "name": "ray of enfeeblement"
+ }
+ ]
+ },
+ "2": {
+ "slots": 4,
+ "spells": [
+ {
+ "name": "create food"
+ },
+ {
+ "name": "dispel magic"
+ },
+ {
+ "name": "flaming sphere"
+ },
+ {
+ "name": "see invisibility"
+ }
+ ]
+ },
+ "3": {
+ "slots": 4,
+ "spells": [
+ {
+ "name": "fireball"
+ },
+ {
+ "name": "haste"
+ },
+ {
+ "name": "magic missile"
+ }
+ ]
+ },
+ "4": {
+ "slots": 3,
+ "spells": [
+ {
+ "name": "acid arrow"
+ },
+ {
+ "name": "dimension door"
+ },
+ {
+ "name": "lightning bolt"
+ }
+ ]
+ }
+ }
+ },
+ {
+ "name": "Bloodline",
+ "type": "Focus",
+ "fp": 3,
+ "DC": 26,
+ "entry": {
+ "4": {
+ "spells": [
+ {
+ "name": "ancestral memories"
+ },
+ {
+ "name": "extend spell"
+ }
+ ]
+ }
+ }
+ }
+ ],
"abilities": {
"mid": [
{
@@ -3592,14 +3883,6 @@
],
"name": "Counterspell"
}
- ],
- "bot": [
- {
- "entries": [
- "3 Focus Points, DC 26; 4th ancestral memories (Core Rulebook 402), extend spell (Core Rulebook 404)"
- ],
- "name": "Bloodline Spells"
- }
]
},
"defenses": {
@@ -3619,8 +3902,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
diff --git a/data/bestiary/creatures-ec3.json b/data/bestiary/creatures-ec3.json
index 613ec75638..31d3dea545 100644
--- a/data/bestiary/creatures-ec3.json
+++ b/data/bestiary/creatures-ec3.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Bitter Truth Bandit",
- "isNpc": false,
"source": "EC3",
"page": 17,
"level": 6,
@@ -49,6 +48,11 @@
"wis": 0,
"cha": 2
},
+ "items": [
+ "composite shortbow (20 arrows)",
+ "hatchets (2)",
+ "padded armor"
+ ],
"speed": {
"abilities": [
"mobility"
@@ -101,14 +105,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+10, {@skill Stealth} +16, {@skill Survival} +12 Str +4, Dex +4, Con +3, Int +0, Wis +0, Cha +2 Items composite shortbow (20 arrows), hatchets (2), padded armor."
- ],
- "name": "Society"
- }
- ],
"bot": [
{
"entries": [
@@ -150,15 +146,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Bugul Noz",
- "isNpc": false,
"source": "EC3",
"page": 76,
"level": 12,
@@ -241,7 +235,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 33,
@@ -276,14 +269,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Survival} +25 Str +3, Dex +5, Con +4, Int +4, Wis +5, Cha +7."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"traits": [
@@ -379,8 +364,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"immunities": [
@@ -397,7 +381,6 @@
},
{
"name": "Cat Sith",
- "isNpc": false,
"source": "EC3",
"page": 77,
"level": 6,
@@ -474,7 +457,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 23,
@@ -557,8 +539,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"immunities": [
@@ -574,7 +555,6 @@
},
{
"name": "Counteflora",
- "isNpc": false,
"source": "EC3",
"page": 78,
"level": 10,
@@ -719,8 +699,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"immunities": [
@@ -741,7 +720,6 @@
},
{
"name": "Cu Sith",
- "isNpc": false,
"source": "EC3",
"page": 79,
"level": 7,
@@ -869,8 +847,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"immunities": [
@@ -881,7 +858,6 @@
},
{
"name": "Ginjana Mindkeeper",
- "isNpc": false,
"source": "EC3",
"page": 87,
"level": 11,
@@ -892,6 +868,7 @@
"dero",
"humanoid"
],
+ "description": "Female dero anatomist",
"perception": {
"std": 22
},
@@ -938,6 +915,12 @@
"wis": 3,
"cha": 2
},
+ "items": [
+ "expanded healer's tools",
+ "+2 striking heavy crossbow (18 bolts and 2 bolts coated with shadow essence)",
+ "+2 resilient leather armor",
+ "+1 striking shortsword"
+ ],
"speed": {
"abilities": [
"light step",
@@ -979,15 +962,24 @@
]
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Medicine} +20, {@skill Stealth} +26, {@skill Thievery} +24 Str +3, Dex +7, Con +3, Int +5, Wis +3, Cha +2 Items expanded healer's tools, +2 striking heavy crossbow (18 bolts and 2 bolts coated with shadow essence), +2 resilient leather armor, +1 striking shortsword."
- ],
- "name": "Intimidation"
+ "spellcasting": [
+ {
+ "type": "Innate",
+ "tradition": "divine",
+ "DC": 30,
+ "attack": 24,
+ "entry": {
+ "6": {
+ "spells": [
+ {
+ "name": "searing light"
+ }
+ ]
+ }
}
- ],
+ }
+ ],
+ "abilities": {
"mid": [
{
"entries": [
@@ -997,9 +989,9 @@
},
{
"entries": [
- "Ginjana rolls a success on a Reflex save, she gets a critical success instead."
+ "When Ginjana rolls a success on a Reflex save, she gets a critical success instead."
],
- "name": "Evasion When"
+ "name": "Evasion"
},
{
"entries": [
@@ -1014,34 +1006,12 @@
},
"trigger": "An attack roll to {@action Strike} Ginjana fails or critically fails",
"entries": [
- "Ginjana redirects the attack to a creature of her choice that is adjacent to her and within reach of the triggering attack. The attacker rerolls."
+ "Ginjana redirects the attack to a creature of her choice that is adjacent to her and within reach of the triggering attack. The attacker rerolls the {@action Strike}'s attack roll against the new target."
],
"name": "Sidestep"
- },
- {
- "entries": [
- "{@action Strike}'s attack roll against the new target."
- ],
- "name": "the"
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 2d6+13} piercing Ranged heavy crossbow +25 (magical, range increment <120 feet>, reload <2>), Damage {@damage 2d10+13} piercing plus shadow essence."
- ],
- "name": "S), Damage"
- },
- {
- "entries": [
- "DC 30, attack +24; 6th searing light."
- ],
- "name": "Divine Innate Spell"
- },
{
"entries": [
"Ginjana critically succeeds at an attack roll, the target of the attack is {@condition clumsy|CRB|clumsy 1} and {@condition flat-footed} until the end of Ginjana's next turn."
@@ -1061,19 +1031,31 @@
"name": "Mobility"
},
{
+ "type": "affliction",
+ "name": "Shadow Essence",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 29 Fortitude"
- ],
- "name": "Shadow Essence"
- },
- {
- "entries": [
- "6 rounds; Stage 1 {@damage 3d6} negative damage and {@damage 2d6} poison damage (1 round); Stage 2 {@damage 3d6} negative damage, {@damage 2d6} poison damage, and {@condition enfeebled|CRB|enfeebled 1} (1 round); Stage 3 {@damage 3d6} negative damage; {@damage 2d6} poison damage; and {@condition enfeebled|CRB|enfeebled 2} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 29,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 3d6} negative damage and {@damage 2d6} poison damage",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 3d6} negative damage, {@damage 2d6} poison damage, and {@condition enfeebled|CRB|enfeebled 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 3d6} negative damage; {@damage 2d6} poison damage; and {@condition enfeebled|CRB|enfeebled 2}",
+ "duration": "1 round"
+ }
+ ]
},
{
"traits": [
@@ -1112,8 +1094,7 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
],
"weaknesses": [
@@ -1125,7 +1106,6 @@
},
{
"name": "Headless Xulgath",
- "isNpc": false,
"source": "EC3",
"page": 50,
"level": 11,
@@ -1208,7 +1188,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1233,7 +1212,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Requirements The headless xulgath has a creature {@condition grabbed}; The headless."
@@ -1259,15 +1238,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Herecite Of Zevgavizeb",
- "isNpc": false,
"source": "EC3",
"page": 80,
"level": 10,
@@ -1341,7 +1318,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -1379,9 +1355,7 @@
"spells": [
{
"name": "ravening maw",
- "notes": [
- "page 67"
- ]
+ "source": "EC3"
}
]
},
@@ -1446,7 +1420,6 @@
"necromancy"
],
"requirements": "The herecite is in a cabal of three or more members, two of which are within 60 feet and have used",
- "entries": [],
"name": "Assault the Soul"
},
{
@@ -1521,7 +1494,6 @@
},
{
"name": "Hooklimb Xulgath",
- "isNpc": false,
"source": "EC3",
"page": 55,
"level": 10,
@@ -1599,21 +1571,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Survival} +16 Str +7, Dex +5, Con +3, Int +0, Wis +2, Cha +0."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1643,7 +1606,7 @@
"unit": "action"
},
"entries": [
- "The hooklimb flexes hooklike barbs on its claws. Until the start of the hooklimb's next turn, its claws {@action Strike||Strikes} deal an additional {@damage 1d10} {@condition persistent damage ||persistent bleed damage}."
+ "The hooklimb flexes hooklike barbs on its claws. Until the start of the hooklimb's next turn, its claws {@action Strike||Strikes} deal an additional {@damage 1d10} {@condition persistent damage||persistent bleed damage}."
],
"name": "Raking Claws"
},
@@ -1652,10 +1615,9 @@
"number": 1,
"unit": "action"
},
- "traits": [
+ "entries": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -1680,15 +1642,13 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
]
}
},
{
"name": "Pin Tingwheely",
- "isNpc": false,
"source": "EC3",
"page": 20,
"level": 8,
@@ -1699,6 +1659,7 @@
"fey",
"sprite"
],
+ "description": "Male pixie daredevil (Pathfinder Bestiary 309)",
"perception": {
"std": 19
},
@@ -1779,7 +1740,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -1836,20 +1796,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Stealth} +21 Str +0, Dex +6, Con +1, Int +2, Wis +3, Cha +4 Items +1 striking longbow (60 arrows), shortsword."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"entries": [
- "Pin rolls a success on a Reflex save, he gets a critical success instead."
+ "When Pin rolls a success on a Reflex save, he gets a critical success instead."
],
- "name": "Evasion When"
+ "name": "Evasion"
},
{
"activity": {
@@ -1864,16 +1816,6 @@
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 1d6+10} piercing Ranged longbow +19 (deadly , magical, range increment <100 feet>, volley <20 feet>), Damage {@damage 2d6+10} piercing Primal Innate Spells DC 26; 4th invisibility (at will, self only); 3rd dispel magic, illusory disguise; 2nd entangle, faerie fire; Cantrips (4th) dancing lights, detect magic, ghost sound, shield."
- ],
- "name": "S), Damage"
- },
{
"activity": {
"number": 1,
@@ -1892,7 +1834,7 @@
"{@bold Befuddlement} (enchantment, mental) On a failed Will save, the target is {@condition stupefied|CRB|stupefied 1} for 1 minute ({@condition stupefied|CRB|stupefied 2} on a critical failure).",
"{@bold Charm} (emotion, enchantment, incapacitation, mental) The target suffers the result of a 4th-level {@spell charm} spell, except it doesn't gain a bonus to its save if the only {@condition hostile} act was Pin firing his bow, and Pin can choose to direct the target's adoration to another creature rather than himself.",
"{@bold Memory Loss} (divination, mental) On a failed Will save, the target loses the last 5 minutes of its memory. Pin can add a single false memory if he chooses, which is the only memory the target retains in that time period.",
- "{@bold Reckless Pride} (emotion, enchantment, mental) The target suffers the result of delusional pride (Core Rulebook 391)."
+ "{@bold Reckless Pride} (emotion, enchantment, mental) The target suffers the result of {@spell delusional pride}."
]
}
],
@@ -1913,12 +1855,14 @@
},
"will": {
"std": 17
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"weaknesses": [
@@ -1931,7 +1875,6 @@
},
{
"name": "Resin-seep Xulgath",
- "isNpc": false,
"source": "EC3",
"page": 51,
"level": 10,
@@ -2051,14 +1994,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Thievery} +21 Str +4, Dex +5, Con +3, Int +1, Wis +3, Cha +0 Items +1 striking dagger."
- ],
- "name": "Survival"
- }
- ],
"bot": [
{
"traits": [
@@ -2102,15 +2037,23 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
+ }
+ ],
+ "weaknesses": [
+ {
+ "amount": 10,
+ "name": "acid"
+ },
+ {
+ "amount": 10,
+ "name": "slashing"
}
]
}
},
{
"name": "Shoony Hierarch",
- "isNpc": false,
"source": "EC3",
"page": 83,
"level": 4,
@@ -2229,8 +2172,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -2238,7 +2180,6 @@
},
{
"name": "Shoony Militia Member",
- "isNpc": false,
"source": "EC3",
"page": 83,
"level": 2,
@@ -2345,15 +2286,13 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
}
},
{
"name": "Shoony Tiller",
- "isNpc": false,
"source": "EC3",
"page": 82,
"level": 0,
@@ -2467,8 +2406,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
},
@@ -2476,7 +2414,6 @@
},
{
"name": "Skarja",
- "isNpc": false,
"source": "EC3",
"page": 88,
"level": 13,
@@ -2488,12 +2425,16 @@
"hag",
"humanoid"
],
+ "description": "Female night hag corruptor",
"perception": {
"std": 25
},
"senses": [
{
- "name": "darkvision; detect alignment"
+ "name": "darkvision"
+ },
+ {
+ "name": "detect alignment"
},
{
"name": "detect magic"
@@ -2576,7 +2517,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 33,
@@ -2649,19 +2589,31 @@
"spells": [
{
"name": "bind soul",
+ "amount": "at will",
"notes": [
- "at will; from heartstone"
+ "from heartstone"
]
},
{
"name": "ethereal jaunt",
+ "amount": "at will",
"notes": [
- "at will; from heartstone"
+ "from heartstone"
]
}
]
},
"constant": {
+ "2": {
+ "spells": [
+ {
+ "name": "detect alignment",
+ "notes": [
+ "all alignments simultaneously"
+ ]
+ }
+ ]
+ },
"3": {
"spells": [
{
@@ -2677,13 +2629,13 @@
"top": [
{
"entries": [
- "+24, {@skill Occultism} +25, {@skill Religion} +25 Str +7, Dex +5, Con +6, Int +4, Wis +6, Cha +5 Items Skarja's heartstone (page 89) Coven Skarja adds dominate, nightmare, scrying, and spellwrack to her coven's spells."
+ "Skarja adds {@spell dominate}, {@spell nightmare}, {@spell scrying}, and {@spell spellwrack} to her coven's spells."
],
- "name": "Intimidation"
+ "name": "Coven"
},
{
"entries": [
- "When Skarja rides a nightmare, the nightmare also gains her status bonus to saves against magic, and both the hag and rider benefit when Skarja uses her heartstone's ethereal jaunt innate spell."
+ "When Skarja rides a {@creature nightmare}, the nightmare also gains her status bonus to saves against magic, and both the hag and rider benefit when Skarja uses her heartstone's {@spell ethereal jaunt} innate spell."
],
"name": "Nightmare Rider"
}
@@ -2723,12 +2675,29 @@
"transmutation"
],
"entries": [
- "Skarja can take on the appearance of any Medium female humanoid. This doesn't change her."
+ "Skarja can take on the appearance of any Medium female humanoid. This doesn't change her Speed or her attack or damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to bludgeoning)."
],
"name": "Change Shape",
"generic": {
"tag": "ability"
}
+ },
+ {
+ "traits": [
+ "enchantment",
+ "occult",
+ "mental"
+ ],
+ "entries": [
+ "If Skarja is ethereal and hovering over a sleeping chaotic or evil creature, she can ride the victim's back until dawn. The creature endures tormenting dreams as Skarja casts {@spell nightmare} on it, and is exposed to {@spell Abyssal plague}. Any {@condition drained} condition caused by dream haunting is cumulative. Only an ethereal being can confront the night hag and stop her dream haunting."
+ ],
+ "name": "Dream Haunting"
+ },
+ {
+ "entries": [
+ "A creature {@condition flat-footed} to the night hag takes a \u20132 circumstance penalty to checks and DCs to defend against her spells."
+ ],
+ "name": "Spell Ambush"
}
]
},
@@ -2745,12 +2714,15 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. magic",
+ "\u20132 to all saves if Skarja doesn't have her heartstone"
+ ]
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
],
"immunities": [
@@ -2761,12 +2733,17 @@
"amount": 15,
"name": "cold iron"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "mental"
+ }
]
}
},
{
"name": "Swardlands Delinquent",
- "isNpc": false,
"source": "EC3",
"page": 15,
"level": 4,
@@ -2799,7 +2776,8 @@
"std": 8
},
"stealth": {
- "std": 12
+ "std": 12,
+ "while in the Swardlands": 14
},
"thievery": {
"std": 12
@@ -2813,31 +2791,37 @@
"wis": 0,
"cha": 2
},
+ "items": [
+ "leather armor",
+ "club",
+ "dagger; one delinquent carries a crowbar and another carries a brush and pot of red paint"
+ ],
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "club",
+ "attack": 11,
+ "damage": "{@damage 1d6+5} bludgeoning"
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "agile",
+ "thrown 10 feet",
+ "versatile S"
+ ],
+ "name": "dagger",
+ "attack": 12,
+ "damage": "{@damage 1d4+5} piercing"
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Stealth} +12 (+14 while in the."
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "+12 Str +3, Dex +4, Con +1, Int +1, Wis +0, Cha +2 Items leather armor, club, dagger; one delinquent carries a crowbar and another carries a brush and pot of red paint."
- ],
- "name": "Swardlands), Thievery"
- }
- ],
"mid": [
{
- "entries": [],
- "name": "Jemaig Hendri"
- },
- {
+ "name": "Nimble Dodge",
"activity": {
"number": 1,
"unit": "reaction"
@@ -2845,32 +2829,31 @@
"trigger": "The delinquent is targeted with a melee or ranged attack by an attacker she can see",
"entries": [
"The delinquent gains a +2 circumstance bonus to AC against the triggering attack."
- ],
- "name": "Nimble Dodge"
+ ]
}
],
"bot": [
{
+ "name": "Quick Draw",
"activity": {
"number": 1,
"unit": "action"
},
"entries": [
- "The delinquent draws a weapon with an {@action Interact} action, then {@action Strike||Strikes} with the weapon they just drew."
- ],
- "name": "Quick Draw"
+ "The delinquent draws a weapon with an {@action Interact} action, then Strikes with the weapon they just drew."
+ ]
},
{
+ "name": "Rattling Blow",
"entries": [
- "Creatures the delinquent critically hits are {@condition clumsy|CRB|clumsy 1} and can't make reactions until the end of the delinquent's next turn."
- ],
- "name": "Rattling Blow"
+ "Creatures the delinquent critically hits are {@condition clumsy||clumsy 1} and can't make reactions until the end of the delinquent's next turn."
+ ]
},
{
+ "name": "Sneak Attack",
"entries": [
"The delinquent deals {@dice 1d6} extra precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack",
"generic": {
"tag": "ability"
}
@@ -2894,15 +2877,13 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
]
}
},
{
"name": "Tanessa Fleer",
- "isNpc": false,
"source": "EC3",
"page": 16,
"level": 9,
@@ -3004,18 +2985,12 @@
"unit": "reaction"
},
"entries": [
- "Tanessa can make."
+ "Tanessa can make Attacks of Opportunity with a loaded ranged weapon she's wielding if the triggering creature is within 5 feet of her."
],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
}
- },
- {
- "entries": [
- "Opportunity with a loaded ranged weapon she's wielding if the triggering creature is within 5 feet of her."
- ],
- "name": "Attacks of"
}
],
"bot": [
@@ -3052,15 +3027,9 @@
},
{
"entries": [
- "Tanessa's ranged {@action Strike||Strikes} don't trigger."
+ "Tanessa's ranged {@action Strike||Strikes} don't trigger Attacks of Opportunity or other reactions triggered by ranged attacks."
],
"name": "Mobile Shot Stance"
- },
- {
- "entries": [
- "Opportunity or other reactions triggered by ranged attacks."
- ],
- "name": "Attacks of"
}
]
},
@@ -3081,15 +3050,13 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
}
},
{
"name": "Thessekka",
- "isNpc": false,
"source": "EC3",
"page": 91,
"level": 14,
@@ -3100,6 +3067,7 @@
"humanoid",
"xulgath"
],
+ "description": "Female xulgath commander",
"perception": {
"std": 26
},
@@ -3129,7 +3097,8 @@
"std": 28
},
"crafting": {
- "std": 28
+ "std": 28,
+ "to Craft alchemical items": 30
},
"intimidation": {
"std": 23
@@ -3152,6 +3121,13 @@
"wis": 2,
"cha": 1
},
+ "items": [
+ "greater alchemist goggles",
+ "expert alchemist's tools",
+ "formula book",
+ "infused reagents (8)",
+ "ring of stoneshifting"
+ ],
"speed": {
"walk": 20,
"burrow": 10
@@ -3189,16 +3165,11 @@
"range increment <30 feet>",
"splash"
],
- "effects": [
- "varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ "damage": "varies by bomb"
}
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -3217,15 +3188,9 @@
"top": [
{
"entries": [
- "+22, {@skill Survival} +22 Str +6, Dex +1, Con +4, Int +4, Wis +2, Cha +1 Items greater alchemist goggles, expert alchemist's tools, formula book, infused reagents (8), ring of stoneshifting."
- ],
- "name": "Nature"
- },
- {
- "entries": [
- "Items Thessekka carries the following infused items: 1 greater acid flask, 2 greater alchemist's fires, 1 moderate bravo's brew, 2 greater frost vials, 1 greater quicksilver mutagen, 1 greater tanglefoot bag. These items last for 24 hours, or until the next time Thessekka makes her daily preparations."
+ "Thessekka carries the following infused items: 1 {@item greater acid flask}, 2 {@item greater alchemist's fire||greater alchemist's fires}, 1 {@item moderate bravo's brew}, 2 {@item greater frost vial||greater frost vials}, 1 {@item greater quicksilver mutagen}, 1 {@item greater tanglefoot bag}. These items last for 24 hours, or until the next time Thessekka makes her daily preparations."
],
- "name": "Infused"
+ "name": "Infused Items"
}
],
"mid": [
@@ -3248,7 +3213,7 @@
"14th"
],
"entries": [
- "greater acid flask, greater alchemist's fire, greater antidote, moderate bravo's brew, greater comprehension elixir, greater frost vial, greater quicksilver mutagen, stone fist elixir, greater tanglefoot bag."
+ "{@item greater acid flask}, {@item greater alchemist's fire}, {@item greater antidote}, {@item moderate bravo's brew}, {@item greater comprehension elixir}, {@item greater frost vial}, {@item greater quicksilver mutagen}, {@item stone fist elixir}, {@item greater tanglefoot bag}."
],
"name": "Alchemical Formulas"
},
@@ -3283,8 +3248,9 @@
"number": 1,
"unit": "action"
},
+ "cost": "1 batch of infused reagents",
"entries": [
- "Cost 1 batch of infused reagents; Thessekka creates a single alchemical item from her formula book (see Alchemical Formulas). This item has the {@trait infused} trait, but it remains potent only until the end of her next turn."
+ "Thessekka creates a single alchemical item from her formula book (see Alchemical Formulas). This item has the {@trait infused} trait, but it remains potent only until the end of her next turn."
],
"name": "Quick Alchemy"
},
@@ -3294,7 +3260,7 @@
"unit": "action"
},
"entries": [
- "Thessekka Interacts to draw a bomb, then {@action Strike||Strikes} with it."
+ "Thessekka {@action Interact||Interacts} to draw a bomb, then {@action Strike||Strikes} with it."
],
"name": "Quick Bomber"
},
@@ -3327,8 +3293,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"resistances": [
@@ -3341,7 +3306,6 @@
},
{
"name": "Xulgath Bomber",
- "isNpc": false,
"source": "EC3",
"page": 28,
"level": 7,
@@ -3391,6 +3355,11 @@
"wis": 2,
"cha": 0
},
+ "items": [
+ "alchemist's tools",
+ "greatpick",
+ "studded leather armor"
+ ],
"speed": {
"walk": 25
},
@@ -3440,7 +3409,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "5 acid damage plus {@damage 2d6+2} {@condition persistent damage ||persistent acid} and 4 acid splash",
+ "damage": "5 acid damage plus {@damage 2d6+2} {@condition persistent damage||persistent acid} and 4 acid splash",
"types": [
"acid",
"persistent"
@@ -3454,7 +3423,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage ||persistent fire} and 4 fire splash",
+ "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage||persistent fire} and 4 fire splash",
"types": [
"fire",
"persistent"
@@ -3465,13 +3434,7 @@
"top": [
{
"entries": [
- "+15, {@skill Thievery} +15 Str +3, Dex +4, Con +1, Int +4, Wis +2, Cha +0 Items alchemist's tools, greatpick, studded leather armor."
- ],
- "name": "Stealth"
- },
- {
- "entries": [
- "A xulgath bomber carries the following infused items: 2 doses of concentrated xulgath bile, 2 moderate acid flasks, and 2 moderate alchemist's fires. These items last for 24 hours, or until the next time they make their daily preparations."
+ "A xulgath bomber carries the following infused items: 2 doses of concentrated xulgath bile, 2 {@item moderate acid flask||moderate acid flasks}, and 2 {@item moderate alchemist's fire||moderate alchemist's fires}. These items last for 24 hours, or until the next time they make their daily preparations."
],
"name": "Infused Items"
}
@@ -3490,19 +3453,32 @@
],
"bot": [
{
+ "type": "affliction",
+ "name": "Concentrated Xulgath Bile",
"traits": [
"poison"
],
- "entries": [
- "The {@condition sickened} condition from concentrated xulgath bile doesn't improve on its own until the target recovers from the poison. A target who recovers from concentrated xulgath bile is immune to being {@condition sickened} by this poison for 1 minute; Saving."
- ],
- "name": "Concentrated Xulgath Bile"
- },
- {
- "entries": [
- "DC 22; Maximum Duration 6 rounds; Stage 1 {@damage 1d10} poison damage and {@condition sickened|CRB|sickened 1} (1 round); Stage 2 {@damage 2d10} poison damage and {@condition sickened|CRB|sickened 2} (1 round); Stage 2 {@damage 2d10} poison damage and {@condition sickened|CRB|sickened 3} (1 round)."
- ],
- "name": "Throw Fortitude"
+ "DC": 22,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "note": "The {@condition sickened} condition from concentrated xulgath bile doesn't improve on its own until the target recovers from the poison. A target who recovers from concentrated xulgath bile is immune to being {@condition sickened} by this poison for 1 minute",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 1d10} poison damage and {@condition sickened|CRB|sickened 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 2d10} poison damage and {@condition sickened|CRB|sickened 2}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 2d10} poison damage and {@condition sickened|CRB|sickened 3}",
+ "duration": "1 round"
+ }
+ ]
},
{
"activity": {
@@ -3510,7 +3486,7 @@
"unit": "action"
},
"entries": [
- "The bomber Interacts to draw a bomb, then {@action Strike||Strikes} with it."
+ "The bomber {@action Interact||Interacts} to draw a bomb, then {@action Strike||Strikes} with it."
],
"name": "Quick Bomber"
}
@@ -3533,8 +3509,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
],
"resistances": [
@@ -3547,7 +3522,6 @@
},
{
"name": "Xulgath Skirmisher",
- "isNpc": false,
"source": "EC3",
"page": 27,
"level": 6,
@@ -3714,15 +3688,13 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
}
},
{
"name": "Xulgath Stoneliege",
- "isNpc": false,
"source": "EC3",
"page": 84,
"level": 8,
@@ -3820,7 +3792,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -3861,7 +3832,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The stoneliege commands nearby earth to attack a foe. The stoneliege makes a claw {@action Strike} against a creature that is within 60 feet of the stoneliege and 10 feet of an earthen surface, such as dirt, mud, stone, or sand. The {@action Strike} originates from the surface's square and has a reach of 10 feet. On a critical hit, the target is also knocked {@condition prone}."
@@ -3880,7 +3851,7 @@
"requirements": "The stoneliege is standing on or next to at least 10 cubic feet of dirt, stone, or other earthen material",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The stoneliege creates a violent wave of roiling earth. Creatures in a 15-foot cone take {@damage 7d8} bludgeoning damage (DC 26 basic Reflex save; on a critical failure, creatures are also knocked {@condition prone})."
@@ -3920,8 +3891,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
],
"resistances": [
@@ -3935,7 +3905,6 @@
},
{
"name": "Yaganty",
- "isNpc": false,
"source": "EC3",
"page": 85,
"level": 10,
@@ -4020,7 +3989,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 29,
@@ -4076,7 +4044,7 @@
},
{
"entries": [
- "A yaganty who is doused with water or otherwise has their candle fingers extinguished takes {@damage 3d6} {@condition persistent damage ||persistent mental damage}, becomes {@condition quickened|CRB|quickened 1}, and screams in agony until they reignite their candles (typically by casting produce flame and lighting their fingers with an {@action Interact} action)."
+ "A yaganty who is doused with water or otherwise has their candle fingers extinguished takes {@damage 3d6} {@condition persistent damage||persistent mental damage}, becomes {@condition quickened|CRB|quickened 1}, and screams in agony until they reignite their candles (typically by casting produce flame and lighting their fingers with an {@action Interact} action)."
],
"name": "Vulnerability to Extinguishing"
},
@@ -4085,7 +4053,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4102,7 +4069,7 @@
"fire"
],
"entries": [
- "The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals {@damage 1d6} {@condition persistent damage ||persistent fire damage}. An affected creature or adjacent ally can remove one glob of wax by spending an {@action Interact} action to scrape it off. The yaganty can't use Fling Wax again for {@dice 1d4} rounds.",
+ "The yaganty whips a stream of scalding wax in a 30-foot line. Each glob deals {@damage 1d6} {@condition persistent damage||persistent fire damage}. An affected creature or adjacent ally can remove one glob of wax by spending an {@action Interact} action to scrape it off. The yaganty can't use Fling Wax again for {@dice 1d4} rounds.",
"Creatures in the area must attempt a DC 27 Reflex save.",
{
"type": "successDegree",
@@ -4135,8 +4102,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"weaknesses": [
diff --git a/data/bestiary/creatures-ec4.json b/data/bestiary/creatures-ec4.json
index 39e3fbbc12..da37885229 100644
--- a/data/bestiary/creatures-ec4.json
+++ b/data/bestiary/creatures-ec4.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Arskuva The Gnasher",
- "isNpc": false,
"source": "EC4",
"page": 55,
"level": 12,
@@ -111,8 +110,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -124,7 +122,6 @@
},
{
"name": "Aukashungi Swarm",
- "isNpc": false,
"source": "EC4",
"page": 50,
"level": 10,
@@ -166,7 +163,6 @@
"walk": 35,
"burrow": 35
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -175,7 +171,7 @@
"unit": "action"
},
"entries": [
- "The swarm deals {@damage 4d6} piercing damage and {@damage 2d4} {@condition persistent damage ||persistent bleed damage} to every creature in its space (DC 29 basic Reflex save). The first time per round that a creature is affected by an aukashungi swarm's Burrowing Agony, the creature is also exposed to expeditious evolution."
+ "The swarm deals {@damage 4d6} piercing damage and {@damage 2d4} {@condition persistent damage||persistent bleed damage} to every creature in its space (DC 29 basic Reflex save). The first time per round that a creature is affected by an aukashungi swarm's Burrowing Agony, the creature is also exposed to expeditious evolution."
],
"name": "Burrowing Agony"
},
@@ -216,8 +212,7 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
],
"immunities": [
@@ -228,7 +223,6 @@
},
{
"name": "Brughadatch",
- "isNpc": false,
"source": "EC4",
"page": 78,
"level": 10,
@@ -309,7 +303,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 28,
@@ -395,7 +388,7 @@
"requirements": "Targets must have critically failed a save against a brughadatch's Deceitful Feast or charm innate spell",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The brughadatch feasts on the souls of the creatures they've tricked. They target up to five creatures within 30 feet and feast on their ambient brainpower, dealing {@damage 4d10} mental damage (DC 26 basic Will save) to each creature. Unless a target succeeds at the Will save, this damage does not end the charm effect or the effect of Deceitful Feast as a {@condition hostile} action normally would."
@@ -421,8 +414,7 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
]
},
@@ -430,7 +422,6 @@
},
{
"name": "Doblagub",
- "isNpc": false,
"source": "EC4",
"page": 79,
"level": 13,
@@ -510,15 +501,12 @@
"reach <15 feet>"
],
"effects": [
- "Grab"
- ],
- "damage": "Grab and Pull 10 feet",
- "types": []
+ "Grab and Pull 10 feet"
+ ]
}
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 33,
@@ -618,7 +606,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Requirements The doblagub's etheric fibers aura is active; ; All nonbrughadatch creatures within the aura must succeed at a DC 30 Fortitude save or be pulled 10 feet toward the doblagub."
@@ -666,8 +654,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"weaknesses": [
@@ -681,7 +668,6 @@
},
{
"name": "Faceless Butcher",
- "isNpc": false,
"source": "EC4",
"page": 80,
"level": 11,
@@ -809,7 +795,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -855,8 +840,7 @@
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
],
"resistances": [
@@ -870,7 +854,6 @@
},
{
"name": "Gahlepod",
- "isNpc": false,
"source": "EC4",
"page": 78,
"level": 7,
@@ -939,10 +922,10 @@
"trigger": "The gahlepod becomes adjacent to at least one other gahlepod",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws {@action Strike} deals {@damage 1d6} {@condition persistent damage ||persistent bleed damage} in addition to the listed damage."
+ "The gahlepod is spurred into a frenzy by the others. For the rest of the round, their jaws {@action Strike} deals {@damage 1d6} {@condition persistent damage||persistent bleed damage} in addition to the listed damage."
],
"name": "Churning Frenzy"
}
@@ -965,8 +948,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"weaknesses": [
@@ -980,7 +962,6 @@
},
{
"name": "Giant Aukashungi",
- "isNpc": false,
"source": "EC4",
"page": 77,
"level": 14,
@@ -1071,7 +1052,7 @@
"acid"
],
"entries": [
- "The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes {@damage 10d8} acid damage plus {@damage 2d8} {@condition persistent damage ||persistent acid damage} (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute.",
+ "The giant aukashungi releases an acidic gas from its ventral glands in a 30-foot burst. Each creature that starts its turn in the area takes {@damage 10d8} acid damage plus {@damage 2d8} {@condition persistent damage||persistent acid damage} (DC 32 basic Fortitude save). The gas moves 10 feet away from the giant aukashungi each round and lasts for 1 minute.",
"The giant aukashungi can't use Acidic Effluence again for 1 minute."
],
"name": "Acidic Effluence"
@@ -1134,8 +1115,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"resistances": [
@@ -1157,7 +1137,6 @@
},
{
"name": "Harrow Doll",
- "isNpc": false,
"source": "EC4",
"page": 81,
"level": 8,
@@ -1235,7 +1214,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 27,
@@ -1317,8 +1295,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"immunities": [
@@ -1332,7 +1309,7 @@
{
"amount": 5,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
},
@@ -1340,7 +1317,6 @@
},
{
"name": "Helg Eats-the-eaters",
- "isNpc": false,
"source": "EC4",
"page": 87,
"level": 15,
@@ -1350,6 +1326,7 @@
"large",
"aberration"
],
+ "description": "Female gug necromancer (Pathfinder Bestiary 198)",
"perception": {
"std": 26
},
@@ -1435,7 +1412,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 36,
@@ -1527,9 +1503,7 @@
"spells": [
{
"name": "blood feast",
- "notes": [
- "page 74"
- ]
+ "source": "EC4"
},
{
"name": "cloudkill"
@@ -1562,9 +1536,7 @@
"spells": [
{
"name": "entrancing eyes",
- "notes": [
- "page 74"
- ]
+ "source": "EC4"
},
{
"name": "vampiric exsanguination"
@@ -1587,6 +1559,24 @@
]
}
}
+ },
+ {
+ "name": "Wizard School",
+ "type": "Focus",
+ "DC": 36,
+ "fp": 1,
+ "entry": {
+ "8": {
+ "spells": [
+ {
+ "name": "call of the grave"
+ },
+ {
+ "name": "life siphon"
+ }
+ ]
+ }
+ }
}
],
"rituals": [
@@ -1602,35 +1592,18 @@
},
{
"name": "statuette",
- "notes": [
- "page 75"
- ]
+ "source": "EC4"
}
]
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Deception} +21, {@skill Occultism} +27, {@skill Stealth} +24"
- ],
- "name": "Athletics"
- },
- {
- "entries": [
- "+22 Str +7, Dex +3, Con +4, Int +6, Wis +3, Cha +0 Items religious symbol of Bokrug, spellbook."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1640,7 +1613,7 @@
"bot": [
{
"entries": [
- "Despite her size, Helg's multiple joints allow her to fit through tight spaces as if she were a Medium creature. While Squeezing, she can move at her full Speed."
+ "Despite her size, Helg's multiple joints allow her to fit through tight spaces as if she were a Medium creature. While {@action Squeeze||Squeezing}, she can move at her full Speed."
],
"name": "Eerie Flexibility"
},
@@ -1655,10 +1628,19 @@
"requirements": "Helg's most recent action was to cast a non-cantrip necromancy spell",
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
- "Helg drains away the life force from a creature targeted by the spell, with a result depending on its Fortitude save (DC 36). This effect is magical and can be counteracted with dispel magic (Level 15, DC 36). This ability cannot affect a creature that critically succeeded at the spell's saving throw, if any. Critical Success No effect. Success {@condition Enfeebled|CRB|Enfeebled 1} for 1 round. Failure {@condition Fatigued}. Critical Failure {@condition Fatigued}, and rest does not remove the creature's {@condition fatigued} condition for 1 week."
+ "Helg drains away the life force from a creature targeted by the spell, with a result depending on its Fortitude save (DC 36). This effect is magical and can be counteracted with {@spell dispel magic} (Level 15, DC 36). This ability cannot affect a creature that critically succeeded at the spell's saving throw, if any.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "No effect.",
+ "Success": "{@condition Enfeebled|CRB|Enfeebled 1} for 1 round.",
+ "Failure": "{@condition Fatigued}.",
+ "Critical Failure": "{@condition Fatigued}, and rest does not remove the creature's {@condition fatigued} condition for 1 week."
+ }
+ }
],
"name": "Enervating Tug"
},
@@ -1677,10 +1659,9 @@
"number": 1,
"unit": "action"
},
- "traits": [
+ "entries": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -1705,15 +1686,13 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
}
},
{
"name": "Ledorick Banyan",
- "isNpc": false,
"source": "EC4",
"page": 89,
"level": 14,
@@ -1724,8 +1703,10 @@
"human",
"humanoid"
],
+ "description": "Male human folk hero",
"perception": {
- "std": 24
+ "std": 24,
+ "when using Perception for initiative": 26
},
"languages": {
"languages": [
@@ -1733,6 +1714,9 @@
]
},
"skills": {
+ "acrobatics": {
+ "std": 24
+ },
"athletics": {
"std": 25,
"to Disarm": 27
@@ -1761,6 +1745,13 @@
"wis": 2,
"cha": 5
},
+ "items": [
+ "+1 resilient chain shirt",
+ "+1 striking composite longbow (40 arrows)",
+ "moderate healing potion",
+ "+2 greater striking longsword",
+ "ring of sustenance"
+ ],
"speed": {
"walk": 25
},
@@ -1812,20 +1803,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Diplomacy} +25, {@skill Intimidation} +25"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+20, {@skill Lore||Willowside Lore} +18 Str +5, Dex +4, Con +2, Int +0, Wis +2, Cha +5 Items +1 resilient chain shirt, +1 striking composite longbow (40 arrows), moderate healing potion, +2 greater striking longsword, ring of sustenance."
- ],
- "name": "Society"
- }
- ],
"mid": [
{
"entries": [
@@ -1884,9 +1861,9 @@
},
{
"entries": [
- "Ledorick can see and be seen by at least two allies, his attacks deal {@dice 3d6} extra precision damage."
+ "When Ledorick can see and be seen by at least two allies, his attacks deal {@dice 3d6} extra precision damage."
],
- "name": "Show-Off When"
+ "name": "Show-Off"
},
{
"activity": {
@@ -1917,15 +1894,13 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
]
}
},
{
"name": "Lyrt Cozurn",
- "isNpc": false,
"source": "EC4",
"page": 40,
"level": 15,
@@ -1937,6 +1912,7 @@
"spirit",
"undead"
],
+ "description": "Male dybbuk cult leader",
"perception": {
"std": 27
},
@@ -2003,7 +1979,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 35,
@@ -2061,14 +2036,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+29, {@skill Stealth} +28 Str \u20135, Dex +7, Con +0, Int +1, Wis +6, Cha +8."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"traits": [
@@ -2080,7 +2047,7 @@
"mental"
],
"entries": [
- "30 feet, DC 33."
+ "30 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -2095,11 +2062,14 @@
"unit": "action"
},
"entries": [
- "Lyrt possesses a Large or smaller object within 20 feet, making it an animated object (Bestiary 20)",
+ "Lyrt possesses a {@trait Large} or smaller object within 20 feet, making it an animated object (Bestiary 20)",
"This animated object's level can be no higher than Lyrt's level \u2013 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession.",
"This possession ends when the object is destroyed or Lyrt leaves it. At this point, Lyrt reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds."
],
- "name": "Inhabit Object"
+ "name": "Inhabit Object",
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -2109,7 +2079,10 @@
"entries": [
"Lyrt attempts to possess an adjacent corporeal creature. This has the same effect as the {@spell possession} spell with an unlimited duration, except since Lyrt doesn't have a physical body, he is unaffected by that restriction. When Lyrt departs, the target has only {@condition confused} and incoherent memories of the period during which they were possessed. If a creature dies while possessed by Lyrt and its corpse remains intact, Lyrt can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse acts like an animated object."
],
- "name": "Malevolent Possession"
+ "name": "Malevolent Possession",
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -2137,25 +2110,24 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"resistances": [
{
"amount": 15,
- "name": "all damage"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or"
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Qurashith",
- "isNpc": false,
"source": "EC4",
"page": 82,
"level": 17,
@@ -2273,7 +2245,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 35,
@@ -2317,7 +2288,7 @@
"mental"
],
"entries": [
- "90 feet, DC 33."
+ "90 feet, DC 33"
],
"name": "Frightful Presence",
"generic": {
@@ -2350,7 +2321,6 @@
"traits": [
"claw"
],
- "entries": [],
"name": "Rend",
"generic": {
"tag": "ability"
@@ -2375,8 +2345,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"weaknesses": [
@@ -2400,7 +2369,6 @@
},
{
"name": "Sodden Sentinels",
- "isNpc": false,
"source": "EC4",
"page": 32,
"level": 11,
@@ -2464,7 +2432,6 @@
],
"bot": [
{
- "entries": [],
"name": "Improved Knockdown",
"generic": {
"tag": "ability"
@@ -2533,7 +2500,6 @@
},
{
"name": "Starved Staff",
- "isNpc": false,
"source": "EC4",
"page": 16,
"level": 14,
@@ -2694,7 +2660,6 @@
},
{
"name": "Stirvyn Banyan",
- "isNpc": false,
"source": "EC4",
"page": 39,
"level": 12,
@@ -2705,6 +2670,7 @@
"human",
"humanoid"
],
+ "description": "Male human town protector",
"perception": {
"std": 21
},
@@ -2746,7 +2712,7 @@
"items": [
"major mentalist's staff",
"scroll of false life",
- "Sheriff"
+ "Sheriff Banyan's map of the sea caves"
],
"speed": {
"walk": 25
@@ -2768,7 +2734,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 32,
@@ -2906,17 +2871,30 @@
}
}
}
+ },
+ {
+ "name": "Sorcerer Bloodline",
+ "type": "Focus",
+ "DC": 32,
+ "fp": 3,
+ "entry": {
+ "6": {
+ "spells": [
+ {
+ "name": "ancestral memories"
+ },
+ {
+ "name": "arcane countermeasure"
+ },
+ {
+ "name": "extend spell"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Society} +20 Str +0, Dex +4, Con +3, Int +2, Wis +3, Cha +5 Items major mentalist's staff, scroll of false life, Sheriff Banyan's map of the sea caves."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
@@ -2937,15 +2915,15 @@
"bot": [
{
"entries": [
- "Stirvyn casts a bloodline spell, a surge of ancestral memories grants either him or a target of the spell a +1 status bonus to skill checks for 1 round."
+ "When Stirvyn casts a bloodline spell, a surge of ancestral memories grants either him or a target of the spell a +1 status bonus to skill checks for 1 round."
],
- "name": "Bloodline Magic When"
+ "name": "Bloodline Magic"
},
{
"entries": [
- "Casts a Spell from a spell slot, if the spell deals damage and doesn't have a duration, he gains a status bonus to that spell's damage equal to the spell's level."
+ "When Stirvyn {@action Casts a Spell} from a spell slot, if the spell deals damage and doesn't have a duration, he gains a status bonus to that spell's damage equal to the spell's level."
],
- "name": "Dangerous Sorcery When Stirvyn"
+ "name": "Dangerous Sorcery"
},
{
"entries": [
@@ -2972,15 +2950,13 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
]
}
},
{
"name": "Tallow Ooze",
- "isNpc": false,
"source": "EC4",
"page": 83,
"level": 11,
@@ -3099,8 +3075,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"immunities": [
@@ -3128,7 +3103,6 @@
},
{
"name": "Tashlock Banyan",
- "isNpc": false,
"source": "EC4",
"page": 39,
"level": 12,
@@ -3139,6 +3113,7 @@
"human",
"humanoid"
],
+ "description": "Male human town protector",
"perception": {
"std": 20
},
@@ -3184,6 +3159,14 @@
"wis": 2,
"cha": 3
},
+ "items": [
+ "chalk",
+ "+1 striking composite shortbow (20 arrows)",
+ "lesser darkvision elixir",
+ "invisibility potion",
+ "+1 resilient leather armor",
+ "+1 rapier"
+ ],
"speed": {
"walk": 25
},
@@ -3224,19 +3207,7 @@
"top": [
{
"entries": [
- "+17, {@skill Intimidation} +19, {@skill Society} +16, {@skill Stealth} +23"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+16, {@skill Thievery} +21 Str +3, Dex +5, Con +0, Int +2, Wis +2, Cha +3 Items chalk, +1 striking composite shortbow (20 arrows), lesser darkvision elixir, invisibility potion, +1 resilient leather armor, +1 rapier."
- ],
- "name": "Survival"
- },
- {
- "entries": [
- "Tashlock can move his full Speed when Sneaking."
+ "Tashlock can move his full Speed when {@action Sneak||Sneaking}."
],
"name": "Swift Sneak"
}
@@ -3263,9 +3234,9 @@
"bot": [
{
"entries": [
- "Tashlock deals damage to a target on a critical hit, the target is {@condition slowed|CRB|slowed 2} until the end of Tashlock's next turn."
+ "When Tashlock deals damage to a target on a critical hit, the target is {@condition slowed|CRB|slowed 2} until the end of Tashlock's next turn."
],
- "name": "Pierced Tendon When"
+ "name": "Pierced Tendon"
},
{
"activity": {
@@ -3273,7 +3244,7 @@
"unit": "action"
},
"entries": [
- "Tashlock Interacts to draw a weapon, then {@action Strike||Strikes} with that weapon."
+ "Tashlock {@action Interact||Interacts} to draw a weapon, then {@action Strike||Strikes} with that weapon."
],
"name": "Quick Draw"
},
@@ -3288,9 +3259,9 @@
},
{
"entries": [
- "Tashlock rolls a failure on a {@action Sneak} action, he gets a success instead."
+ "When Tashlock rolls a failure on a {@action Sneak} action, he gets a success instead."
],
- "name": "Sneak Savant When"
+ "name": "Sneak Savant"
},
{
"entries": [
@@ -3317,15 +3288,13 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
]
}
},
{
"name": "The Vanish Man",
- "isNpc": false,
"source": "EC4",
"page": 47,
"level": 16,
@@ -3335,6 +3304,7 @@
"medium",
"humanoid"
],
+ "description": "Variant faceless butcher (page 80)",
"perception": {
"std": 28
},
@@ -3424,7 +3394,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 34,
@@ -3447,7 +3416,15 @@
}
]
},
- "constant": {}
+ "constant": {
+ "8": {
+ "spells": [
+ {
+ "name": "pass without trace"
+ }
+ ]
+ }
+ }
}
}
],
@@ -3455,15 +3432,9 @@
"top": [
{
"entries": [
- "+29, {@skill Stealth} +31 Str +9, Dex +5, Con +6, Int +1, Wis +4, Cha +7 Items bag of faces, cleaver."
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "Man doesn't have an alignment aura and cannot be detected by spells such as detect alignment."
+ "The Vanish Man doesn't have an alignment aura and cannot be detected by spells such as {@spell detect alignment}."
],
- "name": "Vanished Alignment The Vanish"
+ "name": "Vanished Alignment"
}
],
"mid": [
@@ -3475,23 +3446,18 @@
"mental"
],
"entries": [
- "10 feet, DC 33. This aura is suppressed while the Vanish Man is using."
+ "10 feet, DC 33. This aura is suppressed while the Vanish Man is using Change Shape."
],
"name": "Frightful Presence",
"generic": {
"tag": "ability"
}
},
- {
- "entries": [],
- "name": "Change Shape."
- },
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3557,8 +3523,7 @@
},
"hp": [
{
- "hp": 265,
- "abilities": null
+ "hp": 265
}
],
"resistances": [
@@ -3571,7 +3536,6 @@
},
{
"name": "War Sauropelta",
- "isNpc": false,
"source": "EC4",
"page": 46,
"level": 12,
@@ -3642,7 +3606,7 @@
"unit": "reaction"
},
"entries": [
- "DC 32."
+ "DC 32"
],
"name": "Buck",
"generic": {
@@ -3657,7 +3621,7 @@
"trigger": "The war sauropelta would be affected by the {@condition immobilized}, {@condition paralyzed}, {@condition slowed}, or {@condition stunned} conditions, or by an effect that would give it a penalty to its Speeds, from a source of 14th level or less",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The war sauropelta negates the triggering condition or effect."
@@ -3678,7 +3642,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, foot, DC 32."
+ "Medium or smaller, foot, DC 32"
],
"name": "Trample",
"generic": {
@@ -3704,8 +3668,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
],
"immunities": [
@@ -3715,7 +3678,6 @@
},
{
"name": "Wight Cultist",
- "isNpc": false,
"source": "EC4",
"page": 34,
"level": 12,
@@ -3725,6 +3687,7 @@
"medium",
"undead"
],
+ "description": "Variant wight (Pathfinder Bestiary 332)",
"perception": {
"std": 22
},
@@ -3762,7 +3725,7 @@
},
"items": [
"+1 striking ranseur",
- "platinum religious symbol of"
+ "platinum religious symbol of Bokrug worth 150 gp"
],
"speed": {
"walk": 25
@@ -3800,7 +3763,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -3830,10 +3792,7 @@
"name": "confusion"
},
{
- "name": "downpour",
- "notes": [
- "Core Rulebook 391"
- ]
+ "name": "downpour"
}
]
},
@@ -3848,14 +3807,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+22 Str +7, Dex +4, Con +6, Int \u20131, Wis +6, Cha +4 Items +1 striking ranseur, platinum religious symbol of Bokrug worth 150 gp."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -3914,12 +3865,18 @@
"negative healing"
]
}
+ ],
+ "immunities": [
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Xilvirek",
- "isNpc": false,
"source": "EC4",
"page": 84,
"level": 12,
@@ -4029,7 +3986,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 28,
@@ -4103,7 +4059,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4150,8 +4105,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
],
"weaknesses": [
@@ -4169,7 +4123,6 @@
},
{
"name": "Xulgath Gutrager",
- "isNpc": false,
"source": "EC4",
"page": 85,
"level": 10,
@@ -4238,6 +4191,23 @@
"types": [
"slashing"
]
+ },
+ {
+ "range": "Ranged",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "acid",
+ "range increment <60 feet>"
+ ],
+ "name": "bile jet",
+ "attack": 23,
+ "damage": "{@damage 4d8+7} acid",
+ "types": [
+ "acid"
+ ]
}
],
"abilities": {
@@ -4280,10 +4250,10 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed {@action Strike} against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes {@damage 2d6+8} bludgeoning plus {@damage 4d6} acid damage. On a critical hit, the target also takes {@damage 2d6} {@condition persistent damage ||persistent acid damage}. The gutrager is {@condition clumsy|CRB|clumsy 1} for 1 round as it re-coils its esophagus."
+ "The gutrager propels its esophagus out of its body to deliver an acidic blow. It makes an unarmed {@action Strike} against a creature or unattended object within 30 feet with a +23 attack bonus. On a hit, the target takes {@damage 2d6+8} bludgeoning plus {@damage 4d6} acid damage. On a critical hit, the target also takes {@damage 2d6} {@condition persistent damage||persistent acid damage}. The gutrager is {@condition clumsy|CRB|clumsy 1} for 1 round as it re-coils its esophagus."
],
"name": "Corrosive Kiss"
}
@@ -4306,8 +4276,7 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
],
"resistances": [
@@ -4321,7 +4290,6 @@
},
{
"name": "Xulgath Hardscale",
- "isNpc": false,
"source": "EC4",
"page": 53,
"level": 12,
@@ -4332,8 +4300,14 @@
"xulgath"
],
"perception": {
- "std": 21
+ "std": 21,
+ "when using Perception for initiative": 23
},
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
"languages": {
"languages": [
"draconic",
@@ -4371,6 +4345,14 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "+1 resilient breastplate",
+ "moderate elixir of life",
+ "javelins (3)",
+ "necklace of bone and gems worth 100 gp",
+ "lesser sturdy shield (Hardness 10, HP 80, BT 40)",
+ "+1 striking warhammer"
+ ],
"speed": {
"walk": 25
},
@@ -4424,14 +4406,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+21, {@skill Nature} +19, {@skill Stealth} +19, {@skill Survival} +21 Str +5, Dex +3, Con +4, Int +0, Wis +3, Cha +1 Items +1 resilient breastplate, moderate elixir of life, javelins (3), necklace of bone and gems worth 100 gp, lesser sturdy shield (Hardness 10, HP 80, BT 40), +1 striking warhammer."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"entries": [
@@ -4451,7 +4425,7 @@
},
{
"entries": [
- "If the hardscale has their shield raised, they can Shield Block when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the hardscale."
+ "If the hardscale has their shield raised, they can {@ability Shield Block} when an attack is made against an adjacent ally. If they do, the shield prevents that ally from taking damage instead of the hardscale."
],
"name": "Shield Warden"
},
@@ -4460,9 +4434,9 @@
"number": 1,
"unit": "free"
},
- "trigger": "The hardscale uses the Shield",
+ "trigger": "The hardscale uses the {@ability Shield Block} reaction, and the opponent that triggered {@ability Shield Block} is adjacent to the hardscale and is not more than one size larger than it",
"entries": [
- "Block reaction, and the opponent that triggered Shield Block is adjacent to the hardscale and is not more than one size larger than it; The hardscale makes an {@skill Athletics} check to {@action Shove} the opponent. This {@action Shove} doesn't increase the hardscale's multiple attack penalty. If they roll a critical failure, they get a failure instead. If they roll a success, they get a critical success instead."
+ "The hardscale makes an {@skill Athletics} check to {@action Shove} the opponent. This {@action Shove} doesn't increase the hardscale's multiple attack penalty. If they roll a critical failure, they get a failure instead. If they roll a success, they get a critical success instead."
],
"name": "Aggressive Block"
},
@@ -4471,7 +4445,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4483,7 +4456,7 @@
"unit": "reaction"
},
"entries": [
- "At the beginning of each of their turns, the hardscale receives an additional reaction that they can use only for Shield Block."
+ "At the beginning of each of their turns, the hardscale receives an additional reaction that they can use only for {@ability Shield Block}."
],
"name": "Shield Block",
"generic": {
@@ -4518,15 +4491,13 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
]
}
},
{
"name": "Xulgath Herd-tender",
- "isNpc": false,
"source": "EC4",
"page": 10,
"level": 8,
@@ -4581,6 +4552,12 @@
"wis": 3,
"cha": 2
},
+ "items": [
+ "moderate alchemist's fire (4)",
+ "+1 striking composite shortbow (20 arrows)",
+ "hide armor",
+ "whip"
+ ],
"speed": {
"walk": 25
},
@@ -4649,7 +4626,7 @@
"effects": [
"{@dice 2d8}"
],
- "damage": "{@dice 2d8} plus 2 {@condition persistent damage ||persistent fire damage} and 2 fire splash damage",
+ "damage": "{@dice 2d8} plus 2 {@condition persistent damage||persistent fire damage} and 2 fire splash damage",
"types": [
"fire",
"persistent"
@@ -4657,14 +4634,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Nature} +17, {@skill Stealth} +16, {@skill Survival} +17 Str +4, Dex +4, Con +2, Int \u20131, Wis +3, Cha +2 Items moderate alchemist's fire (4), +1 striking composite shortbow (20 arrows), hide armor, whip."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
@@ -4726,15 +4695,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Xulgath Roughrider",
- "isNpc": false,
"source": "EC4",
"page": 23,
"level": 11,
@@ -4769,7 +4736,8 @@
"std": 18
},
"nature": {
- "std": 21
+ "std": 21,
+ "to Command an Animal": 23
},
"survival": {
"std": 19
@@ -4844,20 +4812,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+18, {@skill Nature} +21 (+23 to Command an."
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "+19 Str +5, Dex +4, Con +3, Int \u20131, Wis +4, Cha +1 Items +1 striking halberd, hide armor, javelins (6)"
- ],
- "name": "Animal), Survival"
- }
- ],
"mid": [
{
"activity": {
@@ -4922,15 +4876,13 @@
},
"hp": [
{
- "hp": 195,
- "abilities": null
+ "hp": 195
}
]
}
},
{
"name": "Zashathal Head-taker",
- "isNpc": false,
"source": "EC4",
"page": 90,
"level": 15,
@@ -4941,6 +4893,7 @@
"humanoid",
"xulgath"
],
+ "description": "Male xulgath zealous hardscale",
"perception": {
"std": 27
},
@@ -4990,6 +4943,11 @@
"wis": 4,
"cha": 2
},
+ "items": [
+ "ankylostar (page 75)",
+ "religious symbol of Zevgavizeb",
+ "stoneraiser javelin (page 76)"
+ ],
"speed": {
"walk": 35
},
@@ -5045,12 +5003,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+25, {@skill Stealth} +22, {@skill Survival} +25 Str +6, Dex +1, Con +5, Int +0, Wis +4, Cha +2 Items ankylostar (page 75), religious symbol of {@deity Zevgavizeb|EC3}, stoneraiser javelin (page 76)"
- ],
- "name": "to Demoralize), Religion"
- },
{
"entries": [
"Zashathal's disgust for cowardice is so powerful that he can detect the presence of {@condition frightened} creatures, even if he can't see them."
@@ -5060,13 +5012,10 @@
],
"mid": [
{
- "traits": [
- "rolls"
- ],
"entries": [
- "a success on a Fortitude save, it is a critical success instead. Zashathal halves damage he takes from failing a Fortitude save."
+ "When Zashathal rolls a success on a Fortitude save, it is a critical success instead. Zashathal halves damage he takes from failing a Fortitude save."
],
- "name": "Fanatical Juggernaut When Zashathal"
+ "name": "Fanatical Juggernaut "
},
{
"traits": [
@@ -5083,7 +5032,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5170,19 +5118,21 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "fanatical juggernaut"
+ ]
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"resistances": [
{
"amount": 14,
"name": "physical",
- "note": "(from weapons only)"
+ "note": "from weapons only"
}
]
}
diff --git a/data/bestiary/creatures-ec5.json b/data/bestiary/creatures-ec5.json
index c8080add4b..df3a6fd528 100644
--- a/data/bestiary/creatures-ec5.json
+++ b/data/bestiary/creatures-ec5.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Ammut",
- "isNpc": false,
"source": "EC5",
"page": 77,
"level": 18,
@@ -115,7 +114,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -187,7 +185,6 @@
"name": "Fast Swallow"
},
{
- "entries": [],
"name": "Swallow Whole."
},
{
@@ -233,8 +230,7 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
],
"immunities": [
@@ -251,7 +247,6 @@
},
{
"name": "Ararda",
- "isNpc": false,
"source": "EC5",
"page": 79,
"level": 18,
@@ -382,7 +377,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 37,
@@ -445,14 +439,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+33, {@skill Survival} +33 Str +9, Dex +6, Con +7, Int +3, Wis +7, Cha +6 Items +2 greater striking maul."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"traits": [
@@ -462,9 +448,7 @@
"disease"
],
"entries": [
- "60 feet. Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation (counteract check +31; 7th level)",
- "In addition, any creature that starts its turn within the emanation is exposed to blightburn sickness (page 73). The aura is blocked by lead sheeting, 1 foot of stone, or large {@trait force} effects (such as a wall of force, but not a {@spell shield} spell)",
- "An ararda can suppress their aura with an action that has the {@trait concentrate} trait."
+ "60 feet. Blightburn crystals infused into an ararda's body attempt to counteract any teleportation spell moving into or out of the aura's emanation (counteract check +31; 7th level). In addition, any creature that starts its turn within the emanation is exposed to blightburn sickness (page 73). The aura is blocked by lead sheeting, 1 foot of stone, or large {@trait force} effects (such as a wall of force, but not a {@spell shield} spell). An ararda can suppress their aura with an action that has the {@trait concentrate} trait."
],
"name": "Blightburn Radiation"
},
@@ -526,8 +510,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"immunities": [
@@ -550,7 +533,6 @@
},
{
"name": "Death Drider",
- "isNpc": false,
"source": "EC5",
"page": 35,
"level": 13,
@@ -560,6 +542,7 @@
"large",
"undead"
],
+ "description": "Variant driders (Pathfinder Bestiary 159)",
"perception": {
"std": 24
},
@@ -623,35 +606,21 @@
],
"effects": [
"hungering web"
- ],
- "damage": "hungering web",
- "types": []
+ ]
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+30 Str +6, Dex +8, Con +4, Int \u20131, Wis +5, Cha +4."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "The death drider is reduced to 0",
- "entries": [],
- "name": "Sack of Spiders"
- },
- {
+ "trigger": "The death drider is reduced to 0 Hit Points",
"entries": [
"The death drider explodes in a shower of spiders. Each adjacent creature must succeed at a DC 31 Reflex save or take {@damage 3d6} piercing damage and be exposed to death drider venom."
],
- "name": "Hit Points; Effect"
+ "name": "Sack of Spiders"
}
],
"bot": [
@@ -682,6 +651,12 @@
"duration": "1 round"
}
]
+ },
+ {
+ "entries": [
+ "A creature hit by a death drider's web attack is {@condition immobilized} and stuck to the nearest surface ({@action Escape} DC 31). Each round thereafter until it breaks free, the creature takes {@damage 3d6} piercing damage (DC 31 basic Reflex save) and, on a failed save, is exposed to death drider venom."
+ ],
+ "name": "Hungering Web"
}
]
},
@@ -709,13 +684,16 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyze",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Dyzallin Shraen",
- "isNpc": false,
"source": "EC5",
"page": 86,
"level": 19,
@@ -726,6 +704,7 @@
"mummy",
"undead"
],
+ "description": "Male drow mummy mage (Bestiary 136, 240)",
"perception": {
"std": 32
},
@@ -783,6 +762,14 @@
"wis": 3,
"cha": 9
},
+ "items": [
+ "circlet of persuasion",
+ "+2 greater striking hand crossbow (10 bolts)",
+ "scroll of heroism (9th)",
+ "scroll of maze",
+ "scroll of unrelenting observation",
+ "wand of manifold missiles (7th)"
+ ],
"speed": {
"walk": 25
},
@@ -822,7 +809,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 41,
@@ -1001,16 +987,16 @@
]
},
"10": {
+ "slots": 1,
"spells": [
{
- "name": "1 slot) time stop"
+ "name": "time stop"
}
]
}
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 41,
@@ -1058,28 +1044,12 @@
},
{
"name": "terminate bloodline",
- "notes": [
- "page 74"
- ]
+ "source": "EC5"
}
]
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+34, {@skill Intimidation} +36, {@skill Occultism} +35,"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+28, {@skill Lore||Shraen Lore} +31, {@skill Society} +33, {@skill Stealth} +31 Str +2, Dex +6, Con +4, Int +6, Wis +3, Cha +9 Items circlet of persuasion, +2 greater striking hand crossbow (10 bolts), scroll of heroism (9th), scroll of maze, scroll of unrelenting observation, wand of manifold missiles (7th)"
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"traits": [
@@ -1088,7 +1058,7 @@
],
"entries": [
"When Dyzallin is destroyed, necromantic energies rebuild his body inside the mirror in his laboratory over the next {@dice 1d10} days.",
- "His re-forming body is visible in the mirror, but the mirror can't be destroyed while he is re-forming unless a consecrate ritual is first cast upon it. Once Dyzallin's rejuvenation is complete, he steps out of the mirror."
+ "His re-forming body is visible in the mirror, but the mirror can't be destroyed while he is re-forming unless a {@ritual consecrate} ritual is first cast upon it. Once Dyzallin's rejuvenation is complete, he steps out of the mirror."
],
"name": "Mirror Rejuvenation"
},
@@ -1148,7 +1118,7 @@
"divine",
"necromancy"
],
- "note": "This disease and damage from it can't be healed until the curse is removed. A creature killed by this curse turns to sand and can't be resurrected except by a 9th-level resurrect ritual or similar magic",
+ "note": "This disease and damage from it can't be healed until the curse is removed. A creature killed by this curse turns to sand and can't be resurrected except by a 9th-level {@ritual resurrect} ritual or similar magic",
"DC": 39,
"savingThrow": "Fortitude",
"stages": [
@@ -1179,7 +1149,11 @@
},
"will": {
"std": 33
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magical effects and positive effects",
+ "+2 status to all saves vs. mental effects"
+ ]
},
"hp": [
{
@@ -1190,7 +1164,12 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "sleep",
+ "unconscious"
],
"weaknesses": [
{
@@ -1208,7 +1187,6 @@
},
{
"name": "Hollow Hush",
- "isNpc": false,
"source": "EC5",
"page": 39,
"level": 18,
@@ -1218,6 +1196,7 @@
"large",
"aberration"
],
+ "description": "Variant quelaunt (Pathfinder Bestiary 273)",
"perception": {
"std": 33
},
@@ -1231,6 +1210,9 @@
"languages": {
"languages": [
"aklo (can't speak any language);"
+ ],
+ "abilities": [
+ "telepathy 100 feet"
]
},
"skills": {
@@ -1246,6 +1228,9 @@
"medicine": {
"std": 33
},
+ "occultism": {
+ "std": 31
+ },
"stealth": {
"std": 31
}
@@ -1282,7 +1267,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 42,
@@ -1328,25 +1312,25 @@
}
]
},
- "constant": {}
+ "constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "air walk"
+ }
+ ]
+ }
+ }
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+35, {@skill Medicine} +33, {@skill Occultism} +31, {@skill Stealth} +31 Str +6, Dex +5, Con +4, Int +5, Wis +7, Cha +9."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"entries": [
- "Hush can cast the following cleric domain spells as 9th-level occult innate spells at will without spending Focus Points: {@spell blind ambition} (Core Rulebook 389), {@spell captivating adoration} (Core Rulebook 389), and {@spell delusional pride} (Core Rulebook 391)."
+ "Hollow Hush can cast the following cleric domain spells as 9th-level occult innate spells at will without spending Focus Points: {@spell blind ambition}, {@spell captivating adoration}, and {@spell delusional pride}."
],
- "name": "Emotional Focus Hollow"
+ "name": "Emotional Focus"
},
{
"activity": {
@@ -1371,7 +1355,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Hollow Hush feeds on the emotional unrest of a single creature within 30 feet that's currently affected by an {@trait emotion} effect. The target must succeed at a DC 41 Will save or take {@damage 5d10} mental damage and be {@condition stunned} for 1 round. If the target fails its saving throw, Hollow Hush regains the same number of Hit Points and Feed on Emotion does not cost Hollow Hush an action, allowing it to use another action this turn."
@@ -1424,15 +1408,19 @@
},
"hp": [
{
- "hp": 355,
- "abilities": null
+ "hp": 355
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 20,
+ "name": "mental"
}
]
}
},
{
"name": "Iffdahsil",
- "isNpc": false,
"source": "EC5",
"page": 81,
"level": 21,
@@ -1513,7 +1501,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 42,
@@ -1529,8 +1516,9 @@
"spells": [
{
"name": "disappearance",
+ "amount": "at will",
"notes": [
- "at will; self only"
+ "self only"
]
},
{
@@ -1672,7 +1660,6 @@
},
{
"name": "Kharostan",
- "isNpc": false,
"source": "EC5",
"page": 88,
"level": 16,
@@ -1684,6 +1671,7 @@
"humanoid",
"urdefhan"
],
+ "description": "Male urdefhan war champion (Bestiary 2 272)",
"perception": {
"std": 29
},
@@ -1713,6 +1701,9 @@
"crafting": {
"std": 25
},
+ "intimidate": {
+ "std": 28
+ },
"religion": {
"std": 27
},
@@ -1734,6 +1725,11 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "+1 striking composite longbow (40 arrows)",
+ "+2 greater striking rhoka sword (page 83)",
+ "studded leather armor"
+ ],
"speed": {
"walk": 30,
"climb": 30
@@ -1786,7 +1782,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -1811,25 +1806,20 @@
"name": "death knell"
}
]
+ },
+ "constant": {
+ "8": {
+ "spells": [
+ {
+ "name": "true seeing"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, Intimidate +28, {@skill Religion} +27, {@skill Stealth} +28,"
- ],
- "name": "Crafting"
- },
- {
- "entries": [
- "+29 Str +6, Dex +6, Con +4, Int +1, Wis +3, Cha +4 Items +1 striking composite longbow (40 arrows), +2 greater striking rhoka sword (page 83), studded leather armor."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"traits": [
@@ -1847,7 +1837,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1855,15 +1844,6 @@
}
],
"bot": [
- {
- "traits": [
- "8th"
- ],
- "entries": [
- "true seeing."
- ],
- "name": "Constant"
- },
{
"entries": [
"Kharostan's melee {@action Strike||Strikes} ignore 10 points of a creature's resistance to physical damage."
@@ -1921,7 +1901,7 @@
"trigger": "Kharostan damages a creature with a jaws {@action Strike}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Kharostan's bite leaves the victim's flesh translucent around the site of the injury. He chooses one of the effects below, each of which requires the damaged creature to attempt a DC 37 Fortitude save. If the jaws {@action Strike} was a critical hit, the creature takes both effects, rolling the saving throw once and using the result for both effects.",
@@ -1961,7 +1941,9 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "fear"
],
"weaknesses": [
{
@@ -1973,7 +1955,6 @@
},
{
"name": "Muurfeli",
- "isNpc": false,
"source": "EC5",
"page": 78,
"level": 16,
@@ -2088,7 +2069,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 36,
@@ -2146,14 +2126,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+31 Str +7, Dex +9, Con +5, Int +5, Wis +3, Cha +6 Items +2 greater striking scimitar."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -2215,8 +2187,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"weaknesses": [
@@ -2229,6 +2200,10 @@
{
"amount": 15,
"name": "fire"
+ },
+ {
+ "amount": 15,
+ "name": "poison"
}
]
},
@@ -2236,7 +2211,6 @@
},
{
"name": "Obsidian Golem",
- "isNpc": false,
"source": "EC5",
"page": 80,
"level": 16,
@@ -2382,8 +2356,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"immunities": [
@@ -2405,7 +2378,6 @@
},
{
"name": "Qormintur",
- "isNpc": false,
"source": "EC5",
"page": 91,
"level": 16,
@@ -2417,6 +2389,7 @@
"dwarf",
"humanoid"
],
+ "description": "Female duergar seneschal (Bestiary 138)",
"perception": {
"std": 29
},
@@ -2449,6 +2422,9 @@
"society": {
"std": 30
},
+ "stealth": {
+ "std": 27
+ },
"survival": {
"std": 27
},
@@ -2464,6 +2440,14 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "expanded alchemist's tools",
+ "+2 greater resilient standard-grade mithral breastplate",
+ "greater comprehension elixir",
+ "infused reagents (12)",
+ "greater messenger's ring",
+ "+2 greater striking shortsword"
+ ],
"speed": {
"walk": 20
},
@@ -2491,7 +2475,7 @@
"range increment <60 feet>",
"splash 10 feet"
],
- "damage": "7 acid damage plus {@damage 3d6} {@condition persistent damage ||persistent acid damage} and 9 acid splash damage",
+ "damage": "7 acid damage plus {@damage 3d6} {@condition persistent damage||persistent acid damage} and 9 acid splash damage",
"types": [
"acid",
"persistent"
@@ -2505,7 +2489,7 @@
"range increment <60 feet>",
"splash 10 feet"
],
- "damage": "{@damage 3d8+6} fire plus 3 {@condition persistent damage ||persistent fire} and 9 fire splash",
+ "damage": "{@damage 3d8+6} fire plus 3 {@condition persistent damage||persistent fire} and 9 fire splash",
"types": [
"fire",
"persistent"
@@ -2514,7 +2498,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 35,
@@ -2546,23 +2529,17 @@
"top": [
{
"entries": [
- "+28, {@skill Lore||Shraen Lore} +28, {@skill Society} +30, {@skill Stealth} +27, {@skill Survival} +27 Str +2, Dex +5, Con +3, Int +6, Wis +3, Cha +1 Items expanded alchemist's tools, +2 greater resilient standard-grade mithral breastplate, greater comprehension elixir, infused reagents (12), greater messenger's ring, +2 greater striking shortsword."
+ "Qormintur carries the following infused items: 6 {@item greater acid flask||greater acid flasks}, 6 {@item greater alchemist's fire||greater alchemist's fires}, 2 {@item major antidote||major antidotes}, and 2 {@item greater elixir of life||greater elixirs of life}. These items last for 24 hours, or until the next time Qormintur makes her daily preparations."
],
- "name": "Occultism"
- },
- {
- "entries": [
- "Items Qormintur carries the following infused items: 6 greater acid flasks, 6 greater alchemist's fires, 2 major antidotes, and 2 greater elixirs of life. These items last for 24 hours, or until the next time Qormintur makes her daily preparations."
- ],
- "name": "Infused"
+ "name": "Infused Items"
}
],
"mid": [
{
"entries": [
- "Mind Qormintur automatically {@quickref disbelieves all illusions|CRB|2|disbelieving illusions|0} of 8th level or lower."
+ "Qormintur automatically {@quickref disbelieves all illusions|CRB|2|disbelieving illusions|0} of 8th level or lower."
],
- "name": "Iron"
+ "name": "Iron Mind"
},
{
"entries": [
@@ -2571,7 +2548,6 @@
"name": "Juggernaut"
},
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -2579,16 +2555,6 @@
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 3d6+11} piercing Ranged acid flask +32 (range increment <60 feet>, splash 10 feet), Damage 7 acid damage plus {@damage 3d6} {@condition persistent damage ||persistent acid damage} and 9 acid splash damage Ranged {@as 1} alchemist's fire +32 (range increment <60 feet>, splash 10 feet), Damage {@damage 3d8+6} fire plus 3 {@condition persistent damage ||persistent fire} and 9 fire splash Occult Innate Spells DC 35; 4th invisibility (self only); 2nd enlarge (self only)"
- ],
- "name": "S), Damage"
- },
{
"entries": [
"When throwing an alchemical bomb with the {@trait splash} trait, Qormintur can choose to deal splash damage to her primary target only, rather than dealing the usual splash damage."
@@ -2658,12 +2624,14 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+2 status on all saves vs. magical effects"
+ ]
},
"hp": [
{
- "hp": 295,
- "abilities": null
+ "hp": 295
}
],
"resistances": [
@@ -2676,7 +2644,6 @@
},
{
"name": "Raptor Guard Wight",
- "isNpc": false,
"source": "EC5",
"page": 32,
"level": 13,
@@ -2686,6 +2653,7 @@
"medium",
"undead"
],
+ "description": "Variant wight (Pathfinder Bestiary 332)",
"perception": {
"std": 22
},
@@ -2726,6 +2694,11 @@
"wis": 3,
"cha": 4
},
+ "items": [
+ "+1 resilient bone armor (as hide armor)",
+ "greater demon mask in the form of a dinosaur-skull helm",
+ "+1 striking spear"
+ ],
"speed": {
"walk": 25
},
@@ -2794,14 +2767,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Survival} +22 Str +8, Dex +5, Con +3, Int +0, Wis +3, Cha +4 Items +1 resilient bone armor (as hide armor), greater demon mask in the form of a dinosaur-skull helm, +1 striking spear."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"traits": [
@@ -2820,7 +2785,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2844,16 +2808,10 @@
"necromancy"
],
"entries": [
- "The."
+ "The Raptor Guard wight's ranged spear {@action Strike||Strikes} apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits."
],
"name": "Hungry Spear"
},
- {
- "entries": [
- "Guard wight's ranged spear {@action Strike||Strikes} apply drain life, but the wight doesn't gain any temporary Hit Points if the attack hits."
- ],
- "name": "Raptor"
- },
{
"entries": [
"As long as the Raptor Guard wears its dinosaur-skull helm, its {@action Strike||Strikes} deal an additional {@damage 1d10} negative damage, or an additional {@dice 2d10} damage to {@condition frightened} creatures."
@@ -2896,13 +2854,16 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "unconscious"
]
}
},
{
"name": "Shraen Graveknight",
- "isNpc": false,
"source": "EC5",
"page": 52,
"level": 15,
@@ -2911,6 +2872,7 @@
"medium",
"undead"
],
+ "description": "Drow graveknight (Pathfinder Bestiary 190)",
"perception": {
"std": 26
},
@@ -2948,6 +2910,13 @@
"wis": 3,
"cha": 6
},
+ "items": [
+ "+2 greater resilient standard-grade elven chain",
+ "hand crossbow (10 bolts)",
+ "main-gauche",
+ "purple worm venom (2)",
+ "rapier"
+ ],
"speed": {
"walk": 30
},
@@ -3024,7 +2993,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -3057,14 +3025,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+27 Str +4, Dex +8, Con +4, Int +2, Wis +3, Cha +6 Items +2 greater resilient standard-grade elven chain, hand crossbow (10 bolts), main-gauche, purple worm venom (2), rapier."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"entries": [
@@ -3078,7 +3038,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3115,7 +3074,7 @@
"unit": "action"
},
"entries": [
- "The Shraen graveknight {@action Step||Steps} once then {@action Strike||Strikes} with its rapier. A creature damaged by the attack must attempt a DC 36 Fortitude save. On a failure, the creature takes {@damage 4d6} {@condition persistent damage ||persistent bleed damage}. On a critical failure, the attack pierces the creature's heart, and the creature dies."
+ "The Shraen graveknight {@action Step||Steps} once then {@action Strike||Strikes} with its rapier. A creature damaged by the attack must attempt a DC 36 Fortitude save. On a failure, the creature takes {@damage 4d6} {@condition persistent damage||persistent bleed damage}. On a critical failure, the attack pierces the creature's heart, and the creature dies."
],
"name": "Heart-Seeking Strike"
},
@@ -3158,7 +3117,11 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+1 status bonus to all saves vs. magic effects",
+ "+2 status bonus to all saves vs. mental effects"
+ ]
},
"hp": [
{
@@ -3170,7 +3133,13 @@
}
],
"immunities": [
- "cold"
+ "cold",
+ "death",
+ "disease",
+ "paralyzed",
+ "poison",
+ "sleep",
+ "unconscious"
],
"resistances": [
{
@@ -3182,7 +3151,6 @@
},
{
"name": "Urdefhan Dominator",
- "isNpc": false,
"source": "EC5",
"page": 83,
"level": 14,
@@ -3274,7 +3242,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 35,
@@ -3390,14 +3357,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Survival} +27 Str +4, Dex +5, Con +3, Int +4, Wis +7, Cha +6 Items +2 striking rhoka sword."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"entries": [
@@ -3413,7 +3372,7 @@
"number": 1,
"unit": "action"
},
- "requirements": "The urdefhan dominator has a creature dominated with its dominate innate spell",
+ "requirements": "The urdefhan dominator has a creature dominated with its {@spell dominate} innate spell",
"entries": [
"The urdefhan taps into the dominated creature's sight, hearing, and any other senses it has. The urdefhan can change back and forth from its own senses to the target's senses as a single action, which has the {@trait concentrate} trait."
],
@@ -3452,7 +3411,9 @@
}
],
"immunities": [
- "death effects (except"
+ "death effects (except necrotic decay)",
+ "disease",
+ "fear"
],
"weaknesses": [
{
@@ -3465,7 +3426,6 @@
},
{
"name": "Urdefhan High Tormentor",
- "isNpc": false,
"source": "EC5",
"page": 82,
"level": 10,
@@ -3553,7 +3513,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 30,
@@ -3645,14 +3604,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+22 Str +5, Dex +2, Con +3, Int +1, Wis +6, Cha +3 Items +1 striking warhammer."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"traits": [
@@ -3717,7 +3668,9 @@
}
],
"immunities": [
- "death effects (except necrotic"
+ "death effects (except necrotic decay)",
+ "disease",
+ "fear"
],
"weaknesses": [
{
@@ -3730,7 +3683,6 @@
},
{
"name": "Urdefhan Hunter",
- "isNpc": false,
"source": "EC5",
"page": 82,
"level": 12,
@@ -3838,7 +3790,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 29,
@@ -3955,7 +3906,6 @@
},
{
"name": "Vitalia",
- "isNpc": false,
"source": "EC5",
"page": 84,
"level": 18,
@@ -4037,7 +3987,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 36,
@@ -4092,7 +4041,7 @@
"unit": "action"
},
"entries": [
- "{@damage 4d8+10} bludgeoning, DC 37."
+ "{@damage 4d8+10} bludgeoning, DC 37"
],
"name": "Constrict",
"generic": {
@@ -4121,10 +4070,10 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are {@condition concealed} from one another. A creature that benefits from consuming blood (such as bloodseekers or vampires) gains fast healing 10 while in the area. While in the area, a creature taking {@condition persistent damage ||persistent bleed damage} cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute."
+ "The vitalia pumps copious amounts of blood into the air, creating a cascading rain of vital fluids in a 15-foot emanation. All creatures in the area are {@condition concealed} from one another. A creature that benefits from consuming blood (such as bloodseekers or vampires) gains fast healing 10 while in the area. While in the area, a creature taking {@condition persistent damage||persistent bleed damage} cannot end that condition, even if it spends actions to attempt a flat check to do so. The rain lasts for 1 minute."
],
"name": "Sanguine Rain"
}
@@ -4169,7 +4118,6 @@
},
{
"name": "Xulgath Deepmouth",
- "isNpc": false,
"source": "EC5",
"page": 85,
"level": 12,
@@ -4269,7 +4217,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 33,
@@ -4343,9 +4290,7 @@
},
{
"name": "ravening maw",
- "notes": [
- "Pathfinder Adventure Path #153 67"
- ]
+ "source": "EC3"
}
]
},
@@ -4395,7 +4340,6 @@
"name": "Devourer's Dictum"
},
{
- "entries": [],
"name": "the Strike."
},
{
@@ -4426,8 +4370,7 @@
},
"hp": [
{
- "hp": 215,
- "abilities": null
+ "hp": 215
}
]
},
@@ -4435,7 +4378,6 @@
},
{
"name": "Zinogyvaz",
- "isNpc": false,
"source": "EC5",
"page": 35,
"level": 16,
@@ -4446,6 +4388,7 @@
"undead",
"vampire"
],
+ "description": "Female vampire drider priest (Pathfinder Bestiary 159, 318)",
"perception": {
"std": 28
},
@@ -4492,6 +4435,11 @@
"wis": 7,
"cha": 6
},
+ "items": [
+ "bracers of armor II",
+ "+2 greater striking composite shortbow (20 arrows)",
+ "religious symbol of Urgathoa"
+ ],
"speed": {
"walk": 30,
"climb": 30
@@ -4512,21 +4460,33 @@
},
{
"range": "Ranged",
- "name": "composite shortbow (deadly , magical, propulsive, range increment <60 feet>, reload <0>), Damage 3d6+13 piercing Ranged [one-action] web",
+ "name": "composite shortbow",
+ "traits": [
+ "deadly ",
+ "magical",
+ "propulsive",
+ "range increment <60 feet>",
+ "reload <0>"
+ ],
+ "damage": "{@damage 3d6+13} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "web",
"attack": 32,
"traits": [
"range increment <30 feet>"
],
"effects": [
"web trap"
- ],
- "damage": "web trap",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 37,
@@ -4629,7 +4589,6 @@
}
},
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -4679,12 +4638,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+28, {@skill Religion} +33, {@skill Society} +26, {@skill Stealth} +28 Str +5, Dex +7, Con +4, Int +2, Wis +7, Cha +6 Items bracers of armor II, +2 greater striking composite shortbow (20 arrows), religious symbol of {@deity Urgathoa}."
- ],
- "name": "Intimidation"
- },
{
"traits": [
"divine",
@@ -4754,17 +4707,11 @@
"necromancy"
],
"entries": [
- "As vampire. When."
+ "As vampire. When Drinking Blood, Zinogyvaz regains 24 Hit Points and may inject the victim with vampire drider venom."
],
"name": "Drink Blood",
"entries_as_xyz": "Ability not found: 'Drink Blood As vampire.' in Zinogyvaz, p.35"
},
- {
- "entries": [
- "Blood, Zinogyvaz regains 24 Hit Points and may inject the victim with vampire drider venom."
- ],
- "name": "Drinking"
- },
{
"activity": {
"number": 1,
@@ -4831,24 +4778,28 @@
"hp": 240,
"abilities": [
"coffin restoration (as vampire)",
- "fast healing 20"
+ "fast healing 20",
+ "negative healing"
]
}
],
"immunities": [
"death effects",
- "disease"
+ "disease",
+ "paralyze",
+ "poison",
+ "sleep"
],
"weaknesses": [
{
- "name": "vampire weaknesses;"
+ "name": "vampire weaknesses"
}
],
"resistances": [
{
"amount": 20,
"name": "physical",
- "note": "(except magical silver)"
+ "note": "except magical silver"
}
]
}
diff --git a/data/bestiary/creatures-ec6.json b/data/bestiary/creatures-ec6.json
index 4ca3154953..d41cfe8a33 100644
--- a/data/bestiary/creatures-ec6.json
+++ b/data/bestiary/creatures-ec6.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Barking Stag",
- "isNpc": false,
"source": "EC6",
"page": 40,
"level": 13,
@@ -103,7 +102,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 30."
+ "Medium or smaller, hoof, DC 30"
],
"name": "Trample",
"generic": {
@@ -129,8 +128,7 @@
},
"hp": [
{
- "hp": 245,
- "abilities": null
+ "hp": 245
}
],
"weaknesses": [
@@ -142,7 +140,6 @@
},
{
"name": "Convergent Giant Eagle",
- "isNpc": false,
"source": "EC6",
"page": 12,
"level": 15,
@@ -243,8 +240,7 @@
},
"hp": [
{
- "hp": 290,
- "abilities": null
+ "hp": 290
}
],
"weaknesses": [
@@ -257,7 +253,6 @@
},
{
"name": "Convergent Kendley Nathrael",
- "isNpc": false,
"source": "EC6",
"page": 87,
"level": 19,
@@ -269,6 +264,7 @@
"human",
"humanoid"
],
+ "description": "Female half-elf afflicted guard captain",
"perception": {
"std": 35
},
@@ -305,6 +301,12 @@
"wis": 3,
"cha": 6
},
+ "items": [
+ "+2 greater striking bastard sword",
+ "+2 greater resilient chain mail",
+ "+2 greater striking composite longbow (20 arrows)",
+ "key to strongbox in area {@b A10}"
+ ],
"speed": {
"walk": 25
},
@@ -348,7 +350,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 39,
@@ -392,12 +393,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+30 Str +5, Dex +0, Con +4, Int +3, Wis +3, Cha +6 Items +2 greater striking bastard sword, +2 greater resilient chain mail, +2 greater striking composite longbow (20 arrows), key to strongbox in area A10."
- ],
- "name": "Survival"
- },
{
"entries": [
"Creatures with this ability can communicate with each other by manifesting an aura of wispy Utopian runes. This has the effects of telepathy with a range of 300 feet, but requires line of sight."
@@ -408,21 +403,21 @@
"mid": [
{
"entries": [
- "Kendley is {@condition confused}, {@condition fascinated}, or {@condition frightened}, she loses her innate spells and her convergent link and convergent tactics abilities."
+ "While Kendley is {@condition confused}, {@condition fascinated}, or {@condition frightened}, she loses her innate spells and her convergent link and convergent tactics abilities."
],
- "name": "Disrupted Link While"
+ "name": "Disrupted Link"
}
],
"bot": [
{
"entries": [
- "Kendley casts calm emotions, creatures {@condition controlled} by the convergence lattice automatically fail their saving throws against the effect, but they can still use {@condition hostile} actions against creatures who aren't {@condition controlled} by the convergence lattice. Each time she Sustains the Spell, creatures affected by the spell are exposed to the convergence lattice as though they had been in conversation with her."
+ "When Kendley casts {@spell calm emotions}, creatures {@condition controlled} by the convergence lattice automatically fail their saving throws against the effect, but they can still use hostile actions against creatures who aren't {@condition controlled} by the convergence lattice. Each time she {@action Sustain a Spell||Sustains the Spell}, creatures affected by the spell are exposed to the convergence lattice as though they had been in conversation with her."
],
- "name": "Convergent Calm When"
+ "name": "Convergent Calm"
},
{
"entries": [
- "Kendley's attacks (including telekinetic projectile) deal an extra {@dice 4d8} damage to creatures within reach of one of her allies who has convergent tactics."
+ "Kendley's attacks (including {@spell telekinetic projectile}) deal an extra {@dice 4d8} damage to creatures within reach of one of her allies who has convergent tactics."
],
"name": "Convergent Tactics"
}
@@ -445,8 +440,7 @@
},
"hp": [
{
- "hp": 440,
- "abilities": null
+ "hp": 440
}
],
"weaknesses": [
@@ -571,8 +565,7 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
- "tradition": "Divine",
+ "tradition": "divine",
"type": "Innate",
"DC": 38,
"entry": {
@@ -656,7 +649,6 @@
},
{
"name": "Convergent Soldier",
- "isNpc": false,
"source": "EC6",
"page": 14,
"level": 16,
@@ -759,7 +751,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -815,8 +806,7 @@
},
"hp": [
{
- "hp": 315,
- "abilities": null
+ "hp": 315
}
],
"weaknesses": [
@@ -829,7 +819,6 @@
},
{
"name": "Elysian Sheep",
- "isNpc": false,
"source": "EC6",
"page": 32,
"level": 7,
@@ -919,7 +908,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, hoof, DC 24."
+ "Medium or smaller, hoof, DC 24"
],
"name": "Trample",
"generic": {
@@ -945,8 +934,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
],
"weaknesses": [
@@ -959,7 +947,6 @@
},
{
"name": "Elysian Titan",
- "isNpc": false,
"source": "EC6",
"page": 82,
"level": 21,
@@ -1073,7 +1060,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 44,
@@ -1168,7 +1154,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Throw Rock",
"generic": {
"tag": "ability"
@@ -1213,8 +1198,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
],
"immunities": [
@@ -1226,7 +1210,6 @@
},
{
"name": "Kimilekki",
- "isNpc": false,
"source": "EC6",
"page": 17,
"level": 17,
@@ -1237,6 +1220,7 @@
"demon",
"fiend"
],
+ "description": "Female variant glabrezu demon (Pathfinder Bestiary 79)",
"perception": {
"std": 30
},
@@ -1256,7 +1240,8 @@
"draconic"
],
"abilities": [
- "telepathy"
+ "telepathy 100 feet",
+ "tongues"
]
},
"skills": {
@@ -1344,7 +1329,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 38,
@@ -1439,24 +1423,17 @@
"DC": 38,
"rituals": [
{
- "name": "Abyssal pact"
+ "name": "Abyssal pact",
+ "source": "B1"
}
]
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Society} +28, {@skill Stealth} +27 Str +8, Dex +2, Con +9, Int +4, Wis +3, Cha +8."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"entries": [
- "A glabrezu's lies sustain them, and the truth can destroy them. Whenever a {@trait revelation} effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as zone of truth), the demon takes {@damage 5d6} mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies."
+ "A glabrezu's lies sustain them, and the truth can destroy them. Whenever a {@trait revelation} effect counteracts or reveals the glabrezu's illusions or the glabrezu fails a save against an effect that would prevent them from lying (such as {@spell zone of truth}), the demon takes {@damage 5d6} mental damage. They take this damage only once per effect, even if the effect reveals multiple illusions or prevents multiple lies."
],
"name": "Truth Vulnerability"
}
@@ -1516,12 +1493,14 @@
},
"will": {
"std": 30
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
],
"weaknesses": [
@@ -1538,7 +1517,6 @@
},
{
"name": "Kirosthrek",
- "isNpc": false,
"source": "EC6",
"page": 89,
"level": 20,
@@ -1636,7 +1614,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 42,
@@ -1801,7 +1778,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 42,
@@ -1938,8 +1914,7 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
],
"resistances": [
@@ -1952,7 +1927,6 @@
},
{
"name": "Sarvel Ever-hunger",
- "isNpc": false,
"source": "EC6",
"page": 90,
"level": 22,
@@ -2059,7 +2033,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 45,
@@ -2107,9 +2080,7 @@
},
{
"name": "devour life",
- "notes": [
- "page 76"
- ]
+ "source": "EC6"
},
{
"name": "wail of the banshee"
@@ -2169,7 +2140,6 @@
"name": "of"
},
{
- "entries": [],
"name": "Independently, or Constrict."
},
{
@@ -2205,7 +2175,7 @@
"unit": "action"
},
"entries": [
- "{@damage 4d8+12} bludgeoning, DC 45."
+ "{@damage 4d8+12} bludgeoning, DC 45"
],
"name": "Constrict",
"generic": {
@@ -2219,7 +2189,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Sarvel makes one tentacle {@action Strike} with each tentacle he currently has (to a maximum of six {@action Strike||Strikes}), but he can't target a single creature with more than one {@action Strike}. Each attack counts toward his multiple attack penalty, but the penalty doesn't increase until all the attacks have been made."
@@ -2245,8 +2215,7 @@
},
"hp": [
{
- "hp": 430,
- "abilities": null
+ "hp": 430
}
],
"weaknesses": [
@@ -2263,7 +2232,6 @@
},
{
"name": "Saurian Warmonger",
- "isNpc": false,
"source": "EC6",
"page": 80,
"level": 16,
@@ -2400,7 +2368,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 37,
@@ -2409,8 +2376,9 @@
"spells": [
{
"name": "animal vision",
+ "amount": "at will",
"notes": [
- "at will; dinosaurs only"
+ "dinosaurs only"
]
}
]
@@ -2492,8 +2460,7 @@
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
]
},
@@ -2501,7 +2468,6 @@
},
{
"name": "Saurian Worldwatcher",
- "isNpc": false,
"source": "EC6",
"page": 81,
"level": 18,
@@ -2650,7 +2616,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 40,
@@ -2666,8 +2631,9 @@
"spells": [
{
"name": "animal vision",
+ "amount": "at will",
"notes": [
- "at will; dinosaurs only"
+ "dinosaurs only"
]
}
]
@@ -2708,14 +2674,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+35, {@skill Survival} +34 Str +7, Dex +9, Con +6, Int +5, Wis +8, Cha +6 Items javelins (2), +2 greater striking naginata."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -2724,7 +2682,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "A creature makes a melee {@action Strike} against the worldwatcher but misses",
"entries": [
@@ -2779,8 +2737,7 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
],
"resistances": [
@@ -2794,7 +2751,6 @@
},
{
"name": "Thanatotic Titan",
- "isNpc": false,
"source": "EC6",
"page": 83,
"level": 22,
@@ -2854,6 +2810,10 @@
"wis": 6,
"cha": 8
},
+ "items": [
+ "+2 greater resilient full plate",
+ "+3 greater striking halberd"
+ ],
"speed": {
"abilities": [
"air walk"
@@ -2904,7 +2864,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 45,
@@ -2987,14 +2946,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+38, {@skill Religion} +38, {@skill Stealth} +36 Str +10, Dex +4, Con +9, Int +8, Wis +6, Cha +8 Items +2 greater resilient full plate, +3 greater striking halberd."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"traits": [
@@ -3026,16 +2977,6 @@
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 4d10+25} piercing Melee foot +39 (agile, reach <30 feet>), Damage {@damage 4d8+20} bludgeoning Ranged {@as 1} rock +39 (brutal, range increment <200 feet>), Damage {@damage 3d12+20} bludgeoning Divine Innate Spells DC 45; 10th massacre, meteor swarm; 8th dispel magic (at will), spiritual epidemic (at will), suggestion (at will); 7th spell turning; 6th scrying (×3); 5th sending; Constant (10th) air walk, true seeing Divine Rituals DC 45; planar ally, resurrect."
- ],
- "name": "S), Damage"
- },
{
"activity": {
"number": 1,
@@ -3046,10 +2987,18 @@
],
"trigger": "The titan damages a creature capable of using divine spells or abilities",
"entries": [
- "The creature must attempt a DC 45 Will save. Critical Success The creature is unaffected. Success The creature can't use divine spells or abilities for 1 round and is {@condition frightened|CRB|frightened 2}. Only powerful non-divine magic, such as wish, can undo this effect. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited."
+ "The creature must attempt a DC 45 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature can't use divine spells or abilities for 1 round and is {@condition frightened|CRB|frightened 2}. Only powerful non-divine magic, such as wish, can undo this effect.",
+ "Failure": "As success, but the duration is 1 minute.",
+ "Critical Failure": "As success, but the duration is unlimited."
+ }
+ }
],
- "name": "Godslayer",
- "entries_as_xyz": "Ability not found: 'Godslayer As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited.' in Thanatotic Titan, p.83"
+ "name": "Godslayer"
},
{
"activity": {
@@ -3084,7 +3033,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 45."
+ "Huge or smaller, foot, DC 45"
],
"name": "Trample",
"generic": {
@@ -3120,8 +3069,7 @@
},
"hp": [
{
- "hp": 540,
- "abilities": null
+ "hp": 540
}
],
"immunities": [
@@ -3133,7 +3081,6 @@
},
{
"name": "Vavakia",
- "isNpc": false,
"source": "EC6",
"page": 79,
"level": 18,
@@ -3228,7 +3175,7 @@
"effects": [
"smoking wound"
],
- "damage": "{@damage 3d8+17} piercing plus {@damage 2d8} {@condition persistent damage ||persistent bleed} and smoking wound",
+ "damage": "{@damage 3d8+17} piercing plus {@damage 2d8} {@condition persistent damage||persistent bleed} and smoking wound",
"types": [
"persistent",
"piercing"
@@ -3268,7 +3215,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 40,
@@ -3334,7 +3280,7 @@
"mental"
],
"entries": [
- "60 feet, DC 37."
+ "60 feet, DC 37"
],
"name": "Frightful Presence",
"generic": {
@@ -3414,7 +3360,7 @@
"unit": "action"
},
"entries": [
- "Large or smaller, claw, DC 40."
+ "Large or smaller, claw, DC 40"
],
"name": "Trample",
"generic": {
@@ -3440,8 +3386,7 @@
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
],
"weaknesses": [
@@ -3459,7 +3404,6 @@
},
{
"name": "Viskithrel",
- "isNpc": false,
"source": "EC6",
"page": 84,
"level": 15,
@@ -3547,7 +3491,7 @@
"traits": [
"reach <20 feet>"
],
- "damage": "{@damage 1d10+14} slashing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 1d10+14} slashing plus {@damage 2d10} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -3595,7 +3539,7 @@
"unit": "action"
},
"entries": [
- "Melee talon +30 (agile, reach <10 feet>), Damage {@damage 3d10+14} slashing Melee {@as 1} tentacle +30 (reach <20 feet>), Damage {@damage 1d10+14} slashing plus {@damage 2d10} {@condition persistent damage ||persistent bleed}."
+ "Melee talon +30 (agile, reach <10 feet>), Damage {@damage 3d10+14} slashing Melee {@as 1} tentacle +30 (reach <20 feet>), Damage {@damage 1d10+14} slashing plus {@damage 2d10} {@condition persistent damage||persistent bleed}."
],
"name": "and Grab"
},
@@ -3634,8 +3578,7 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
],
"immunities": [
@@ -3646,7 +3589,6 @@
},
{
"name": "Xulgath Thoughtmaw",
- "isNpc": false,
"source": "EC6",
"page": 85,
"level": 15,
@@ -3769,7 +3711,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 36,
@@ -3850,7 +3791,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 36,
@@ -3954,17 +3894,11 @@
"Critical Success": "The creature is unaffected.",
"Success": "The creature is {@condition slowed|CRB|slowed 1} for 1 round.",
"Failure": "The creature is {@condition slowed|CRB|slowed 1} and can take no actions other than basic actions for 1 minute.",
- "Critical Failure": "As failure, and the thoughtmaw is {@condition quickened|CRB|quickened 1} for 1 minute. It can use this extra action"
+ "Critical Failure": "As failure, and the thoughtmaw is {@condition quickened|CRB|quickened 1} for 1 minute. It can use this extra action to Stride, Strike, or {@action Cast a Spell} if the target had prepared spells or a spell repertoire."
}
}
],
"name": "Using Consume"
- },
- {
- "entries": [
- "{@action Cast a Spell} if the target had prepared spells or a spell repertoire."
- ],
- "name": "to Stride, Strike, or"
}
]
},
@@ -3985,8 +3919,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"resistances": [
diff --git a/data/bestiary/creatures-fop.json b/data/bestiary/creatures-fop.json
index 03857e7313..67b89ff495 100644
--- a/data/bestiary/creatures-fop.json
+++ b/data/bestiary/creatures-fop.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Bee Swarm",
- "isNpc": false,
"source": "FoP",
"page": 11,
"level": 1,
@@ -39,7 +38,6 @@
"speed": {
"fly": 20
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -81,8 +79,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
],
"immunities": [
@@ -93,7 +90,6 @@
},
{
"name": "Blood Ooze",
- "isNpc": false,
"source": "FoP",
"page": 63,
"level": 4,
@@ -144,7 +140,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 1d12+8} bludgeoning plus {@damage 1d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 1d12+8} bludgeoning plus {@damage 1d6} {@condition persistent damage||persistent bleed}",
"types": [
"bludgeoning",
"persistent"
@@ -213,8 +209,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
],
"immunities": [
@@ -229,7 +224,6 @@
},
{
"name": "Bloodlash Bush",
- "isNpc": false,
"source": "FoP",
"page": 62,
"level": 2,
@@ -293,7 +287,7 @@
"unit": "action"
},
"entries": [
- "The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with {@condition persistent damage ||persistent bleed damage}, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt."
+ "The tendrils of the bush reach out to siphon the blood from a victim up to 20 feet away with {@condition persistent damage||persistent bleed damage}, causing the victim to immediately take that amount of bleed damage (basic Reflex DC 17). The bush regains an amount of Hit Points equal to double the damage dealt."
],
"name": "Blood Siphon"
},
@@ -309,7 +303,7 @@
},
{
"entries": [
- "A bloodlash bush's vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 {@condition persistent damage ||persistent bleed damage} (2 on a critical hit). Unlike other forms of {@condition persistent damage}, this damage is cumulative, to a maximum of 5 {@condition persistent damage ||persistent bleed damage} but it can be stopped like any other {@condition persistent damage ||persistent bleed damage}."
+ "A bloodlash bush's vines cause terrible lacerations that continue to bleed. A creature hit with a vine attack takes 1 {@condition persistent damage||persistent bleed damage} (2 on a critical hit). Unlike other forms of {@condition persistent damage}, this damage is cumulative, to a maximum of 5 {@condition persistent damage||persistent bleed damage} but it can be stopped like any other {@condition persistent damage||persistent bleed damage}."
],
"name": "Weeping Wounds"
}
@@ -332,8 +326,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"resistances": [
@@ -349,7 +342,6 @@
},
{
"name": "Caustic Wolf",
- "isNpc": false,
"source": "FoP",
"page": 5,
"level": 2,
@@ -455,15 +447,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Drunken Farmer",
- "isNpc": false,
"source": "FoP",
"page": 8,
"level": -1,
@@ -562,15 +552,13 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
}
},
{
"name": "Fiery Leopard",
- "isNpc": false,
"source": "FoP",
"page": 31,
"level": 1,
@@ -675,8 +663,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
],
"immunities": [
@@ -686,7 +673,6 @@
},
{
"name": "Giant Lightning Serpent",
- "isNpc": false,
"source": "FoP",
"page": 20,
"level": 2,
@@ -816,15 +802,13 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
}
},
{
"name": "Graytusk",
- "isNpc": false,
"source": "FoP",
"page": 40,
"level": 3,
@@ -928,7 +912,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -965,15 +948,13 @@
},
"hp": [
{
- "hp": 47,
- "abilities": null
+ "hp": 47
}
]
}
},
{
"name": "Hallod",
- "isNpc": false,
"source": "FoP",
"page": 21,
"level": 3,
@@ -1017,6 +998,14 @@
"wis": 2,
"cha": 0
},
+ "items": [
+ "heavy crossbow (10 bolts)",
+ "+1 kukri",
+ "leather armor",
+ "lesser healing potion",
+ "lesser juggernaut mutagen (2)",
+ "strongbox key"
+ ],
"speed": {
"walk": 30
},
@@ -1063,21 +1052,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8, {@skill Survival} +7 Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +0 Items heavy crossbow (10 bolts), +1 kukri, leather armor, lesser healing potion, lesser juggernaut mutagen (2), strongbox key."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1130,15 +1110,13 @@
},
"hp": [
{
- "hp": 44,
- "abilities": null
+ "hp": 44
}
]
}
},
{
"name": "Icy Rats",
- "isNpc": false,
"source": "FoP",
"page": 31,
"level": 0,
@@ -1228,8 +1206,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
],
"immunities": [
@@ -1239,7 +1216,6 @@
},
{
"name": "Lord Nar",
- "isNpc": false,
"source": "FoP",
"page": 38,
"level": 4,
@@ -1342,7 +1318,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -1356,7 +1331,6 @@
"unit": "reaction"
},
"trigger": "An adjacent foe moves away.",
- "entries": [],
"name": "No Escape"
},
{
@@ -1395,15 +1369,13 @@
},
"hp": [
{
- "hp": 68,
- "abilities": null
+ "hp": 68
}
]
}
},
{
"name": "Mangy Wolves",
- "isNpc": false,
"source": "FoP",
"page": 5,
"level": -1,
@@ -1488,15 +1460,13 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
}
},
{
"name": "Mutant Wolves",
- "isNpc": false,
"source": "FoP",
"page": 27,
"level": 3,
@@ -1573,7 +1543,7 @@
},
"trigger": "The wolf dealt damage to a creature with its jaws during the previous action.",
"entries": [
- "The wolf tears at the creature's flesh, dealing {@damage 1d6+2} slashing damage and 1 {@condition persistent damage ||persistent acid damage}."
+ "The wolf tears at the creature's flesh, dealing {@damage 1d6+2} slashing damage and 1 {@condition persistent damage||persistent acid damage}."
],
"name": "Tear"
}
@@ -1596,15 +1566,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Stone Horse",
- "isNpc": false,
"source": "FoP",
"page": 30,
"level": 2,
@@ -1684,15 +1652,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "The Amalgam",
- "isNpc": false,
"source": "FoP",
"page": 44,
"level": 4,
@@ -1827,15 +1793,13 @@
},
"hp": [
{
- "hp": 65,
- "abilities": null
+ "hp": 65
}
]
}
},
{
"name": "The Behemoth",
- "isNpc": false,
"source": "FoP",
"page": 47,
"level": 3,
@@ -1914,7 +1878,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1959,8 +1922,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
],
"immunities": [
@@ -1972,7 +1934,6 @@
},
{
"name": "The Sculptor",
- "isNpc": false,
"source": "FoP",
"page": 34,
"level": 4,
@@ -2064,9 +2025,7 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -2090,7 +2049,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -2133,15 +2091,13 @@
},
"hp": [
{
- "hp": 54,
- "abilities": null
+ "hp": 54
}
]
}
},
{
"name": "Vilree",
- "isNpc": false,
"source": "FoP",
"page": 47,
"level": 5,
@@ -2190,6 +2146,19 @@
"wis": 1,
"cha": 0
},
+ "items": [
+ "alchemical crossbow",
+ "belt pouch (2 pp, 38 gp, 4 sp)",
+ "bracers of missile deflection",
+ "daggers (2)",
+ "key",
+ "leather armor",
+ "lesser potion of fire resistance",
+ "lesser juggernaut mutagen",
+ "lesser stone body mutagen",
+ "+1 striking dagger",
+ "moderate acid energy mutagen"
+ ],
"speed": {
"walk": 25
},
@@ -2247,20 +2216,43 @@
"traits": [
"thrown <30 feet>"
],
- "effects": [
+ "damage": [
"as per bomb"
- ],
- "damage": "as per bomb",
- "types": []
+ ]
}
],
"abilities": {
- "top": [
+ "bot": [
{
+ "name": "Alchemical Crossbow",
"entries": [
- "+7, {@skill Intimidation} +7, {@skill Stealth} +11 Str +1, Dex +4, Con +2, Int +4, Wis +1, Cha +0 Items alchemical crossbow, belt pouch (2 pp, 38 gp, 4 sp), bracers of missile deflection, daggers (2), key, leather armor, lesser potion of fire resistance, lesser juggernaut mutagen, lesser stone body mutagen, +1 striking dagger, moderate acid energy mutagen."
+ "Vilree's crossbow can deliver bolts that are alchemically infused. As an action, she can slot an alchemical bomb into the crossbow, and the next 3 attacks she makes with it deal {@damage 1d6} damage of the type dealt by the bomb. These attacks never deal splash damage."
+ ]
+ },
+ {
+ "name": "Alchemy",
+ "entries": [
+ "Vilree has used her alchemy ability to create 4 moderate acid flasks, 6 moderate alchemist's fire, 2 moderate bottled lightnings, 3 lesser elixirs of life, and 2 lesser tanglefoot bags. These are infusions. She can spend an action to create an additional vial of any one of these items, or any of the items listed as formulas in her book."
+ ]
+ },
+ {
+ "name": "Far Lob",
+ "entries": [
+ "Vilree's bombs have a range increment of 30 feet."
+ ]
+ },
+ {
+ "name": "Quick Bomber",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "entries": [
+ "Vilree can interact to draw a bomb and then make a {@action Strike} with it."
],
- "name": "Diplomacy"
+ "generic": {
+ "tag": "feat"
+ }
}
]
},
@@ -2281,15 +2273,13 @@
},
"hp": [
{
- "hp": 68,
- "abilities": null
+ "hp": 68
}
]
}
},
{
"name": "Vine Lasher",
- "isNpc": false,
"source": "FoP",
"page": 62,
"level": 0,
@@ -2372,8 +2362,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
},
diff --git a/data/bestiary/creatures-frp1.json b/data/bestiary/creatures-frp1.json
index 0c5597c1e5..46d36d761b 100644
--- a/data/bestiary/creatures-frp1.json
+++ b/data/bestiary/creatures-frp1.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Agile Warrior",
- "isNpc": false,
"source": "FRP1",
"page": 23,
"level": 13,
@@ -35,8 +34,9 @@
"stealth": {
"std": 26
},
- "lore (any one terrain)": {
- "std": 22
+ "lore": {
+ "std": 22,
+ "note": "any one terrain"
}
},
"abilityMods": {
@@ -90,14 +90,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+26 Str +3, Dex +5, Con +3, Int +1, Wis +2, Cha +3 Items +1 resilient leather armor, +1 striking sai, +1 striking returning shuriken (5)"
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -156,15 +148,13 @@
},
"hp": [
{
- "hp": 180,
- "abilities": null
+ "hp": 180
}
]
}
},
{
"name": "Anugobu Apprentice",
- "isNpc": false,
"source": "FRP1",
"page": 80,
"level": 3,
@@ -286,7 +276,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 20,
@@ -364,8 +353,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
]
},
@@ -373,7 +361,6 @@
},
{
"name": "Anugobu Wondercrafter",
- "isNpc": false,
"source": "FRP1",
"page": 81,
"level": 7,
@@ -418,6 +405,9 @@
},
"survival": {
"std": 14
+ },
+ "engineering lore": {
+ "std": 20
}
},
"abilityMods": {
@@ -495,7 +485,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -556,14 +545,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+20, {@skill Stealth} +17, {@skill Survival} +14 Str \u20131, Dex +4, Con +2, Int +6, Wis +1, Cha +4 Items sterling artisan tools."
- ],
- "name": "Engineering Lore"
- }
- ],
"bot": [
{
"entries": [
@@ -596,8 +577,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
},
@@ -605,7 +585,6 @@
},
{
"name": "Archery Specialist",
- "isNpc": false,
"source": "FRP1",
"page": 24,
"level": 13,
@@ -746,15 +725,13 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
]
}
},
{
"name": "Berberoka",
- "isNpc": false,
"source": "FRP1",
"page": 82,
"level": 15,
@@ -851,7 +828,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -884,7 +860,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d12+12} bludgeoning, DC 33."
+ "{@damage 2d12+12} bludgeoning, DC 33"
],
"name": "Greater Constrict",
"generic": {
@@ -931,8 +907,7 @@
},
"hp": [
{
- "hp": 310,
- "abilities": null
+ "hp": 310
}
],
"weaknesses": [
@@ -945,7 +920,6 @@
},
{
"name": "Blue Viper",
- "isNpc": false,
"source": "FRP1",
"page": 63,
"level": 14,
@@ -956,6 +930,7 @@
"humanoid",
"ratfolk"
],
+ "description": "Male ysoki poisoner",
"perception": {
"std": 28
},
@@ -1000,6 +975,11 @@
"wis": 2,
"cha": 1
},
+ "items": [
+ "dragon bile (applied to body)",
+ "+1 resilient explorer's clothing",
+ "+2 striking shortsword"
+ ],
"speed": {
"walk": 25
},
@@ -1027,32 +1007,24 @@
"range increment <20 feet>",
"splash"
],
- "effects": [
+ "damage": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
"top": [
{
"entries": [
- "+21, {@skill Stealth} +27, {@skill Thievery} +25 Str +0, Dex +5, Con +5, Int +5, Wis +2, Cha +1 Items dragon bile (applied to body), +1 resilient explorer's clothing, +2 striking shortsword."
+ "Blue Viper carries the following infused items: 2 {@item greater acid flask||greater acid flasks}, 4 {@item greater alchemist's fire||greater alchemist's fires}, 6 {@item blightburn resin||blightburn resins}, 4 {@item greater bottled lightning||greater bottled lightnings}, 3 {@item deathcap powder||deathcap powders}, 4 {@item greater elixir of life||greater elixirs of life}, 2 {@item greater frost vial||greater frost vials}, 3 {@item malyass root paste||malyass root pastes}, 9 {@item purple worm venom||purple worm venoms}, 6 {@item shadow essence||shadow essences}, and 3 {@item spider root||spider roots}. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations."
],
- "name": "Diplomacy"
+ "name": "Infused Items"
},
{
"entries": [
- "Viper carries the following infused items: 2 greater acid flasks, 4 greater alchemist's fires, 6 blightburn resins, 4 greater bottled lightnings, 3 deathcap powders, 4 greater elixirs of life, 2 greater frost vials, 3 malyass root pastes, 9 purple worm venoms, 6 shadow essences, and 3 spider roots. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations."
+ "Blue Viper's infused poisons have a DC of 34."
],
- "name": "Infused Items Blue"
- },
- {
- "entries": [
- "Viper's infused poisons have a DC of 34."
- ],
- "name": "Potent Poisoner Blue"
+ "name": "Potent Poisoner"
}
],
"mid": [
@@ -1069,16 +1041,6 @@
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 2d6+6} piercing Ranged alchemical bomb +29 (range increment <20 feet>, splash), Damage varies by bomb."
- ],
- "name": "S), Damage"
- },
{
"activity": {
"number": 1,
@@ -1091,9 +1053,9 @@
},
{
"entries": [
- "Viper successfully {@action Strike||Strikes} a {@condition flat-footed} creature with a poisoned weapon or exposes a {@condition flat-footed} creature to an inhaled poison, the creature takes a \u20132 circumstance penalty to its initial save against that poison."
+ "When Blue Viper successfully {@action Strike||Strikes} a {@condition flat-footed} creature with a poisoned weapon or exposes a {@condition flat-footed} creature to an inhaled poison, the creature takes a \u20132 circumstance penalty to its initial save against that poison."
],
- "name": "Pinpoint Poisoner When Blue"
+ "name": "Pinpoint Poisoner"
},
{
"activity": {
@@ -1125,15 +1087,13 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
]
}
},
{
"name": "Butterfly Blade Warrior",
- "isNpc": false,
"source": "FRP1",
"page": 60,
"level": 13,
@@ -1144,6 +1104,7 @@
"human",
"humanoid"
],
+ "description": "Human royal assassins",
"perception": {
"std": 23
},
@@ -1171,6 +1132,9 @@
},
"stealth": {
"std": 24
+ },
+ "goka lore": {
+ "std": 23
}
},
"abilityMods": {
@@ -1181,6 +1145,10 @@
"wis": 0,
"cha": 3
},
+ "items": [
+ "+1 striking butterfly swords (2)",
+ "+1 resilient studded leather"
+ ],
"speed": {
"walk": 25
},
@@ -1204,21 +1172,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Society} +23, {@skill Stealth} +24 Str +3, Dex +5, Con +3, Int +4, Wis +0, Cha +3 Items +1 striking butterfly swords (2), +1 resilient studded leather."
- ],
- "name": "Lore"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1253,21 +1212,9 @@
"unit": "action"
},
"entries": [
- "The warrior makes a telegraphed attack to learn about their foe. They make a melee {@action Strike}. On a hit, they can immediately attempt a check to {@action Recall Knowledge} about the target. On a critical hit, they gain a +2 circumstance bonus to the check to Recall."
+ "The warrior makes a telegraphed attack to learn about their foe. They make a melee {@action Strike}. On a hit, they can immediately attempt a check to {@action Recall Knowledge} about the target. On a critical hit, they gain a +2 circumstance bonus to the check to {@action Recall Knowledge}. The target is then temporarily immune to Studied Strike for 1 day."
],
"name": "Studied Strike"
- },
- {
- "entries": [
- "The target is then temporarily immune to."
- ],
- "name": "Knowledge."
- },
- {
- "entries": [
- "{@action Strike} for 1 day."
- ],
- "name": "Studied"
}
]
},
@@ -1288,15 +1235,13 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
]
}
},
{
"name": "Caustic Monitor",
- "isNpc": false,
"source": "FRP1",
"page": 86,
"level": 13,
@@ -1359,7 +1304,7 @@
"range": "Melee",
"name": "talon",
"attack": 27,
- "damage": "{@damage 2d8+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d8+13} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -1393,7 +1338,7 @@
"unit": "action"
},
"entries": [
- "Grab, and caustic monitor venom Melee talon +27, Damage {@damage 2d8+13} slashing plus {@damage 2d6} {@condition persistent damage ||persistent bleed}."
+ "Grab, and caustic monitor venom Melee talon +27, Damage {@damage 2d8+13} slashing plus {@damage 2d6} {@condition persistent damage||persistent bleed}."
],
"name": "Improved"
},
@@ -1460,8 +1405,7 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
]
},
@@ -1469,7 +1413,6 @@
},
{
"name": "Dread Roc",
- "isNpc": false,
"source": "FRP1",
"page": 30,
"level": 15,
@@ -1635,15 +1578,13 @@
},
"hp": [
{
- "hp": 290,
- "abilities": null
+ "hp": 290
}
]
}
},
{
"name": "Dromornis",
- "isNpc": false,
"source": "FRP1",
"page": 83,
"level": 10,
@@ -1699,7 +1640,7 @@
"traits": [
"reach <10 feet>"
],
- "damage": "{@damage 2d12+10} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d12+10} piercing plus {@damage 1d8} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"piercing"
@@ -1712,7 +1653,7 @@
"traits": [
"agile"
],
- "damage": "{@damage 2d8+10} slashing plus {@damage 1d4} {@condition persistent damage ||persistent bleed}",
+ "damage": "{@damage 2d8+10} slashing plus {@damage 1d4} {@condition persistent damage||persistent bleed}",
"types": [
"persistent",
"slashing"
@@ -1756,7 +1697,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, talon, DC 26."
+ "Medium or smaller, talon, DC 26"
],
"name": "Trample",
"generic": {
@@ -1782,8 +1723,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
},
@@ -1791,7 +1731,6 @@
},
{
"name": "Elder Cauthooj",
- "isNpc": false,
"source": "FRP1",
"page": 49,
"level": 14,
@@ -1935,8 +1874,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"resistances": [
@@ -1949,7 +1887,6 @@
},
{
"name": "Ghost Monk",
- "isNpc": false,
"source": "FRP1",
"page": 15,
"level": 9,
@@ -2019,7 +1956,9 @@
"As ghost."
],
"name": "Site Bound",
- "entries_as_xyz": "Ability not found: 'Site Bound As ghost.' in Ghost Monk, p.15"
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -2032,7 +1971,10 @@
"As ghost. Putting the abbot in A8 to rest brings peace to the ghost monks, allowing them to move on to the Serene Circle in Axis."
],
"name": "Rejuvenation",
- "entries_as_xyz": "Ability not found: 'Rejuvenation As ghost.' in Ghost Monk, p.15"
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -2066,7 +2008,9 @@
"As ghost. DC 25."
],
"name": "Frightful Moan",
- "entries_as_xyz": "Ability not found: 'Frightful Moan As ghost.' in Ghost Monk, p.15"
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -2081,7 +2025,9 @@
"As ghost. {@damage 5d6} bludgeoning, DC 25."
],
"name": "Telekinetic Assault",
- "entries_as_xyz": "Ability not found: 'Telekinetic Assault As ghost.' in Ghost Monk, p.15"
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -2110,25 +2056,24 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"resistances": [
{
"amount": 10,
- "name": "all damage"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or"
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Gomwai",
- "isNpc": false,
"source": "FRP1",
"page": 48,
"level": 12,
@@ -2136,9 +2081,10 @@
"unique",
"ln",
"medium",
- "goblin",
- "humanoid"
+ "humanoid",
+ "goblin"
],
+ "description": "Male hobgoblin tournament enforcer",
"perception": {
"std": 21
},
@@ -2179,6 +2125,10 @@
"wis": 3,
"cha": 0
},
+ "items": [
+ "bracers of armor",
+ "+1 striking handwraps of mighty blows"
+ ],
"speed": {
"walk": 25
},
@@ -2201,14 +2151,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+22, {@skill Lore||Underworld Lore} +20 Str +5, Dex +4, Con +3, Int +0, Wis +3, Cha +0 Items bracers of armor, +1 striking handwraps of mighty blows."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -2225,13 +2167,9 @@
},
{
"entries": [
- "Maneuvers Gomwai can replace one or both of his attacks during a {@action Flurry of Blows} with Grapples,"
+ "Gomwai can replace one or both of his attacks during a {@action Flurry of Blows} with {@action Grapple||Grapples}, {@action Shove||Shoves}, or {@action Trip||Trips}."
],
- "name": "Flurry of"
- },
- {
- "entries": [],
- "name": "Shoves, or Trips."
+ "name": "Flurry of Maneuvers"
},
{
"entries": [
@@ -2267,15 +2205,13 @@
},
"hp": [
{
- "hp": 235,
- "abilities": null
+ "hp": 235
}
]
}
},
{
"name": "Grave Spinosaurus",
- "isNpc": false,
"source": "FRP1",
"page": 32,
"level": 15,
@@ -2378,7 +2314,7 @@
},
"requirements": "The grave spinosaurus has a creature {@condition grabbed} in its jaws",
"entries": [
- "The grave spinosaurus reaches up, slashes the creature it has {@condition grabbed} with its claws, dealing {@damage 6d10} slashing damage (DC 36 basic Reflex save) and {@damage 2d6} {@condition persistent damage ||persistent bleed damage}."
+ "The grave spinosaurus reaches up, slashes the creature it has {@condition grabbed} with its claws, dealing {@damage 6d10} slashing damage (DC 36 basic Reflex save) and {@damage 2d6} {@condition persistent damage||persistent bleed damage}."
],
"name": "Rip and Tear"
},
@@ -2431,15 +2367,13 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
]
}
},
{
"name": "Hana's Hundreds",
- "isNpc": false,
"source": "FRP1",
"page": 51,
"level": 15,
@@ -2482,14 +2416,12 @@
"speed": {
"walk": 30
},
- "attacks": [],
"abilities": {
"mid": [
{
"traits": [
"pathfinder bestiary 3 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -2502,7 +2434,6 @@
"traits": [
"bestiary 3 305"
],
- "entries": [],
"name": "Form Up"
},
{
@@ -2541,7 +2472,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Hana's Hundreds flail their swords wildly at each enemy adjacent to the team (DC 33 basic Reflex save). The damage depends on the number of actions.",
@@ -2570,8 +2501,7 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
],
"weaknesses": [
@@ -2588,7 +2518,6 @@
},
{
"name": "Hantu Belian",
- "isNpc": false,
"source": "FRP1",
"page": 85,
"level": 11,
@@ -2670,7 +2599,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 30,
@@ -2774,8 +2702,7 @@
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
],
"immunities": [
@@ -2796,7 +2723,6 @@
},
{
"name": "Hantu Denai",
- "isNpc": false,
"source": "FRP1",
"page": 84,
"level": 9,
@@ -2954,8 +2880,7 @@
},
"hp": [
{
- "hp": 125,
- "abilities": null
+ "hp": 125
}
],
"immunities": [
@@ -2975,7 +2900,6 @@
},
{
"name": "Jaiban",
- "isNpc": false,
"source": "FRP1",
"page": 41,
"level": 15,
@@ -3070,7 +2994,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 36."
+ "Huge or smaller, foot, DC 36"
],
"name": "Trample",
"generic": {
@@ -3087,7 +3011,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"Jaiban stomps the ground with intense force. It creates a minor earthquake with the effects of the {@spell earthquake} spell, except that the range is only 100 feet and is contained to a 20-foot burst."
@@ -3136,15 +3060,13 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
}
},
{
"name": "Kannitri",
- "isNpc": false,
"source": "FRP1",
"page": 19,
"level": 13,
@@ -3179,6 +3101,9 @@
},
"irori lore": {
"std": 24
+ },
+ "temple lore": {
+ "std": 24
}
},
"abilityMods": {
@@ -3210,18 +3135,14 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+24 Str \u20135, Dex +5, Con +0, Int +3, Wis +6, Cha +7."
- ],
- "name": "Temple Lore"
- },
{
"entries": [
"As ghost."
],
"name": "Site Bound",
- "entries_as_xyz": "Ability not found: 'Site Bound As ghost.' in Kannitri, p.19"
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -3234,7 +3155,10 @@
"As ghost. Burying Kannitri's remains in the courtyard or carving her name into the pagoda sculpture there (area A3) permanently puts her spirit to rest."
],
"name": "Rejuvenation",
- "entries_as_xyz": "Ability not found: 'Rejuvenation As ghost.' in Kannitri, p.19"
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -3247,7 +3171,9 @@
"As ghost. {@damage 7d6} negative damage, DC 33."
],
"name": "Corrupting Gaze",
- "entries_as_xyz": "Ability not found: 'Corrupting Gaze As ghost.' in Kannitri, p.19"
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -3258,7 +3184,9 @@
"As ghost."
],
"name": "Draining Touch",
- "entries_as_xyz": "Ability not found: 'Draining Touch As ghost.' in Kannitri, p.19"
+ "generic": {
+ "tag": "ability"
+ }
},
{
"activity": {
@@ -3300,25 +3228,24 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
"resistances": [
{
"amount": 10,
- "name": "all damage"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or"
+ "name": "all damage",
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
},
{
"name": "Ki Adept",
- "isNpc": false,
"source": "FRP1",
"page": 24,
"level": 13,
@@ -3421,40 +3348,22 @@
"7": {
"spells": [
{
- "name": "abundant step",
- "notes": [
- "Core Rulebook 401"
- ]
+ "name": "abundant step"
},
{
- "name": "ki blast",
- "notes": [
- "Core Rulebook 401"
- ]
+ "name": "ki blast"
},
{
- "name": "ki rush",
- "notes": [
- "Core Rulebook 401"
- ]
+ "name": "ki rush"
},
{
- "name": "ki strike",
- "notes": [
- "Core Rulebook 401"
- ]
+ "name": "ki strike"
},
{
- "name": "wholeness of body",
- "notes": [
- "Core Rulebook 402"
- ]
+ "name": "wholeness of body"
},
{
- "name": "wind jump",
- "notes": [
- "Core Rulebook 402"
- ]
+ "name": "wind jump"
}
]
}
@@ -3520,15 +3429,13 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
]
}
},
{
"name": "Koto Zekora",
- "isNpc": false,
"source": "FRP1",
"page": 55,
"level": 17,
@@ -3631,7 +3538,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 36,
@@ -3795,7 +3701,6 @@
}
},
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 36,
@@ -3851,7 +3756,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3913,7 +3817,6 @@
},
{
"name": "Mage Of Many Styles",
- "isNpc": false,
"source": "FRP1",
"page": 25,
"level": 13,
@@ -3955,6 +3858,11 @@
"wis": 1,
"cha": 1
},
+ "items": [
+ "bracers of armor I",
+ "+1 striking handwraps of mighty blows",
+ "+1 striking longsword"
+ ],
"speed": {
"walk": 25
},
@@ -3996,6 +3904,26 @@
"DC": 32,
"attack": 26,
"entry": {
+ "0": {
+ "level": 7,
+ "spells": [
+ {
+ "name": "acid splash"
+ },
+ {
+ "name": "daze"
+ },
+ {
+ "name": "mage hand"
+ },
+ {
+ "name": "shield"
+ },
+ {
+ "name": "tanglefoot"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -4077,19 +4005,27 @@
"7": {
"spells": [
{
- "name": "acid splash"
- },
- {
- "name": "daze"
+ "name": "shocking grasp"
},
{
- "name": "mage hand"
- },
+ "name": "true target"
+ }
+ ]
+ }
+ }
+ },
+ {
+ "name": "Wizard School",
+ "type": "Focus",
+ "fp": 2,
+ "entry": {
+ "7": {
+ "spells": [
{
- "name": "shield"
+ "name": "hand of the apprentice"
},
{
- "name": "tanglefoot"
+ "name": "physical boost"
}
]
}
@@ -4097,14 +4033,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+26 Str +3, Dex +4, Con +3, Int +5, Wis +1, Cha +1 Items bracers of armor I, +1 striking handwraps of mighty blows, +1 striking longsword."
- ],
- "name": "Occultism"
- }
- ],
"bot": [
{
"activity": {
@@ -4139,15 +4067,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Mammoth Turtle",
- "isNpc": false,
"source": "FRP1",
"page": 31,
"level": 14,
@@ -4209,7 +4135,6 @@
],
"bot": [
{
- "entries": [],
"name": "Improved Grab",
"generic": {
"tag": "ability"
@@ -4270,15 +4195,13 @@
},
"hp": [
{
- "hp": 270,
- "abilities": null
+ "hp": 270
}
]
}
},
{
"name": "Manananggal",
- "isNpc": false,
"source": "FRP1",
"page": 87,
"level": 8,
@@ -4357,7 +4280,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 26,
@@ -4406,7 +4328,6 @@
"abilities": {
"top": [
{
- "entries": [],
"name": "Light Blindness",
"generic": {
"tag": "ability"
@@ -4460,7 +4381,6 @@
},
{
"name": "Muckish Creep",
- "isNpc": false,
"source": "FRP1",
"page": 88,
"level": 8,
@@ -4547,7 +4467,6 @@
"name": "Elude Grasp"
},
{
- "entries": [],
"name": "to Escape."
}
],
@@ -4610,8 +4529,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"weaknesses": [
@@ -4631,7 +4549,6 @@
},
{
"name": "Nai Yan Fei",
- "isNpc": false,
"source": "FRP1",
"page": 91,
"level": 20,
@@ -4642,6 +4559,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Shu empress",
"perception": {
"std": 36
},
@@ -4692,6 +4610,12 @@
},
"goka lore": {
"std": 38
+ },
+ "legal lore": {
+ "std": 38
+ },
+ "underworld lore": {
+ "std": 36
}
},
"abilityMods": {
@@ -4702,6 +4626,11 @@
"wis": 3,
"cha": 5
},
+ "items": [
+ "+3 major striking butterfly sword",
+ "greater hat of disguise",
+ "+2 greater resilient aristocrat's clothing"
+ ],
"speed": {
"walk": 25
},
@@ -4725,32 +4654,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+38, {@skill Intimidation} +36, {@skill Lore||Goka Lore} +38, Legal."
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+38, {@skill Occultism} +38, {@skill Performance} +36, {@skill Religion} +32,"
- ],
- "name": "Lore"
- },
- {
- "entries": [
- "+38, {@skill Stealth} +35, {@skill Thievery} +35, Underworld."
- ],
- "name": "Society"
- },
- {
- "entries": [
- "+36 Str +1, Dex +4, Con +2, Int +7, Wis +3, Cha +5 Items +3 major striking butterfly sword, greater hat of disguise, +2 greater resilient aristocrat's clothing."
- ],
- "name": "Lore"
- }
- ],
"bot": [
{
"activity": {
@@ -4831,8 +4734,7 @@
},
"hp": [
{
- "hp": 375,
- "abilities": null
+ "hp": 375
}
]
},
@@ -4840,7 +4742,6 @@
},
{
"name": "Old Man Statue",
- "isNpc": false,
"source": "FRP1",
"page": 21,
"level": 14,
@@ -4916,7 +4817,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
@@ -4936,7 +4836,6 @@
}
},
{
- "name": "Divine Domain",
"type": "Focus",
"tradition": "divine",
"DC": 32,
@@ -4945,28 +4844,16 @@
"7": {
"spells": [
{
- "name": "athletic rush",
- "notes": [
- "Core Rulebook 389"
- ]
+ "name": "athletic rush"
},
{
- "name": "enduring might",
- "notes": [
- "Core Rulebook 392"
- ]
+ "name": "enduring might"
},
{
- "name": "perfected form",
- "notes": [
- "Core Rulebook 394"
- ]
+ "name": "perfected form"
},
{
- "name": "perfected mind",
- "notes": [
- "Core Rulebook 394"
- ]
+ "name": "perfected mind"
}
]
}
@@ -4982,7 +4869,7 @@
"positive"
],
"entries": [
- "{@damage 14d6} positive, DC 32."
+ "{@damage 14d6} positive, DC 32"
],
"name": "Divine Destruction"
},
@@ -5025,8 +4912,7 @@
},
"hp": [
{
- "hp": 160,
- "abilities": null
+ "hp": 160
}
],
"immunities": [
@@ -5039,14 +4925,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except adamantine)"
+ "note": "except adamantine"
}
]
}
},
{
"name": "Planar Terra-cotta Soldier",
- "isNpc": false,
"source": "FRP1",
"page": 52,
"level": 11,
@@ -5118,7 +5003,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5129,7 +5013,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -5177,8 +5060,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"immunities": [
@@ -5196,7 +5078,6 @@
},
{
"name": "Planar Terra-cotta Squadron",
- "isNpc": false,
"source": "FRP1",
"page": 53,
"level": 15,
@@ -5234,14 +5115,12 @@
"speed": {
"walk": 25
},
- "attacks": [],
"abilities": {
"mid": [
{
"traits": [
"pathfinder bestiary 3 306"
],
- "entries": [],
"name": "Troop Defenses"
}
],
@@ -5312,8 +5191,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -5330,7 +5208,6 @@
},
{
"name": "Ran-to",
- "isNpc": false,
"source": "FRP1",
"page": 64,
"level": 14,
@@ -5341,6 +5218,7 @@
"goblin",
"humanoid"
],
+ "description": "Male frost goblin wrestler",
"perception": {
"std": 20
},
@@ -5382,6 +5260,11 @@
"wis": 1,
"cha": 2
},
+ "items": [
+ "+2 greater striking gauntlet",
+ "+2 greater striking halfling sling staff (20 bullets)",
+ "+1 resilient studded leather"
+ ],
"speed": {
"walk": 20
},
@@ -5417,14 +5300,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Lore||Wrestling Lore} +19 Str +6, Dex +4, Con +6, Int \u20131, Wis +1, Cha +2 Items +2 greater striking gauntlet, +2 greater striking halfling sling staff (20 bullets), +1 resilient studded leather."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"activity": {
@@ -5432,24 +5307,12 @@
"unit": "reaction"
},
"entries": [
- "When a creature triggers Ran-to's."
+ "When a creature triggers Ran-to's Attack of Opportunity, he can attempt an {@skill Athletics} check to {@action Grapple} the triggering creature instead of making a melee {@action Strike}. He can still disrupt a triggering manipulate action if he critically succeeds his attempt."
],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
}
- },
- {
- "entries": [
- "Opportunity, he can attempt an {@skill Athletics} check."
- ],
- "name": "Attack of"
- },
- {
- "entries": [
- "{@action Grapple} the triggering creature instead of making a melee {@action Strike}. He can still disrupt a triggering manipulate action if he critically succeeds his attempt."
- ],
- "name": "to"
}
],
"bot": [
@@ -5470,28 +5333,15 @@
"unit": "action"
},
"entries": [
- "Ran-to makes a mighty leap and attempts to Grab a foe while he soars. He makes a {@action Leap},"
+ "Ran-to makes a mighty leap and attempts to Grab a foe while he soars. He makes a {@action Leap}, {@action High Jump}, or {@action Long Jump}. His maximum distance is 40 feet. He must succeed at an {@skill Athletics} check to perform the leap as usual, but regardless of the type of leap, the DC is equal to the number of feet he moves in the air. Ran-to can attempt an {@skill Athletics} check to {@action Grapple} at any point during the jump. Immediately after the attempt, he (and the creature, if the {@action Grapple} was successful) falls to the ground. Neither creature takes damage from this fall."
],
"name": "Leaping Catch"
},
{
"entries": [
- "His maximum distance is 40 feet. He must succeed at an {@skill Athletics} check to perform the leap as usual, but regardless of the type of leap, the DC is equal to the number of feet he moves in the air.",
- "Ran-to can attempt an {@skill Athletics} check to {@action Grapple} at any point during the jump. Immediately after the attempt, he (and the creature, if the {@action Grapple} was successful) falls to the ground. Neither creature takes damage from this fall."
+ "Ran-to can attempt to {@action Disarm}, {@action Grapple}, {@action Shove}, or {@action Trip} creatures up to two sizes larger than him."
],
- "name": "High Jump, or Long Jump."
- },
- {
- "entries": [
- "Wrestler Ran-to can attempt to {@action Disarm}, {@action Grapple},"
- ],
- "name": "Titan"
- },
- {
- "entries": [
- "{@action Trip} creatures up to two sizes larger than him."
- ],
- "name": "Shove, or"
+ "name": "Titan Wrestler"
},
{
"activity": {
@@ -5501,10 +5351,19 @@
"requirements": "Ran-to has a creature {@condition grabbed}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an {@skill Athletics} check against the {@condition grabbed} creature's Fortitude DC. Critical Success Ran-to tosses his foe a great distance. The grapple ends. The {@condition grabbed} creature is thrown into a space within 10 feet, takes {@damage 10d6} bludgeoning damage, and falls {@condition prone}. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 34 basic Reflex save). Success As critical success, except the {@condition grabbed} creatures is thrown into a space within 5 feet, and creatures take {@damage 6d6} bludgeoning damage. Failure Ran-to tosses his foe aside. The grapple ends. The {@condition grabbed} creature falls {@condition prone}. Critical Failure Ran-to loses hold of his foe and the grapple ends."
+ "Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an {@skill Athletics} check against the {@condition grabbed} creature's Fortitude DC.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "Ran-to tosses his foe a great distance. The grapple ends. The {@condition grabbed} creature is thrown into a space within 10 feet, takes {@damage 10d6} bludgeoning damage, and falls {@condition prone}. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 34 basic Reflex save).",
+ "Success": "As critical success, except the {@condition grabbed} creatures is thrown into a space within 5 feet, and creatures take {@damage 6d6} bludgeoning damage.",
+ "Failure": "Ran-to tosses his foe aside. The grapple ends. The {@condition grabbed} creature falls {@condition prone}.",
+ "Critical Failure": "Ran-to loses hold of his foe and the grapple ends."
+ }
+ }
],
"name": "Whirlwind Toss"
}
@@ -5527,15 +5386,13 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
]
}
},
{
"name": "Shino Hakusa",
- "isNpc": false,
"source": "FRP1",
"page": 63,
"level": 14,
@@ -5546,6 +5403,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Shu assassin",
"perception": {
"std": 22
},
@@ -5588,6 +5446,10 @@
"wis": 2,
"cha": 0
},
+ "items": [
+ " +2 greater striking handwraps of mighty blows",
+ "+1 striking shurikens (5)"
+ ],
"speed": {
"walk": 35
},
@@ -5625,14 +5487,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+26, {@skill Occultism} +21, {@skill Stealth} +26, {@skill Thievery} +26 Str +5, Dex +6, Con +4, Int +1, Wis +2, Cha +0 Items +2 greater striking handwraps of mighty blows, +1 striking shurikens (5)"
- ],
- "name": "Medicine"
- }
- ],
"mid": [
{
"activity": {
@@ -5649,7 +5503,7 @@
"bot": [
{
"entries": [
- "Hakusa leaps around and over her opponents, disorienting them, to gain the upper hand in combat. When she successfully Tumbles Through a creature's space, that creature becomes {@condition flat-footed} until the end of Hakusa's turn."
+ "Hakusa leaps around and over her opponents, disorienting them, to gain the upper hand in combat. When she successfully {@action Tumble Through||Tumbles Through} a creature's space, that creature becomes {@condition flat-footed} until the end of Hakusa's turn."
],
"name": "Disorienting Tumble"
},
@@ -5665,14 +5519,7 @@
"unit": "action"
},
"entries": [
- "Hakusa targets a foe's pressure points to debilitate them. Hakusa makes a fist {@action Strike}.",
- "On a hit, the target takes damage as normal and must attempt a DC 35 Fortitude save. Regardless of the result of the save, the target is temporarily immune to Pressure."
- ],
- "name": "Pressure Point Attack"
- },
- {
- "entries": [
- "Attack for 1 minute.",
+ "Hakusa targets a foe's pressure points to debilitate them. Hakusa makes a fist {@action Strike}. On a hit, the target takes damage as normal and must attempt a DC 35 Fortitude save. Regardless of the result of the save, the target is temporarily immune to Pressure Point Attack for 1 minute.",
{
"type": "successDegree",
"entries": {
@@ -5683,13 +5530,13 @@
}
}
],
- "name": "Point"
+ "name": "Pressure Point Attack"
},
{
"entries": [
- "{@action Strike||Strikes} deal an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
+ "Hakusa's {@action Strike||Strikes} deal an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack Hakusa's"
+ "name": "Sneak Attack"
}
]
},
@@ -5710,15 +5557,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Sigbin",
- "isNpc": false,
"source": "FRP1",
"page": 89,
"level": 5,
@@ -5864,8 +5709,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
},
@@ -5873,7 +5717,6 @@
},
{
"name": "Syu Tak-nwa",
- "isNpc": false,
"source": "FRP1",
"page": 63,
"level": 14,
@@ -5884,6 +5727,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Hwan white-haired witch",
"perception": {
"std": 26
},
@@ -5972,7 +5816,6 @@
],
"spellcasting": [
{
- "name": "Occult Prepared",
"type": "Prepared",
"tradition": "occult",
"DC": 35,
@@ -6090,56 +5933,56 @@
]
}
}
+ },
+ {
+ "name": "Witch Hexes",
+ "type": "Focus",
+ "DC": 35,
+ "fp": 3,
+ "entry": {
+ "0": {
+ "level": 7,
+ "spells": [
+ {
+ "name": "evil eye",
+ "source": "APG"
+ }
+ ]
+ },
+ "7": {
+ "spells": [
+ {
+ "name": "cackle",
+ "source": "APG"
+ },
+ {
+ "name": "curse of death",
+ "source": "APG"
+ },
+ {
+ "name": "evil eye",
+ "source": "APG"
+ },
+ {
+ "name": "malicious shadow",
+ "source": "APG"
+ },
+ {
+ "name": "needle of vengeance",
+ "source": "APG"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23, {@skill Nature} +23, {@skill Occultism} +29, {@skill Society} +27,"
- ],
- "name": "Medicine"
- },
- {
- "entries": [
- "+24 Str +0, Dex +4, Con +1, Int +5, Wis +3, Cha +5 Items +2 greater striking jian (as shortsword)"
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"entries": [
- "3 Focus Points, DC 35; 7th cackle (Pathfinder."
- ],
- "name": "Witch Hexes"
- },
- {
- "entries": [
- "237), curse of death (Advanced."
- ],
- "name": "Advanced Player's Guide"
- },
- {
- "entries": [
- "237), evil eye (Advanced Player's Guide 238), malicious shadow (Advanced Player's Guide 238), needle of vengeance (Advanced Player's Guide 238); Hex."
- ],
- "name": "Player's Guide"
- },
- {
- "traits": [
- "7th"
- ],
- "entries": [
- "evil eye."
- ],
- "name": "Cantrips"
- },
- {
- "entries": [
- "Patron fate."
+ "fate"
],
- "name": "Witch"
+ "name": "Witch Patron"
},
{
"entries": [
@@ -6172,15 +6015,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Takatorra",
- "isNpc": false,
"source": "FRP1",
"page": 11,
"level": 9,
@@ -6191,6 +6032,7 @@
"humanoid",
"tengu"
],
+ "description": "Nonbinary tengu sword master (Pathfinder Bestiary 310)",
"perception": {
"std": 20
},
@@ -6229,6 +6071,10 @@
"wis": 3,
"cha": 0
},
+ "items": [
+ "+1 hide armor",
+ "+1 striking tengu gale blades (2)"
+ ],
"speed": {
"walk": 25
},
@@ -6263,33 +6109,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15, {@skill Performance} +15 Str +4, Dex +2, Con +4, Int +1,"
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "+3, Cha +0 Items +1 hide armor, +1 striking tengu gale blades (2; Pathfinder Advanced."
- ],
- "name": "Wis"
- },
- {
- "entries": [
- "248)"
- ],
- "name": "Player's Guide"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -6303,16 +6128,10 @@
"unit": "action"
},
"entries": [
- "Takatorra makes three melee {@action Strike||Strikes}."
+ "Takatorra makes three melee {@action Strike||Strikes}. These {@action Strike||Strikes} gain the {@trait forceful} trait. If one target is hit with at least two of these {@action Strike||Strikes}, they also take {@damage 1d6} {@condition persistent damage||persistent bleed damage}. The target is then {@condition flat-footed} until they heal the {@condition persistent damage||persistent bleed damage}."
],
"name": "Blade Barrage"
},
- {
- "entries": [
- "{@action Strike||Strikes} gain the {@trait forceful} trait. If one target is hit with at least two of these {@action Strike||Strikes}, they also take {@damage 1d6} {@condition persistent damage ||persistent bleed damage}. The target is then {@condition flat-footed} until they heal the {@condition persistent damage ||persistent bleed damage}."
- ],
- "name": "These"
- },
{
"activity": {
"number": 2,
@@ -6339,7 +6158,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Takatorra expands their wings, gaining a 25-foot fly Speed for 5 minutes."
@@ -6365,15 +6184,13 @@
},
"hp": [
{
- "hp": 210,
- "abilities": null
+ "hp": 210
}
]
}
},
{
"name": "Tamikan",
- "isNpc": false,
"source": "FRP1",
"page": 39,
"level": 16,
@@ -6383,6 +6200,7 @@
"large",
"dragon"
],
+ "description": "Variant female kongamato (Pathfinder Bestiary 3 152)",
"perception": {
"std": 23
},
@@ -6485,14 +6303,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+27, {@skill Survival} +26 Str +9, Dex +5, Con +6, Int +1, Wis +4, Cha +5."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -6568,12 +6378,14 @@
},
"will": {
"std": 26
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 295,
- "abilities": null
+ "hp": 295
}
],
"immunities": [
@@ -6584,7 +6396,6 @@
},
{
"name": "Tino",
- "isNpc": false,
"source": "FRP1",
"page": 10,
"level": 9,
@@ -6595,6 +6406,7 @@
"human",
"humanoid"
],
+ "description": "Male Tian-Shu paladin of Irori",
"perception": {
"std": 18
},
@@ -6628,6 +6440,9 @@
"wis": 1,
"cha": 3
},
+ "items": [
+ "+1 explorer's clothing, +1 striking handwraps of mighty blows"
+ ],
"speed": {
"walk": 40
},
@@ -6660,6 +6475,12 @@
"spells": [
{
"name": "ki blast"
+ },
+ {
+ "name": "ki strike"
+ },
+ {
+ "name": "lay on hands"
}
]
}
@@ -6667,14 +6488,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15, {@skill Medicine} +16 Str +3, Dex +4, Con +3, Int +0, Wis +1, Cha +3 Items +1 explorer's clothing, +1 striking handwraps of mighty blows."
- ],
- "name": "Lore"
- }
- ],
"mid": [
{
"activity": {
@@ -6682,7 +6495,7 @@
"unit": "reaction"
},
"entries": [
- "If Tino hits with his {@action Retributive Strike}, the target takes 3 {@condition persistent damage ||persistent good damage}."
+ "If Tino hits with his {@action Retributive Strike}, the target takes 3 {@condition persistent damage||persistent good damage}."
],
"name": "Retributive Strike",
"generic": {
@@ -6691,12 +6504,6 @@
}
],
"bot": [
- {
- "entries": [
- "DC 24; 5th (3 Focus Points) ki blast (Core Rulebook 401), ki strike (Core Rulebook 401), lay on hands (Core Rulebook 387)"
- ],
- "name": "Focus Spells"
- },
{
"activity": {
"number": 1,
@@ -6731,19 +6538,20 @@
},
"will": {
"std": 16
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. disease"
+ ]
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
}
]
}
},
{
"name": "Tyrannosaurus Imperator",
- "isNpc": false,
"source": "FRP1",
"page": 31,
"level": 14,
@@ -6881,7 +6689,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, foot, DC 34."
+ "Huge or smaller, foot, DC 34"
],
"name": "Trample",
"generic": {
@@ -6907,15 +6715,13 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
]
}
},
{
"name": "Watchtower Poltergeist",
- "isNpc": false,
"source": "FRP1",
"page": 35,
"level": 14,
@@ -6985,7 +6791,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 35,
@@ -7016,7 +6821,10 @@
"entries": [
"The poltergeist is tied to its watchtower."
],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -7063,7 +6871,6 @@
"mental"
],
"requirements": "As poltergeist, but DC 33.",
- "entries": [],
"name": "Frighten"
},
{
@@ -7115,7 +6922,6 @@
},
{
"name": "Watchtower Shadow",
- "isNpc": false,
"source": "FRP1",
"page": 36,
"level": 15,
@@ -7176,7 +6982,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 36,
@@ -7198,7 +7003,10 @@
"entries": [
"The shadow is tied to its watchtower."
],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -7290,7 +7098,6 @@
},
{
"name": "Watchtower Wraith",
- "isNpc": false,
"source": "FRP1",
"page": 36,
"level": 16,
@@ -7378,7 +7185,10 @@
"entries": [
"The wraith is tied to its watchtower."
],
- "name": "Site Bound"
+ "name": "Site Bound",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -7396,7 +7206,11 @@
"entries": [
"As watchtower poltergeist (page 35)."
],
- "name": "Rejuvenation"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -7405,7 +7219,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7465,25 +7278,25 @@
}
],
"immunities": [
- "death effects"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "precision",
+ "unconscious"
],
+ "weaknesses": [],
"resistances": [
{
"amount": 15,
- "name": "all"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive;"
+ "name": "all",
+ "note": "except force, {@item ghost touch}, or positive; double resistance against non-magical"
}
]
}
},
{
"name": "Weapon Master",
- "isNpc": false,
"source": "FRP1",
"page": 23,
"level": 13,
@@ -7515,6 +7328,9 @@
},
"survival": {
"std": 24
+ },
+ "warfare lore": {
+ "std": 23
}
},
"abilityMods": {
@@ -7566,21 +7382,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+23 Str +5, Dex +2, Con +4, Int +2, Wis +3, Cha +1 Items +2 greater striking katana, +1 striking sling, +1 resilient studded leather."
- ],
- "name": "Lore"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7604,7 +7411,7 @@
],
"requirements": "The weapon master is not wielding a weapon",
"entries": [
- "The weapon master Interacts to draw a melee weapon without triggering reactions and makes a {@action Strike} with that weapon. The target is {@condition flat-footed} against this {@action Strike}. The weapon master deals an extra {@damage 2d8} {@condition persistent damage ||persistent bleed damage} with the {@action Strike}."
+ "The weapon master Interacts to draw a melee weapon without triggering reactions and makes a {@action Strike} with that weapon. The target is {@condition flat-footed} against this {@action Strike}. The weapon master deals an extra {@damage 2d8} {@condition persistent damage||persistent bleed damage} with the {@action Strike}."
],
"name": "Swift Blow"
}
@@ -7627,15 +7434,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Yabin The Just",
- "isNpc": false,
"source": "FRP1",
"page": 11,
"level": 9,
@@ -7646,6 +7451,7 @@
"humanoid",
"nagaji"
],
+ "description": "Male nagaji dragon sorcerer (Pathfinder Bestiary 3 182)",
"perception": {
"std": 18
},
@@ -7719,14 +7525,11 @@
],
"effects": [
"nagaji venom"
- ],
- "damage": "nagaji venom",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 27,
@@ -7845,16 +7648,10 @@
"5": {
"spells": [
{
- "name": "dragon breath",
- "notes": [
- "Core Rulebook 403"
- ]
+ "name": "dragon breath"
},
{
- "name": "dragon claws",
- "notes": [
- "Core Rulebook 403"
- ]
+ "name": "dragon claws"
}
]
}
@@ -7862,35 +7659,39 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Occultism} +17 Str +1, Dex +3, Con +4, Int +2, Wis +0, Cha +4 Items +1 striking bo staff, +1 explorer's clothing."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"entries": [
- "Bloodline draconic (brass dragon) Sorcerer Bloodline Spells DC 27; 5th (2 Focus Points) dragon breath (Core Rulebook 403), dragon claws (Core Rulebook 403)"
+ "draconic (brass dragon)"
],
- "name": "Sorcerer"
+ "name": "Sorcerer Bloodline"
},
{
+ "type": "affliction",
+ "name": "Nagaji Venom",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 25 Fortitude;"
- ],
- "name": "Nagaji Venom"
- },
- {
- "entries": [
- "6 rounds; Stage 1 {@damage 2d6} poison (1 round); Stage 2 {@damage 3d6} poison and {@condition dazzled} (1 round); Stage 3 {@damage 4d6} poison and {@condition blinded} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 25,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "2d6 poison",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "3d6 poison and dazzled",
+ "duration": "1 round"
+ },
+ {
+ "stage": 1,
+ "entry": "4d6 poison and blinded",
+ "duration": "1 round"
+ }
+ ]
}
]
},
@@ -7907,19 +7708,26 @@
},
"will": {
"std": 15
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. poison"
+ ]
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 5,
+ "name": "poison"
}
]
}
},
{
- "name": "Yook",
- "isNpc": false,
+ "name": "Ji-yook",
"source": "FRP1",
"page": 11,
"level": 9,
@@ -7930,6 +7738,7 @@
"humanoid",
"kitsune"
],
+ "description": "Female kitsune ninja (Pathfinder Bestiary 3 150)",
"perception": {
"std": 19
},
@@ -7941,7 +7750,11 @@
"languages": {
"languages": [
"goblin",
- "kitsune,"
+ "kitsune",
+ "nagaji",
+ "taldane",
+ "tengu",
+ "tien"
]
},
"skills": {
@@ -7963,6 +7776,13 @@
"wis": 1,
"cha": 4
},
+ "items": [
+ "+1 striking darts (5)",
+ "+1 striking returning dart",
+ "+1 explorer's clothing",
+ "+1 striking handwraps of mighty blows",
+ "lesser smokesticks (2)"
+ ],
"speed": {
"walk": 25
},
@@ -8012,7 +7832,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 27,
@@ -8036,26 +7855,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +21,"
- ],
- "name": "Nagaji, Taldane, Tengu, Tien"
- },
- {
- "entries": [
- "+21, {@skill Stealth} +19, {@skill Thievery} +19 Str +0, Dex +4, Con +2, Int +3,"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+1, Cha +4 Items +1 striking darts (5), +1 striking returning dart,+1 explorer's clothing, +1 striking handwraps of mighty blows, lesser smokesticks (2)"
- ],
- "name": "Wis"
- }
- ],
"bot": [
{
"activity": {
@@ -8069,7 +7868,7 @@
"transmutation"
],
"entries": [
- "Ji-yook transforms into her human form. Using {@action Change Shape|LOAG} counts as creating a disguise for the {@action Impersonate} use of {@skill Deception}. Ji-yook can remain in her human form indefinitely, and she can shift back to her true kitsune form by using this action again."
+ "Ji-yook transforms into her human form. Using {@ability Change Shape} counts as creating a disguise for the {@action Impersonate} use of {@skill Deception}. Ji-yook can remain in her human form indefinitely, and she can shift back to her true kitsune form by using this action again."
],
"name": "Change Shape",
"generic": {
@@ -8104,9 +7903,9 @@
},
{
"entries": [
- "{@action Strike||Strikes} deal an additional {@damage 2d6} precision damage to {@condition flat-footed} creatures."
+ "Ji-yook's {@action Strike||Strikes} deal an additional {@damage 2d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack Ji-yook's"
+ "name": "Sneak Attack"
}
]
},
@@ -8127,8 +7926,7 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
diff --git a/data/bestiary/creatures-frp2.json b/data/bestiary/creatures-frp2.json
index 1173c3d0c2..28db29ea86 100644
--- a/data/bestiary/creatures-frp2.json
+++ b/data/bestiary/creatures-frp2.json
@@ -1,8 +1,12 @@
{
+ "_meta": {
+ "internalCopies": [
+ "creature"
+ ]
+ },
"creature": [
{
"name": "Akila Stormheel",
- "isNpc": false,
"source": "FRP2",
"page": 38,
"level": 13,
@@ -125,7 +129,6 @@
"name": "Pounce"
},
{
- "entries": [],
"name": "the Strike."
},
{
@@ -167,15 +170,13 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
]
}
},
{
"name": "Amihan",
- "isNpc": false,
"source": "FRP2",
"page": 40,
"level": 15,
@@ -186,6 +187,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Sing battle dancer",
"perception": {
"std": 21
},
@@ -218,6 +220,12 @@
"wis": 0,
"cha": 5
},
+ "items": [
+ "3 greater alchemist's fires",
+ "bracers of armor I",
+ "+2 striking flaming scimitar",
+ "greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss"
+ ],
"speed": {
"walk": 25
},
@@ -257,7 +265,7 @@
"splash 3 fire",
"thrown <20 feet>"
],
- "damage": "{@damage 3d8+3} fire plus 3 {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 3d8+3} fire plus 3 {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -265,21 +273,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+32 Str +4, Dex +5, Con +4, Int +0, Wis +0, Cha +5 Items 3 greater alchemist's fires, bracers of armor I, +2 striking flaming scimitar, greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -290,7 +289,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -314,14 +312,10 @@
"unit": "action"
},
"entries": [
- "The battle dancer Raises a Shield, then."
+ "The battle dancer Raises a Shield, then {@action Demoralize||Demoralizes}."
],
"name": "Shield Drum"
},
- {
- "entries": [],
- "name": "Demoralizes."
- },
{
"activity": {
"number": 1,
@@ -359,15 +353,13 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
}
},
{
"name": "Angoyang",
- "isNpc": false,
"source": "FRP2",
"page": 78,
"level": 14,
@@ -381,13 +373,10 @@
},
"senses": [
{
- "name": "dander scent (1 mile"
+ "name": "dander scent (1 mile, imprecise)"
},
{
"name": "darkvision"
- },
- {
- "name": "imprecise)"
}
],
"languages": {
@@ -530,8 +519,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
},
@@ -539,7 +527,6 @@
},
{
"name": "Arm Of Balance",
- "isNpc": false,
"source": "FRP2",
"page": 33,
"level": 15,
@@ -743,8 +730,8 @@
"entries": {
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage.",
- "Failure": "The creature takes full damage and {@damage 1d6} {@condition persistent damage ||persistent fire damage} and loses 1 Focus Point. If it has no Focus Points, the creature instead loses a random prepared spell or spell slot from the highest level it has left (maximum 6th level).",
- "Critical Failure": "As failure, but the creature takes double damage and {@damage 2d6} {@condition persistent damage ||persistent fire damage}."
+ "Failure": "The creature takes full damage and {@damage 1d6} {@condition persistent damage||persistent fire damage} and loses 1 Focus Point. If it has no Focus Points, the creature instead loses a random prepared spell or spell slot from the highest level it has left (maximum 6th level).",
+ "Critical Failure": "As failure, but the creature takes double damage and {@damage 2d6} {@condition persistent damage||persistent fire damage}."
}
}
],
@@ -770,15 +757,13 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Artus Rodrivan",
- "isNpc": false,
"source": "FRP2",
"page": 35,
"level": 15,
@@ -907,15 +892,13 @@
},
"hp": [
{
- "hp": 330,
- "abilities": null
+ "hp": 330
}
]
}
},
{
"name": "Blue Viper",
- "isNpc": false,
"source": "FRP2",
"page": 36,
"level": 16,
@@ -926,6 +909,7 @@
"humanoid",
"ratfolk"
],
+ "description": "Male ysoki poisoner",
"perception": {
"std": 30
},
@@ -970,6 +954,11 @@
"wis": 2,
"cha": 1
},
+ "items": [
+ "dragon bile (applied to body)",
+ "+2 resilient explorer's clothing",
+ "+2 greater striking shortsword"
+ ],
"speed": {
"walk": 25
},
@@ -996,26 +985,16 @@
"range increment <20 feet>",
"splash"
],
- "effects": [
- "varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ "damage": "varies by bomb"
}
],
"abilities": {
"top": [
{
"entries": [
- "+23, {@skill Stealth} +29, {@skill Thievery} +27 Str +0, Dex +5, Con +6, Int +5, Wis +2, Cha +1 Items dragon bile (applied to body), +2 resilient explorer's clothing, +2 greater striking shortsword."
+ "Blue Viper carries the following infused items: 2 {@item greater acid flask||greater acid flasks}, 4 {@item greater alchemist's fire||greater alchemist's fires}, 6 {@item blightburn resin||blightburn resins}, 4 {@item greater bottled lightning||greater bottled lightnings}, 3 {@item deathcap powder||deathcap powders}, 4 {@item greater elixir of life||greater elixirs of life}, 2 {@item greater frost vial||greater frost vials}, 3 {@item malyass root paste||malyass root pastes}, 9 {@item purple worm venom||purple worm venoms}, 6 {@item shadow essence||shadow essences}, and 3 {@item spider root||spider roots}. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations."
],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "Viper carries the following infused items: 2 greater acid flasks, 4 greater alchemist's fires, 6 blightburn resins, 4 greater bottled lightnings, 3 deathcap powders, 4 greater elixirs of life, 2 greater frost vials, 3 malyass root pastes, 9 purple worm venoms, 6 shadow essences, and 3 spider roots. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations."
- ],
- "name": "Infused Items Blue"
+ "name": "Infused Items"
}
],
"mid": [
@@ -1024,9 +1003,9 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature adjacent to Blue",
+ "trigger": "A creature adjacent to Blue Viper hits him with a melee unarmed {@action Strike}",
"entries": [
- "Viper hits him with a melee unarmed {@action Strike}; The triggering creature is exposed to dragon bile. This consumes the poison and Blue Viper can't use Poisoned Coat again until he spends 10 minutes applying one dose of contact or injury poison to his clothing."
+ "The triggering creature is exposed to dragon bile. This consumes the poison and Blue Viper can't use Poisoned Coat again until he spends 10 minutes applying one dose of contact or injury poison to his clothing."
],
"name": "Poisoned Coat"
}
@@ -1044,9 +1023,9 @@
},
{
"entries": [
- "Viper successfully {@action Strike||Strikes} a {@condition flat-footed} creature with a poisoned weapon or exposes a {@condition flat-footed} creature to an inhaled poison, the creature takes a \u20132 circumstance penalty to its initial save against that poison."
+ "When Blue Viper successfully {@action Strike||Strikes} a {@condition flat-footed} creature with a poisoned weapon or exposes a {@condition flat-footed} creature to an inhaled poison, the creature takes a \u20132 circumstance penalty to its initial save against that poison."
],
- "name": "Pinpoint Poisoner When Blue"
+ "name": "Pinpoint Poisoner"
},
{
"activity": {
@@ -1061,9 +1040,9 @@
},
{
"entries": [
- "Viper's infused poisons have a DC of 37."
+ "Blue Viper's infused poisons have a DC of 37."
],
- "name": "Potent Poisoner Blue"
+ "name": "Potent Poisoner"
},
{
"activity": {
@@ -1094,15 +1073,13 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Drake Courser",
- "isNpc": false,
"source": "FRP2",
"page": 13,
"level": 12,
@@ -1233,7 +1210,7 @@
],
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The drake courser moves up to twice its Speed. It can attempt to {@action Trip} with its tail once at any point during its movement."
@@ -1275,8 +1252,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"immunities": [
@@ -1294,7 +1270,6 @@
},
{
"name": "Grandfather Mantis",
- "isNpc": false,
"source": "FRP2",
"page": 35,
"level": 15,
@@ -1360,7 +1335,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 35,
@@ -1428,8 +1402,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"weaknesses": [
@@ -1446,7 +1419,6 @@
},
{
"name": "Halspin The Stung",
- "isNpc": false,
"source": "FRP2",
"page": 41,
"level": 15,
@@ -1457,6 +1429,7 @@
"catfolk",
"humanoid"
],
+ "description": "Male catfolk beast-singer",
"perception": {
"std": 24
},
@@ -1497,6 +1470,12 @@
"wis": 1,
"cha": 5
},
+ "items": [
+ "+2 striking corrosive composite longbow with 20 arrows",
+ "+2 striking handwraps of mighty blows",
+ "+1 resilient leather armor",
+ "morin khurr"
+ ],
"speed": {
"walk": 25,
"climb": 10
@@ -1536,7 +1515,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 34,
@@ -1671,17 +1649,41 @@
]
}
}
+ },
+ {
+ "name": "Bard Composition",
+ "type": "Focus",
+ "DC": 34,
+ "fp": 3,
+ "entry": {
+ "0": {
+ "level": 8,
+ "spells": [
+ {
+ "name": "allegro"
+ },
+ {
+ "name": "inspire courage"
+ }
+ ]
+ },
+ "8": {
+ "spells": [
+ {
+ "name": "counter performance"
+ },
+ {
+ "name": "inspire heroics"
+ },
+ {
+ "name": "soothing ballad"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Performance} +28 Str +2, Dex +5, Con +3, Int +2, Wis +1, Cha +5 Items +2 striking corrosive composite longbow with 20 arrows, +2 striking handwraps of mighty blows, +1 resilient leather armor, morin khurr."
- ],
- "name": "Occultism"
- }
- ],
"mid": [
{
"activity": {
@@ -1693,7 +1695,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Halspin fails or critically fails a Reflex saving throw",
"entries": [
@@ -1701,17 +1703,6 @@
],
"name": "Cat's Luck"
}
- ],
- "bot": [
- {
- "traits": [
- "8th"
- ],
- "entries": [
- "allegro (Core Rulebook 386), inspire courage (Core Rulebook 386)"
- ],
- "name": "Cantrips"
- }
]
},
"defenses": {
@@ -1731,15 +1722,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Huldrin Skolsdottir",
- "isNpc": false,
"source": "FRP2",
"page": 42,
"level": 14,
@@ -1841,7 +1830,6 @@
}
},
{
- "entries": [],
"name": "Attack of Opportunity."
},
{
@@ -1899,8 +1887,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"resistances": [
@@ -1913,7 +1900,6 @@
},
{
"name": "Hummingbird",
- "isNpc": false,
"source": "FRP2",
"page": 39,
"level": 13,
@@ -1980,7 +1966,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 35,
@@ -2132,7 +2117,7 @@
"requirements": "The transmuter hasn't acted yet on this turn",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"During this turn, the transmuter can cast one prepared spell she has already cast, without spending a spell slot."
@@ -2161,15 +2146,13 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
]
}
},
{
"name": "Ji-yook",
- "isNpc": false,
"source": "FRP2",
"page": 27,
"level": 13,
@@ -2180,6 +2163,7 @@
"humanoid",
"kitsune"
],
+ "description": "Female kitsune ninja",
"perception": {
"std": 26
},
@@ -2219,6 +2203,12 @@
"wis": 1,
"cha": 4
},
+ "items": [
+ "+2 striking returning darts (5)",
+ "+2 greater striking handwraps of mighty blows",
+ "+1 explorer's clothing",
+ "greater smokesticks (2)"
+ ],
"speed": {
"walk": 25
},
@@ -2267,7 +2257,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 33,
@@ -2298,14 +2287,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24 Str +0, Dex +5, Con +3, Int +4, Wis +1, Cha +4 Items +2 striking returning darts (5), +2 greater striking handwraps of mighty blows, +1 explorer's clothing, greater smokesticks (2)"
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"activity": {
@@ -2319,25 +2300,13 @@
"transmutation"
],
"entries": [
- "Ji-yook transforms into her human form."
+ "Ji-yook transforms into her human form. Using Change Shape counts as creating a disguise for the {@action Impersonate} use of {@skill Deception}. Ji-yook can remain in her human form indefinitely, and she can shift back to her kitsune form by using this action again."
],
"name": "Change Shape",
"generic": {
"tag": "ability"
}
},
- {
- "entries": [
- "Shape counts as creating a disguise for."
- ],
- "name": "Using Change"
- },
- {
- "entries": [
- "{@action Impersonate} use of {@skill Deception}. Ji-yook can remain in her human form indefinitely, and she can shift back to her kitsune form by using this action again."
- ],
- "name": "the"
- },
{
"activity": {
"number": 2,
@@ -2366,9 +2335,9 @@
},
{
"entries": [
- "{@action Strike||Strikes} deal an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
+ "Ji-yook {@action Strike||Strikes} deal an additional {@damage 3d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack Ji-yook"
+ "name": "Sneak Attack"
}
]
},
@@ -2389,15 +2358,13 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
]
}
},
{
"name": "Joon-seo",
- "isNpc": false,
"source": "FRP2",
"page": 41,
"level": 15,
@@ -2479,7 +2446,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 36,
@@ -2633,15 +2599,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Juspix Rammel",
- "isNpc": false,
"source": "FRP2",
"page": 42,
"level": 14,
@@ -2652,6 +2616,7 @@
"halfling",
"humanoid"
],
+ "description": "Male halfling witch",
"perception": {
"std": 27
},
@@ -2680,6 +2645,9 @@
"nature": {
"std": 27
},
+ "occultism": {
+ "std": 27
+ },
"stealth": {
"std": 27
}
@@ -2737,7 +2705,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 35,
@@ -2845,9 +2812,7 @@
},
{
"name": "blinding fury",
- "notes": [
- "Advanced Player's Guide 216"
- ]
+ "source": "APG"
}
]
},
@@ -2868,33 +2833,64 @@
]
}
}
+ },
+ {
+ "name": "Witch Hexes",
+ "type": "Focus",
+ "DC": 35,
+ "fp": 3,
+ "entry": {
+ "0": {
+ "level": 7,
+ "spells": [
+ {
+ "name": "clinging ice",
+ "source": "APG"
+ }
+ ]
+ },
+ "7": {
+ "spells": [
+ {
+ "name": "cackle",
+ "source": "APG"
+ },
+ {
+ "name": "elemental betrayal",
+ "source": "APG"
+ },
+ {
+ "name": "life boost",
+ "source": "APG"
+ },
+ {
+ "name": "phase familiar",
+ "source": "APG"
+ },
+ {
+ "name": "personal blizzard",
+ "source": "APG"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
"top": [
{
"entries": [
- "Juspix doesn't need concealment or cover to {@action Hide} or {@action Sneak}. If he has lesser cover from creatures, he instead has cover and can {@action Take Cover}.",
- "If he has cover from creatures, he instead has greater cover."
+ "Juspix doesn't need concealment or cover to {@action Hide} or {@action Sneak}. If he has lesser cover from creatures, he instead has cover and can {@action Take Cover}. If he has cover from creatures, he instead has greater cover."
],
"name": "Ceaseless Shadows"
}
],
"bot": [
- {
- "traits": [
- "pathfinder advanced player's guide 237"
- ],
- "entries": [
- "3 Focus Points, DC 35; 7th cackle, elemental betrayal, life boost, phase familiar, personal blizzard; Hex Cantrip (7th) clinging ice."
- ],
- "name": "Witch Hexes"
- },
{
"entries": [
- "Patron winter."
+ "winter"
],
- "name": "Witch"
+ "name": "Witch Patron"
},
{
"entries": [
@@ -2921,15 +2917,19 @@
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "cold"
}
]
}
},
{
"name": "Kas Xi Rai",
- "isNpc": false,
"source": "FRP2",
"page": 23,
"level": 17,
@@ -2940,6 +2940,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Shu high-ranking criminal",
"perception": {
"std": 26
},
@@ -2981,6 +2982,11 @@
"wis": 3,
"cha": 5
},
+ "items": [
+ "bracers of armor II",
+ "+2 greater striking greater corrosive handwraps of mighty blows",
+ "potion of undetectability"
+ ],
"speed": {
"walk": 50,
"climb": 35
@@ -3021,15 +3027,30 @@
]
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "+30, {@skill Intimidation} +30, {@skill Stealth} +31, {@skill Thievery} +31 Str +4, Dex +6, Con +0, Int +2, Wis +3, Cha +5 Items bracers of armor II, +2 greater striking greater corrosive handwraps of mighty blows, potion of undetectability."
- ],
- "name": "Deception"
+ "spellcasting": [
+ {
+ "name": "Monk Ki",
+ "type": "Focus",
+ "DC": 38,
+ "fp": 3,
+ "entry": {
+ "8": {
+ "spells": [
+ {
+ "name": "ki rush"
+ },
+ {
+ "name": "ki strike"
+ },
+ {
+ "name": "wind jump"
+ }
+ ]
+ }
}
- ],
+ }
+ ],
+ "abilities": {
"mid": [
{
"activity": {
@@ -3047,9 +3068,9 @@
"bot": [
{
"entries": [
- "Rai targets the same creature with two {@action Strike||Strikes} from her {@action Flurry of Blows} and at least one hits and deals damage, the target must succeed at a DC 39 Fortitude save or be {@condition enfeebled|CRB|enfeebled 1} and take a \u20135-foot status penalty to land Speed while {@condition enfeebled}. On a critical failure, the creature is {@condition enfeebled|CRB|enfeebled 2} and takes a \u201310-foot status penalty to land Speed while {@condition enfeebled}."
+ "When Kas Xi Rai targets the same creature with two {@action Strike||Strikes} from her {@action Flurry of Blows} and at least one hits and deals damage, the target must succeed at a DC 39 Fortitude save or be {@condition enfeebled|CRB|enfeebled 1} and take a \u20135-foot status penalty to land Speed while {@condition enfeebled}. On a critical failure, the creature is {@condition enfeebled|CRB|enfeebled 2} and takes a \u201310-foot status penalty to land Speed while {@condition enfeebled}."
],
- "name": "Exhausting Flurry When Kas Xi"
+ "name": "Exhausting Flurry"
},
{
"activity": {
@@ -3083,15 +3104,9 @@
"stance"
],
"entries": [
- "Kas Xi Rai extends her arms and enters a deadly tree-like combat stance. As long as she is in this stance, Kas Xi Rai can use Tangled Forest."
+ "Kas Xi Rai extends her arms and enters a deadly tree-like combat stance. As long as she is in this stance, Kas Xi Rai can use Tangled Forest Trip and Tangled Forest Rake and make lashing branch {@action Strike||Strikes} with her fists."
],
"name": "Tangled Forest Stance"
- },
- {
- "entries": [
- "Rake and make lashing branch {@action Strike||Strikes} with her fists."
- ],
- "name": "Trip and Tangled Forest"
}
]
},
@@ -3113,15 +3128,13 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Kun",
- "isNpc": false,
"source": "FRP2",
"page": 79,
"level": 14,
@@ -3210,7 +3223,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 32,
@@ -3314,8 +3326,7 @@
},
"hp": [
{
- "hp": 230,
- "abilities": null
+ "hp": 230
}
],
"weaknesses": [
@@ -3335,7 +3346,6 @@
},
{
"name": "Lantondo",
- "isNpc": false,
"source": "FRP2",
"page": 35,
"level": 15,
@@ -3410,7 +3420,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 36,
@@ -3580,274 +3589,96 @@
},
"hp": [
{
- "hp": 275,
- "abilities": null
+ "hp": 275
}
]
}
},
{
"name": "Maalya",
- "isNpc": false,
"source": "FRP2",
"page": 40,
- "level": 15,
+ "_copy": {
+ "name": "Amihan",
+ "source": "FRP2",
+ "_preserve": {
+ "description": true
+ }
+ }
+ },
+ {
+ "name": "Mafika Ayuwari",
+ "source": "FRP2",
+ "page": 38,
+ "level": 17,
"traits": [
- "rare",
- "n",
+ "unique",
+ "ng",
"medium",
"human",
"humanoid"
],
+ "description": "Male Zenj Tempest-Sun halcyon speaker",
"perception": {
- "std": 21
+ "std": 29
},
"languages": {
"languages": [
- "minatan",
- "tien",
- "wayang"
+ "celestial",
+ "draconic",
+ "gnoll",
+ "orc",
+ "keleshite",
+ "mwangi",
+ "taldane",
+ "tien"
]
},
"skills": {
- "acrobatics": {
+ "arcana": {
+ "std": 34
+ },
+ "diplomacy": {
"std": 30
},
- "athletics": {
- "std": 27
+ "nature": {
+ "std": 30
},
- "intimidation": {
- "std": 28
+ "society": {
+ "std": 30
},
- "performance": {
+ "stealth": {
+ "std": 32
+ },
+ "academia lore": {
"std": 32
}
},
"abilityMods": {
- "str": 4,
- "dex": 5,
- "con": 4,
- "int": 0,
- "wis": 0,
- "cha": 5
+ "str": 0,
+ "dex": 4,
+ "con": 2,
+ "int": 6,
+ "wis": 4,
+ "cha": 4
},
+ "items": [
+ "bracers of armor III",
+ "+2 greater striking staff"
+ ],
"speed": {
"walk": 25
},
"attacks": [
{
"range": "Melee",
- "name": "scimitar",
- "attack": 31,
+ "name": "staff",
+ "attack": 28,
"traits": [
- "forceful",
"magical",
- "sweep"
- ],
- "damage": "{@damage 2d6+12} slashing plus {@dice 1d6} flaming",
- "types": [
- "flaming",
- "slashing"
- ]
- },
- {
- "range": "Melee",
- "name": "shield boss",
- "attack": 31,
- "traits": [
- "magical"
+ "two-handed 3d8"
],
- "damage": "{@damage 2d6+12} bludgeoning",
- "types": [
- "bludgeoning"
- ]
- },
- {
- "range": "Ranged",
- "name": "greater alchemist's fire",
- "attack": 32,
- "traits": [
- "splash 3 fire",
- "thrown <20 feet>"
- ],
- "damage": "{@damage 3d8+3} fire plus 3 {@condition persistent damage ||persistent fire}",
- "types": [
- "fire",
- "persistent"
- ]
- }
- ],
- "abilities": {
- "top": [
- {
- "entries": [
- "+32 Str +4, Dex +5, Con +4, Int +0, Wis +0, Cha +5 Items 3 greater alchemist's fires, bracers of armor I, +2 striking flaming scimitar, greater sturdy shield (Hardness 15, HP 120, BT 60) with a +2 striking shield boss."
- ],
- "name": "Performance"
- }
- ],
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [],
- "name": "Attack of Opportunity",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [],
- "name": "Shield Block",
- "generic": {
- "tag": "ability"
- }
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The battle dancer Interacts to draw a weapon and {@action Strike||Strikes} with it."
- ],
- "name": "Quick Draw"
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The battle dancer Raises a Shield, then."
- ],
- "name": "Shield Drum"
- },
- {
- "entries": [],
- "name": "Demoralizes."
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The battle dancer either {@action Step||Steps} and then Performs, or Performs and then {@action Step||Steps}. Compare the {@skill Performance} result to the Will DC of one creature in the battle dancer's reach.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": "The creature is {@condition flat-footed} to all attacks until the start of the battle dancer's next turn.",
- "Success": "The creature is {@condition flat-footed} to the next attack by a creature other than the battle dancer before the start of the battle dancer's next turn."
- }
- }
- ],
- "name": "Threatening Dance"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 37,
- "with shield raised": 39
- },
- "savingThrows": {
- "fort": {
- "std": 25
- },
- "ref": {
- "std": 28
- },
- "will": {
- "std": 21
- }
- },
- "hp": [
- {
- "hp": 275,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Mafika Ayuwari",
- "isNpc": false,
- "source": "FRP2",
- "page": 38,
- "level": 17,
- "traits": [
- "unique",
- "ng",
- "medium",
- "human",
- "humanoid"
- ],
- "perception": {
- "std": 29
- },
- "languages": {
- "languages": [
- "celestial",
- "draconic",
- "gnoll",
- "orc",
- "keleshite"
- ]
- },
- "skills": {
- "arcana": {
- "std": 34
- },
- "diplomacy": {
- "std": 30
- },
- "nature": {
- "std": 30
- },
- "society": {
- "std": 30
- },
- "stealth": {
- "std": 32
- },
- "academia lore": {
- "std": 32
- }
- },
- "abilityMods": {
- "str": 0,
- "dex": 4,
- "con": 2,
- "int": 6,
- "wis": 4,
- "cha": 4
- },
- "items": [
- "bracers of armor III",
- "+2 greater striking staff"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [
- {
- "range": "Melee",
- "name": "staff",
- "attack": 28,
- "traits": [
- "magical",
- "two-handed 3d8"
- ],
- "damage": "{@damage 3d4+6} bludgeoning",
+ "damage": "{@damage 3d4+6} bludgeoning",
"types": [
"bludgeoning"
]
@@ -3855,12 +3686,31 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 41,
"attack": 33,
"entry": {
+ "0": {
+ "level": 9,
+ "spells": [
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "electric arc"
+ },
+ {
+ "name": "light"
+ },
+ {
+ "name": "ray of frost"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
"1": {
"spells": [
{
@@ -3995,23 +3845,27 @@
]
}
}
+ },
+ {
+ "name": "Druid Order",
+ "type": "Focus",
+ "DC": 41,
+ "fp": 2,
+ "entry": {
+ "9": {
+ "spells": [
+ {
+ "name": "impaling briars"
+ },
+ {
+ "name": "tempest surge"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "{@skill Lore||Skills Academia Lore} +32, {@skill Arcana} +34, {@skill Diplomacy} +30"
- ],
- "name": "Mwangi, Taldane, Tien"
- },
- {
- "entries": [
- "+30, {@skill Society} +30, {@skill Stealth} +32 Str +0, Dex +4, Con +2, Int +6, Wis +4, Cha +4 Items bracers of armor III, +2 greater striking staff."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"activity": {
@@ -4033,39 +3887,25 @@
"number": 1,
"unit": "reaction"
},
+ "note": "Mafika transforms unrealized spell energy into a protective shield",
"trigger": "Mafika or an ally within 30 feet takes damage",
"entries": [
- "Mafika transforms unrealized spell energy into a protective shield; ; Mafika expends a prepared spell in a spell slot. He reduces the triggering damage by four times the spell slot's level."
+ "Mafika expends a prepared spell in a spell slot. He reduces the triggering damage by four times the spell slot's level."
],
"name": "Tempest-Sun Shielding"
}
],
"bot": [
- {
- "traits": [
- "9th"
- ],
- "entries": [
- "detect magic, electric arc, light, ray of frost, shield Druid Order Spells 2 Focus Points, DC 41; 9th impaling briars (Core Rulebook 400), tempest surge (Core Rulebook 400)"
- ],
- "name": "Cantrips"
- },
{
"activity": {
"number": 3,
"unit": "action"
},
"entries": [
- "Mafika casts an arcane spell that takes 2 actions or fewer to Cast, then casts a druid order spell that takes 2 actions or fewer to Cast (paying 1."
+ "Mafika casts an arcane spell that takes 2 actions or fewer to {@action Cast a Spell||Cast}, then casts a druid order spell that takes 2 actions or fewer to {@action Cast a Spell||Cast} (paying 1 Focus Point, as normal)."
],
"name": "Halcyon Surge"
},
- {
- "entries": [
- "Point, as normal)."
- ],
- "name": "Focus"
- },
{
"activity": {
"number": 1,
@@ -4099,15 +3939,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Master Xun",
- "isNpc": false,
"source": "FRP2",
"page": 23,
"level": 14,
@@ -4253,15 +4091,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Melodic Squall",
- "isNpc": false,
"source": "FRP2",
"page": 57,
"level": 16,
@@ -4441,8 +4277,7 @@
},
"hp": [
{
- "hp": 280,
- "abilities": null
+ "hp": 280
}
],
"immunities": [
@@ -4455,7 +4290,6 @@
},
{
"name": "Minister Of Tumult",
- "isNpc": false,
"source": "FRP2",
"page": 87,
"level": 14,
@@ -4503,6 +4337,9 @@
},
"stealth": {
"std": 24
+ },
+ "martial arts lore": {
+ "std": 22
}
},
"abilityMods": {
@@ -4528,39 +4365,52 @@
"agile",
"finesse"
],
- "damage": "{@damage 3d10+13} piercing plus",
+ "damage": "{@damage 3d10+13} piercing plus Grab",
"types": [
"piercing"
]
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "+22, {@skill Society} +20, {@skill Stealth} +24 Str +7, Dex +4, Con +6, Int +4, Wis +8, Cha +4."
- ],
- "name": "Arts Lore"
+ "spellcasting": [
+ {
+ "name": "Monk Focus",
+ "type": "Focus",
+ "DC": 34,
+ "fp": 3,
+ "entry": {
+ "7": {
+ "spells": [
+ {
+ "name": "ki rush"
+ },
+ {
+ "name": "medusa's wrath",
+ "source": "APG"
+ },
+ {
+ "name": "wind jump"
+ }
+ ]
+ }
}
- ],
+ }
+ ],
+ "abilities": {
"mid": [
{
- "entries": [],
- "name": "Jiang-Shi Vulnerabilities"
+ "name": "Jiang-Shi Vulnerabilities",
+ "generic": {
+ "tag": "ability"
+ }
},
{
- "entries": [],
- "name": "Warped Fulu"
- }
- ],
- "bot": [
- {
- "entries": [],
- "name": "Grab",
+ "name": "Warped Fulu",
"generic": {
"tag": "ability"
}
- },
+ }
+ ],
+ "bot": [
{
"activity": {
"number": 1,
@@ -4571,8 +4421,7 @@
"necromancy"
],
"entries": [
- "When Draining Qi, the minister of tumult regains 19 HP.",
- "Monk Focus Spells 3 Focus Points, DC 34; 8th ki rush (Core Rulebook 401), medusa's wrath (Advanced Player's Guide 229), wind jump (Core Rulebook 402)"
+ "When Draining Qi, the minister of tumult regains 19 HP."
],
"name": "Drain Qi"
},
@@ -4603,7 +4452,7 @@
"items": [
"{@bold Bone Corpse} When the minister successfully Drains Qi while in this stance, for 1 round each time the {@condition drained} creature {@action Stride||Strides} it must succeed at a DC {@flatDC 5} flat check or waste the action and fall {@condition prone}.",
"{@bold Cloudless Void} The jiang-shi gains a +1 circumstance bonus to AC and their claw {@action Strike||Strikes} gain the {@trait reach} trait.",
- "{@bold Sundered Veins} Creatures struck by the jiang-shi's claw {@action Strike||Strikes} take {@damage 1d10} {@condition persistent damage ||persistent bleed damage}. On a critical hit, they are also {@condition enfeebled|CRB|enfeebled 1}."
+ "{@bold Sundered Veins} Creatures struck by the jiang-shi's claw {@action Strike||Strikes} take {@damage 1d10} {@condition persistent damage||persistent bleed damage}. On a critical hit, they are also {@condition enfeebled|CRB|enfeebled 1}."
]
}
],
@@ -4637,12 +4486,18 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "sleep",
+ "prone"
],
"resistances": [
{
"amount": 10,
- "name": "physical"
+ "name": "physical",
+ "note": "except magical darkwood"
}
]
},
@@ -4650,7 +4505,6 @@
},
{
"name": "Peng",
- "isNpc": false,
"source": "FRP2",
"page": 82,
"level": 12,
@@ -4725,7 +4579,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 31,
@@ -4822,8 +4675,7 @@
},
"hp": [
{
- "hp": 200,
- "abilities": null
+ "hp": 200
}
],
"weaknesses": [
@@ -4843,7 +4695,6 @@
},
{
"name": "Phuthi",
- "isNpc": false,
"source": "FRP2",
"page": 39,
"level": 13,
@@ -4910,7 +4761,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 35,
@@ -5062,7 +4912,7 @@
"requirements": "The transmuter hasn't acted yet on this turn",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"During this turn, the transmuter can cast one prepared spell she has already cast, without spending a spell slot."
@@ -5091,15 +4941,13 @@
},
"hp": [
{
- "hp": 260,
- "abilities": null
+ "hp": 260
}
]
}
},
{
"name": "Portal Eater",
- "isNpc": false,
"source": "FRP2",
"page": 56,
"level": 18,
@@ -5279,8 +5127,7 @@
},
"hp": [
{
- "hp": 420,
- "abilities": null
+ "hp": 420
}
],
"weaknesses": [
@@ -5299,7 +5146,6 @@
},
{
"name": "Provincial Jiang-shi",
- "isNpc": false,
"source": "FRP2",
"page": 86,
"level": 11,
@@ -5392,19 +5238,31 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 32,
"attack": 22,
"entry": {
+ "3": {
+ "spells": [
+ {
+ "name": "bind undead"
+ },
+ {
+ "name": "fear",
+ "amount": 3
+ }
+ ]
+ },
"4": {
"spells": [
{
- "name": "enervation"
+ "name": "enervation",
+ "source": "APG"
},
{
- "name": "ghostly tragedy"
+ "name": "ghostly tragedy",
+ "source": "APG"
}
]
},
@@ -5435,12 +5293,16 @@
"abilities": {
"mid": [
{
- "entries": [],
- "name": "Jiang-Shi Vulnerabilities"
+ "name": "Jiang-Shi Vulnerabilities",
+ "generic": {
+ "tag": "ability"
+ }
},
{
- "entries": [],
- "name": "Warped Fulu"
+ "name": "Warped Fulu",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"bot": [
@@ -5454,16 +5316,9 @@
"necromancy"
],
"entries": [
- "When Draining Qi, the provincial jiang-shi regains 13 HP.",
- "Divine Innate Spells DC 32, attack +22; 6th harm (×7), spirit blast, vampiric exsanguination; 5th shadow blast; 4th enervation, ghostly tragedy (Advanced."
+ "When Draining Qi, the provincial jiang-shi regains 13 HP."
],
"name": "Drain Qi"
- },
- {
- "entries": [
- "220; ×2); 3rd bind undead, fear (×3)"
- ],
- "name": "Player's Guide"
}
]
},
@@ -5493,12 +5348,18 @@
}
],
"immunities": [
- "death"
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison",
+ "sleep",
+ "prone"
],
"resistances": [
{
"amount": 10,
- "name": "physical"
+ "name": "physical",
+ "note": "except darkwood"
}
]
},
@@ -5506,7 +5367,6 @@
},
{
"name": "Ran-to",
- "isNpc": false,
"source": "FRP2",
"page": 37,
"level": 16,
@@ -5517,6 +5377,7 @@
"goblin",
"humanoid"
],
+ "description": "Male frost goblin grappler",
"perception": {
"std": 23
},
@@ -5558,6 +5419,11 @@
"wis": 1,
"cha": 2
},
+ "items": [
+ "+2 greater striking gauntlet",
+ "+2 greater striking halfling sling staff (20 bullets and 5 greater explosive bullets)",
+ "+2 resilient studded leather"
+ ],
"speed": {
"walk": 25
},
@@ -5594,43 +5460,24 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Lore||Wrestling Lore} +21 Str +7, Dex +4, Con +6, Int \u20131, Wis +1, Cha +2 Items +2 greater striking gauntlet, +2 greater striking halfling sling staff (20 bullets and 5 greater explosive bullets), +2 resilient studded leather."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
+ "name": "Attack of Opportunity",
"activity": {
"number": 1,
"unit": "reaction"
},
"entries": [
- "When a creature triggers Ran-to's."
+ "When a creature triggers Ran-to's {@action Attack of Opportunity}, he can attempt an {@skill Athletics} check to {@action Grapple} the triggering creature instead of making a melee {@action Strike}. He can still disrupt a triggering manipulate action if he critically succeeds at his attempt."
],
- "name": "Attack of Opportunity",
"generic": {
- "tag": "ability"
- }
- },
- {
- "entries": [
- "Opportunity, he can attempt an {@skill Athletics} check."
- ],
- "name": "Attack of"
- },
- {
- "entries": [
- "{@action Grapple} the triggering creature instead of making a melee {@action Strike}. He can still disrupt a triggering manipulate action if he critically succeeds at his attempt."
- ],
- "name": "to"
+ "tag": "ability"
+ }
}
],
"bot": [
{
+ "name": "Body Slam",
"activity": {
"number": 1,
"unit": "action"
@@ -5638,57 +5485,55 @@
"requirements": "Ran-to has a creature {@condition grabbed} or {@condition restrained}",
"entries": [
"Ran-to throws his foe to the ground. The {@condition grabbed} creature takes {@damage 10d6} bludgeoning damage (DC 37 basic Fortitude save) and is knocked {@condition prone}. The grab ends."
- ],
- "name": "Body Slam"
+ ]
},
{
+ "name": "Greater Leaping Catch",
"activity": {
"number": 2,
"unit": "action"
},
"entries": [
- "Ran-to bounds up and attempts."
- ],
- "name": "Greater Leaping Catch"
- },
- {
- "entries": [
- "Grab a foe while he soars. He makes a {@action Leap}, {@action High Jump}"
- ],
- "name": "to"
- },
- {
- "entries": [
- "His maximum distance is 75 feet. He must succeed at an {@skill Athletics} check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an {@skill Athletics} check to {@action Grapple} at any point during the jump. Immediately after the attempt, he (and the creature, if the {@action Grapple} was successful) falls to the ground. Ran-to takes no falling damage when using this ability, but the {@condition grabbed} creature takes the appropriate amount of falling damage as if they had fallen the distance moved."
- ],
- "name": "or Long Jump."
- },
- {
- "entries": [
- "Wrestler Ran-to can attempt to {@action Disarm}, {@action Grapple}"
- ],
- "name": "Titan"
+ "Ran-to bounds up and attempts to Grab a foe while he soars. He makes a {@action Leap}, {@action High Jump}, or {@action Long Jump}. His maximum distance is 75 feet. He must succeed at an {@skill Athletics} check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an {@skill Athletics} check to {@action Grapple} at any point during the jump. Immediately after the attempt, he (and the creature, if the {@action Grapple} was successful) falls to the ground. Ran-to takes no falling damage when using this ability, but the {@condition grabbed} creature takes the appropriate amount of falling damage as if they had fallen the distance moved."
+ ]
},
{
+ "name": "Titan Wrestler",
"entries": [
- "{@action Trip} creatures up to two sizes larger than him."
- ],
- "name": "Shove, or"
+ "Ran-to can attempt to {@action Disarm}, {@action Grapple}, {@action Shove}, or {@action Trip} creatures up to two sizes larger than him."
+ ]
},
{
+ "name": "Whirlwind Toss",
"activity": {
"number": 3,
"unit": "action"
},
- "requirements": "Ran-to has a creature {@condition grabbed} or {@condition restrained}",
"frequency": {
- "unit": "round",
- "freq": 1
+ "number": 1,
+ "unit": "round"
},
+ "requirements": "Ran-to has a creature {@condition grabbed} or {@condition restrained}",
"entries": [
- "Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an {@skill Athletics} check against the {@condition grabbed} creature's Fortitude DC. Critical Success Ran-to tosses his foe a great distance. The grab ends. The {@condition grabbed} creature is thrown into a space within 10 feet, takes {@damage 12d6} bludgeoning damage, and falls {@condition prone}. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 37 basic Reflex save). Success As critical success, except the {@condition grabbed} creatures is thrown into a space within 5 feet, and creatures take {@damage 8d6} bludgeoning damage. Failure Ran-to tosses his foe aside. The grab ends. The {@condition grabbed} creature falls {@condition prone}. Critical Failure Ran-to loses hold of his foe, causing the grapple to end."
- ],
- "name": "Whirlwind Toss"
+ "Ran-to spins the creature he's holding, smashing them against any creatures within his reach, and then throws the creature aside. Ran-to attempts an {@skill Athletics} check against the {@condition grabbed} creature's Fortitude DC.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "Ran-to tosses his foe a great distance. The grab ends. The {@condition grabbed} creature is thrown into a space within 10 feet, takes {@damage 12d6} bludgeoning damage, and falls {@condition prone}. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 37 basic Reflex save)."
+ ],
+ "Success": [
+ "As critical success, except the {@condition grabbed} creatures is thrown into a space within 5 feet, and creatures take {@damage 8d6} bludgeoning damage."
+ ],
+ "Failure": [
+ "Ran-to tosses his foe aside. The grab ends. The {@condition grabbed} creature falls {@condition prone}."
+ ],
+ "Critical Failure": [
+ "Ran-to loses hold of his foe, causing the grapple to end."
+ ]
+ }
+ }
+ ]
}
]
},
@@ -5709,15 +5554,13 @@
},
"hp": [
{
- "hp": 380,
- "abilities": null
+ "hp": 380
}
]
}
},
{
"name": "Razu",
- "isNpc": false,
"source": "FRP2",
"page": 91,
"level": 18,
@@ -5728,6 +5571,7 @@
"humanoid",
"tengu"
],
+ "description": "Male tengu master bard",
"perception": {
"std": 30
},
@@ -5759,8 +5603,14 @@
"performance": {
"std": 35
},
+ "goka lore": {
+ "std": 25
+ },
"theater lore": {
"std": 27
+ },
+ "warfare lore": {
+ "std": 27
}
},
"abilityMods": {
@@ -5796,7 +5646,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 42,
@@ -5946,54 +5795,51 @@
]
}
}
+ },
+ {
+ "name": "Bard Composition",
+ "type": "Focus",
+ "DC": 42,
+ "fp": 2,
+ "entry": {
+ "0": {
+ "level": 9,
+ "spells": [
+ {
+ "name": "dirge of doom"
+ },
+ {
+ "name": "inspire courage"
+ },
+ {
+ "name": "triple time"
+ }
+ ]
+ },
+ "9": {
+ "spells": [
+ {
+ "name": "counter performance"
+ },
+ {
+ "name": "lingering composition"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Intimidation} +33"
- ],
- "name": "Goka Lore"
- },
- {
- "entries": [
- "+35, {@skill Lore||Theater Lore} +27"
- ],
- "name": "Performance"
- },
- {
- "entries": [
- "+27 Str +0, Dex +6, Con +3, Int +1, Wis +4"
- ],
- "name": "Warfare Lore"
- },
- {
- "entries": [
- "+6 Items greater maestro's instrument (erhu), +3 greater striking erhu bow, oil of animation, potion of tongues, potion of true seeing, +3 greater resilient studded leather armor."
- ],
- "name": "Cha"
- }
- ],
"bot": [
- {
- "traits": [
- "9th"
- ],
- "entries": [
- "dirge of doom (Core Rulebook 386), inspire courage (Core Rulebook 386), triple time (Core Rulebook 387)"
- ],
- "name": "Cantrips"
- },
{
"entries": [
- "Basher Razu wields his instrument's unique runeenchanted bow as a deadly weapon. His decades of training with the item allow him to augment it with his own battle cries so that it also deals sonic damage. By attaching the bow's case to its end, he can change the weapon's damage to piercing and use the bow much like a short spear. Any other creature who wields the erhu bow does not deal sonic damage with it, but the weapon otherwise possesses the traits listed above. If sold without its runes, the bow is worth 50 gp."
+ "Razu wields his instrument's unique runeenchanted bow as a deadly weapon. His decades of training with the item allow him to augment it with his own battle cries so that it also deals sonic damage. By attaching the bow's case to its end, he can change the weapon's damage to piercing and use the bow much like a short spear. Any other creature who wields the erhu bow does not deal sonic damage with it, but the weapon otherwise possesses the traits listed above. If sold without its runes, the bow is worth 50 gp."
],
- "name": "Bow"
+ "name": "Bow Basher"
},
{
"entries": [
- "Razu's {@trait auditory} effects that normally have a range <60 feet> or less or an emanation area with a radius of 60 feet or less instead have a range or radius of 300 feet. His {@trait auditory} effects that normally have a range of greater than 60 feet or an emanation area with a radius of greater than 60 feet instead have a range or radius of 1,200 feet (unless it was already farther). His performances are audible up to 10 miles away."
+ "Razu's {@trait auditory} effects that normally have a range 60 feet or less or an emanation area with a radius of 60 feet or less instead have a range or radius of 300 feet. His {@trait auditory} effects that normally have a range of greater than 60 feet or an emanation area with a radius of greater than 60 feet instead have a range or radius of 1,200 feet (unless it was already farther). His performances are audible up to 10 miles away."
],
"name": "Incredible Volume"
}
@@ -6016,8 +5862,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
},
@@ -6025,7 +5870,6 @@
},
{
"name": "Rivka",
- "isNpc": false,
"source": "FRP2",
"page": 83,
"level": 13,
@@ -6089,7 +5933,6 @@
],
"spellcasting": [
{
- "name": "Innate Primal",
"type": "Innate",
"tradition": "primal",
"DC": 33,
@@ -6163,8 +6006,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
},
@@ -6172,7 +6014,6 @@
},
{
"name": "Shadow Yai",
- "isNpc": false,
"source": "FRP2",
"page": 80,
"level": 16,
@@ -6235,7 +6076,7 @@
],
"speed": {
"abilities": [
- "Shadow {@action Step}"
+ "Shadow Step"
],
"walk": 40,
"fly": 40
@@ -6295,7 +6136,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 37,
@@ -6355,21 +6195,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+31, {@skill Performance} +33, {@skill Stealth} +30 Str +8, Dex +6, Con +5, Int +6, Wis +6, Cha +9 Items +2 greater striking glaive."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -6389,19 +6220,13 @@
"transmutation"
],
"entries": [
- "The shadow yai takes on the appearance of a shadow giant. This doesn't change its Speed."
+ "The shadow yai takes on the appearance of a shadow giant. This doesn't change its Speed or {@action Strike} attack and damage."
],
"name": "Change Shape",
"generic": {
"tag": "ability"
}
},
- {
- "entries": [
- "{@action Strike} attack and damage."
- ],
- "name": "or"
- },
{
"activity": {
"number": 1,
@@ -6464,7 +6289,6 @@
},
{
"name": "Shino Hakusa",
- "isNpc": false,
"source": "FRP2",
"page": 36,
"level": 16,
@@ -6475,6 +6299,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Shu assassin",
"perception": {
"std": 30
},
@@ -6517,6 +6342,12 @@
"wis": 2,
"cha": 0
},
+ "items": [
+ "+2 greater striking greater shock handwraps of mighty blows",
+ "potion of flying",
+ "potion of haste",
+ "+2 greater striking returning shuriken"
+ ],
"speed": {
"walk": 40
},
@@ -6553,14 +6384,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+28, {@skill Occultism} +24, {@skill Stealth} +28, {@skill Thievery} +28 Str +6, Dex +6, Con +4, Int +1, Wis +2, Cha +0 Items +2 greater striking greater shock handwraps of mighty blows, potion of flying, potion of haste, +2 greater striking returning shuriken."
- ],
- "name": "Medicine"
- }
- ],
"mid": [
{
"activity": {
@@ -6577,16 +6400,10 @@
"bot": [
{
"entries": [
- "Hakusa constantly leaps around and over her foes in combat. When she successfully."
+ "Hakusa constantly leaps around and over her foes in combat. When she successfully {@action Tumble Through||Tumbles Through} a creature's space, that creature becomes {@condition flat-footed} until the end of Hakusa's turn."
],
"name": "Disorienting Tumble"
},
- {
- "entries": [
- "Through a creature's space, that creature becomes {@condition flat-footed} until the end of Hakusa's turn."
- ],
- "name": "Tumbles"
- },
{
"entries": [
"Hakusa's fists are treated as cold iron and silver and don't take penalties when making lethal attacks."
@@ -6638,15 +6455,13 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Sixth Pillar Student",
- "isNpc": false,
"source": "FRP2",
"page": 14,
"level": 14,
@@ -6658,6 +6473,7 @@
"humanoid",
"nagaji"
],
+ "description": "Nagaji and human sorcerous monk",
"perception": {
"std": 23
},
@@ -6716,7 +6532,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 35,
@@ -6871,19 +6686,19 @@
{
"name": "elemental blast",
"notes": [
- "air; Core Rulebook 404"
+ "air"
]
},
{
"name": "elemental motion",
"notes": [
- "air; Core Rulebook 404"
+ "air"
]
},
{
"name": "elemental toss",
"notes": [
- "air; Core Rulebook 404"
+ "air"
]
}
]
@@ -6896,7 +6711,7 @@
{
"entries": [
"The students' combine elemental energies with physical brawn, blasting opponents with huge gusts of compressed air instead of typical energies.",
- "Any of the students' spells that deal energy damage (such as fireball, burning hands, ray of frost, and so on) instead deal bludgeoning damage."
+ "Any of the students' spells that deal energy damage (such as {@spell fireball}, {@spell burning hands}, {@spell ray of frost}, and so on) instead deal bludgeoning damage."
],
"name": "Bludgeoning Energy"
}
@@ -6915,19 +6730,20 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Surjit Hamelan",
- "isNpc": false,
"source": "FRP2",
"page": 39,
"level": 13,
@@ -7103,15 +6919,13 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
}
},
{
"name": "Syu Tak-nwa",
- "isNpc": false,
"source": "FRP2",
"page": 35,
"level": 16,
@@ -7122,6 +6936,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Hwan white-haired witch",
"perception": {
"std": 29
},
@@ -7143,6 +6958,9 @@
"deception": {
"std": 29
},
+ "medicine": {
+ "std": 25
+ },
"nature": {
"std": 25
},
@@ -7210,7 +7028,6 @@
],
"spellcasting": [
{
- "name": "Occult Prepared",
"type": "Prepared",
"tradition": "occult",
"DC": 38,
@@ -7341,30 +7158,52 @@
]
}
}
+ },
+ {
+ "name": "Witch Hexes",
+ "type": "Focus",
+ "DC": 38,
+ "fp": 3,
+ "entry": {
+ "0": {
+ "level": 8,
+ "spells": [
+ {
+ "name": "evil eye",
+ "source": "APG"
+ }
+ ]
+ },
+ "8": {
+ "spells": [
+ {
+ "name": "cackle",
+ "source": "APG"
+ },
+ {
+ "name": "curse of death",
+ "source": "APG"
+ },
+ {
+ "name": "malicious shadow",
+ "source": "APG"
+ },
+ {
+ "name": "needle of vengeance",
+ "source": "APG"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
"bot": [
- {
- "traits": [
- "pathfinder advanced player's guide 237"
- ],
- "entries": [
- "3."
- ],
- "name": "Witch Hexes"
- },
- {
- "entries": [
- "DC 38; 8th cackle, curse of death, malicious shadow, needle of vengeance; Hex Cantrip (8th) evil eye."
- ],
- "name": "Focus Points"
- },
{
"entries": [
- "Patron fate."
+ "fate"
],
- "name": "Witch"
+ "name": "Witch Patron"
},
{
"entries": [
@@ -7380,15 +7219,9 @@
},
{
"entries": [
- "Tak-nwa's familiar is an elephant hawk moth named."
+ "Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet."
],
"name": "Familiar"
- },
- {
- "entries": [
- "Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet."
- ],
- "name": "Yon-so."
}
]
},
@@ -7409,15 +7242,13 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
},
{
"name": "Taiga Yai",
- "isNpc": false,
"source": "FRP2",
"page": 81,
"level": 15,
@@ -7534,7 +7365,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -7573,6 +7403,7 @@
"spells": [
{
"name": "shifting sand",
+ "source": "LOGM",
"amount": 2
}
]
@@ -7601,21 +7432,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+30, {@skill Survival} +32 Str +6, Dex +8, Con +8, Int +5, Wis +7, Cha +6 Items +2 greater striking shortbow (20 arrows)"
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7686,7 +7508,10 @@
},
"will": {
"std": 30
- }
+ },
+ "abilities": [
+ "+1 status on all saves vs. magic"
+ ]
},
"hp": [
{
@@ -7701,7 +7526,6 @@
},
{
"name": "Takatorra",
- "isNpc": false,
"source": "FRP2",
"page": 27,
"level": 13,
@@ -7712,6 +7536,7 @@
"humanoid",
"tengu"
],
+ "description": "Non-binary tengu sword master",
"perception": {
"std": 25
},
@@ -7750,6 +7575,11 @@
"wis": 3,
"cha": 0
},
+ "items": [
+ "+1 resilient hide armor",
+ "+2 greater striking tengu gale blades (2)",
+ "+1 striking frost composite longbow (20 arrows)"
+ ],
"speed": {
"walk": 25
},
@@ -7801,14 +7631,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19 Str +5, Dex +2, Con +5, Int +1, Wis +3, Cha +0 Items +1 resilient hide armor, +2 greater striking tengu gale blades (2; Pathfinder Advanced Player's Guide 248) +1 striking frost composite longbow (20 arrows)"
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"activity": {
@@ -7833,7 +7655,7 @@
"entries": [
"Takatorra unleashes a flurry of attacks.",
"Takatorra makes five melee {@action Strike||Strikes}. Their multiple attack penalty applies as normal. They gain a cumulative +2 circumstance bonus to damage for each successful {@action Strike}.",
- "If one target is hit with at least two of these {@action Strike||Strikes}, they also take {@damage 2d6} {@condition persistent damage ||persistent bleed damage}. They then become {@condition stunned|CRB|stunned 1} and {@condition flat-footed} until the start of their next turn."
+ "If one target is hit with at least two of these {@action Strike||Strikes}, they also take {@damage 2d6} {@condition persistent damage||persistent bleed damage}. They then become {@condition stunned|CRB|stunned 1} and {@condition flat-footed} until the start of their next turn."
],
"name": "Blade Barrage"
},
@@ -7864,7 +7686,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Takatorra expands their wings, gaining a 25-foot fly Speed for 5 minutes."
@@ -7890,15 +7712,13 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Tino Tung",
- "isNpc": false,
"source": "FRP2",
"page": 26,
"level": 13,
@@ -7909,24 +7729,33 @@
"human",
"humanoid"
],
+ "description": "Male Tian-Shu paladin of Irori",
"perception": {
"std": 23
},
"languages": {
"languages": [
"nagaji",
- "tengu"
+ "tengu",
+ "taldane",
+ "tien"
]
},
"skills": {
"acrobatics": {
"std": 26
},
+ "athletics": {
+ "std": 25
+ },
"diplomacy": {
"std": 22
},
"medicine": {
"std": 20
+ },
+ "irori lore": {
+ "std": 19
}
},
"abilityMods": {
@@ -7937,6 +7766,11 @@
"wis": 1,
"cha": 3
},
+ "items": [
+ "+1 resilient explorer's clothing",
+ "+2 greater striking handwraps of mighty blows",
+ "+1 striking flaming temple sword"
+ ],
"speed": {
"walk": 45
},
@@ -7981,6 +7815,12 @@
"spells": [
{
"name": "ki blast"
+ },
+ {
+ "name": "ki strike"
+ },
+ {
+ "name": "lay on hands"
}
]
}
@@ -7988,14 +7828,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "Skills {@skill Acrobatics} +26, {@skill Athletics} +25, {@skill Diplomacy} +22, {@skill Lore||Irori Lore} +19, {@skill Medicine} +20 Str +4, Dex +5, Con +4, Int +0, Wis +1, Cha +3 Items +1 resilient explorer's clothing, +2 greater striking handwraps of mighty blows, +1 striking flaming temple sword."
- ],
- "name": "Taldane, Tien"
- }
- ],
"mid": [
{
"activity": {
@@ -8003,7 +7835,7 @@
"unit": "reaction"
},
"entries": [
- "If Tino's {@action Retributive Strike} against the triggering creature doesn't critically miss, that creature meets the requirements for Tino to use Defiant {@action Shove} until the end of his next turn."
+ "If Tino's {@action Retributive Strike} against the triggering creature doesn't critically miss, that creature meets the requirements for Tino to use Defiant Shove until the end of his next turn."
],
"name": "Retributive Strike",
"generic": {
@@ -8012,28 +7844,22 @@
}
],
"bot": [
- {
- "entries": [
- "DC 30; 7th (3 focus points) ki blast (Core Rulebook 401), ki strike (Core Rulebook 401), lay on hands (Core Rulebook 387)"
- ],
- "name": "Focus Spells"
- },
{
"activity": {
"number": 1,
"unit": "action"
},
- "requirements": "Tino used Retributive",
+ "requirements": "Tino used Retributive Strike on a creature since the start of his previous turn, attempted the {@action Strike} it permitted, and didn't critically miss",
"entries": [
- "{@action Strike} on a creature since the start of his previous turn, attempted the {@action Strike} it permitted, and didn't critically miss; Tino throws his whole body into a powerful push. He moves the target 5 feet in any direction and can then attempt to {@action Trip} that creature. This is forced movement."
+ "Tino throws his whole body into a powerful push. He moves the target 5 feet in any direction and can then attempt to {@action Trip} that creature. This is {@quickref forced movement||3|forced movement}."
],
"name": "Defiant Shove"
},
{
"entries": [
- "Tino hits with his {@action Retributive Strike}, the target takes 3 {@condition persistent damage ||persistent good damage}."
+ "If Tino hits with his {@action Retributive Strike}, the target takes 3 {@condition persistent damage||persistent good damage}."
],
- "name": "Divine Smite If"
+ "name": "Divine Smite"
},
{
"activity": {
@@ -8069,19 +7895,20 @@
},
"will": {
"std": 20
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. disease"
+ ]
},
"hp": [
{
- "hp": 240,
- "abilities": null
+ "hp": 240
}
]
}
},
{
"name": "Troff Frostknuckles",
- "isNpc": false,
"source": "FRP2",
"page": 43,
"level": 14,
@@ -8205,7 +8032,7 @@
],
"requirements": "Troff is within reach of a creature that has taken cold damage since the end of Troff's last turn",
"entries": [
- "Troff jabs a pressure point on the creature made vulnerable by cold. The creature must attempt a DC 31 Fortitude save as its skin freezes and its limbs turn sluggish and clammy. Critical Success The creature is unaffected. Success The creature takes {@damage 2d4} {@condition persistent damage ||persistent cold damage} and a \u20135-foot status penalty to its Speeds until the {@condition persistent damage ||persistent cold damage} ends. Dealing fire damage to the creature is an especially effective way to help end the {@condition persistent damage ||persistent cold damage} (allowing a new flat check to end it at DC 10). Failure As success, but the damage is {@dice 4d4} and the penalty is \u201315-foot. Critical Failure As success, but the damage is {@dice 6d4} and the creature is {@condition immobilized} instead of taking a Speed penalty."
+ "Troff jabs a pressure point on the creature made vulnerable by cold. The creature must attempt a DC 31 Fortitude save as its skin freezes and its limbs turn sluggish and clammy. Critical Success The creature is unaffected. Success The creature takes {@damage 2d4} {@condition persistent damage||persistent cold damage} and a \u20135-foot status penalty to its Speeds until the {@condition persistent damage||persistent cold damage} ends. Dealing fire damage to the creature is an especially effective way to help end the {@condition persistent damage||persistent cold damage} (allowing a new flat check to end it at DC 10). Failure As success, but the damage is {@dice 4d4} and the penalty is \u201315-foot. Critical Failure As success, but the damage is {@dice 6d4} and the creature is {@condition immobilized} instead of taking a Speed penalty."
],
"name": "Chattering Blow",
"entries_as_xyz": "Ability not found: 'Chattering Blow As success, but the damage is {@dice 4d4} and the penalty is \u201315-foot. Critical Failure As success, but the damage is {@dice 6d4} and the creature is {@condition immobilized} instead of taking a Speed penalty.' in Troff Frostknuckles, p.43"
@@ -8242,8 +8069,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
],
"resistances": [
@@ -8256,7 +8082,6 @@
},
{
"name": "Umbasi",
- "isNpc": false,
"source": "FRP2",
"page": 40,
"level": 13,
@@ -8267,6 +8092,7 @@
"elf",
"humanoid"
],
+ "description": "Pangender elf Uzunjati attendant",
"perception": {
"std": 21
},
@@ -8310,6 +8136,10 @@
"wis": 0,
"cha": 5
},
+ "items": [
+ "+1 striking composite longbow (20 arrows)",
+ "+1 resilient explorer's clothing"
+ ],
"speed": {
"walk": 25
},
@@ -8348,7 +8178,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 34,
@@ -8469,17 +8298,38 @@
]
}
}
+ },
+ {
+ "name": "Bard Composition",
+ "type": "Focus",
+ "DC": 34,
+ "fp": 3,
+ "entry": {
+ "0": {
+ "level": 7,
+ "spells": [
+ {
+ "name": "inspire courage"
+ },
+ {
+ "name": "inspire defense"
+ }
+ ]
+ },
+ "7": {
+ "spells": [
+ {
+ "name": "counter performance"
+ },
+ {
+ "name": "inspire heroics"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25, {@skill Performance} +28 Str +3, Dex +4, Con +1, Int +4, Wis +0, Cha +5 Items +1 striking composite longbow (20 arrows), +1 resilient explorer's clothing."
- ],
- "name": "Occultism"
- }
- ],
"bot": [
{
"activity": {
@@ -8515,15 +8365,13 @@
},
"hp": [
{
- "hp": 190,
- "abilities": null
+ "hp": 190
}
]
}
},
{
"name": "Urnak Lostwind",
- "isNpc": false,
"source": "FRP2",
"page": 41,
"level": 14,
@@ -8535,6 +8383,7 @@
"humanoid",
"orc"
],
+ "description": "Male half-orc viking",
"perception": {
"std": 25
},
@@ -8591,14 +8440,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+25 Str +5, Dex +3, Con +5, Int +1, Wis +3, Cha +1 Items +2 greater striking frost greataxe, +2 resilient hide armor."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"activity": {
@@ -8639,9 +8480,9 @@
},
{
"entries": [
- "Urnak uses Felling Throw, his greataxe bounces back to him at the end of the action and he can catch it as a free action. If he uses Felling Throw again before the end of his turn (even if it's not at the same target), the attack ignores all cover."
+ "When Urnak uses Felling Throw, his greataxe bounces back to him at the end of the action and he can catch it as a free action. If he uses Felling Throw again before the end of his turn (even if it's not at the same target), the attack ignores all cover."
],
- "name": "Ricochet Throw When"
+ "name": "Ricochet Throw"
},
{
"activity": {
@@ -8672,8 +8513,7 @@
},
"hp": [
{
- "hp": 310,
- "abilities": null
+ "hp": 310
}
],
"resistances": [
@@ -8686,7 +8526,6 @@
},
{
"name": "Yabin The Just",
- "isNpc": false,
"source": "FRP2",
"page": 27,
"level": 13,
@@ -8697,6 +8536,7 @@
"humanoid",
"nagaji"
],
+ "description": "Male nagaji dragon sorcerer",
"perception": {
"std": 23
},
@@ -8738,6 +8578,11 @@
"wis": 0,
"cha": 5
},
+ "items": [
+ "+2 greater striking bo staff",
+ "+2 explorer's clothing",
+ "greater tanglefoot bag"
+ ],
"speed": {
"walk": 25
},
@@ -8765,14 +8610,11 @@
],
"effects": [
"nagaji venom"
- ],
- "damage": "nagaji venom",
- "types": []
+ ]
}
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 32,
@@ -8925,22 +8767,13 @@
"7": {
"spells": [
{
- "name": "dragon breath",
- "notes": [
- "Core Rulebook 403"
- ]
+ "name": "dragon breath"
},
{
- "name": "dragon claws",
- "notes": [
- "Core Rulebook 403"
- ]
+ "name": "dragon claws"
},
{
- "name": "dragon wings",
- "notes": [
- "Core Rulebook 403"
- ]
+ "name": "dragon wings"
}
]
}
@@ -8948,14 +8781,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Occultism} +21 Str +0, Dex +3, Con +5, Int +2, Wis +0, Cha +5 Items +2 greater striking bo staff, +2 explorer's clothing, greater tanglefoot bag."
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"type": "affliction",
@@ -9013,19 +8838,20 @@
},
"will": {
"std": 19
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. poison"
+ ]
},
"hp": [
{
- "hp": 175,
- "abilities": null
+ "hp": 175
}
]
}
},
{
"name": "Yarrika Mulandez",
- "isNpc": false,
"source": "FRP2",
"page": 34,
"level": 15,
@@ -9104,7 +8930,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 36,
@@ -9286,8 +9111,7 @@
},
"hp": [
{
- "hp": 250,
- "abilities": null
+ "hp": 250
}
]
}
diff --git a/data/bestiary/creatures-frp3.json b/data/bestiary/creatures-frp3.json
index 38df4d192e..4fc890c216 100644
--- a/data/bestiary/creatures-frp3.json
+++ b/data/bestiary/creatures-frp3.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Abbot Tsujon",
- "isNpc": false,
"source": "FRP3",
"page": 15,
"level": 18,
@@ -13,6 +12,7 @@
"humanoid",
"samsaran"
],
+ "description": "Female samsaran abbot (Bestiary 3 224)",
"perception": {
"std": 33
},
@@ -36,7 +36,8 @@
"std": 33
},
"deception": {
- "std": 33
+ "std": 33,
+ "to Impersonate a past self": 37
},
"diplomacy": {
"std": 31
@@ -123,15 +124,34 @@
]
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "+34 Str +5, Dex +8, Con +5, Int +5, Wis +6, Cha +5 Items +3 major striking khakkhara."
- ],
- "name": "Religion"
+ "spellcasting": [
+ {
+ "name": "Monk Ki",
+ "type": "Focus",
+ "DC": 40,
+ "attack": 32,
+ "fp": 3,
+ "entry": {
+ "8": {
+ "spells": [
+ {
+ "name": "ki blast"
+ },
+ {
+ "name": "ki rush"
+ },
+ {
+ "name": "ki strike"
+ },
+ {
+ "name": "wholeness of body"
+ }
+ ]
+ }
}
- ],
+ }
+ ],
+ "abilities": {
"mid": [
{
"activity": {
@@ -145,20 +165,10 @@
"trigger": "Abbot Tsujon is within the emanation of a magical area effect as it's being created",
"requirements": "Abbot Tsujon is wielding a khakkhara",
"entries": [
- "Abbot Tsujon uses her khakkhara as a medium to absorb the incoming area effect into its central ring. She attempts to counteract the triggering effect. For 1 round after Absorbing."
+ "Abbot Tsujon uses her khakkhara as a medium to absorb the incoming area effect into its central ring. She attempts to counteract the triggering effect. For 1 round after Absorbing Worldly Influence, a glowing orb floats within the khakkhara's central ring, allowing Tsujon to Release Worldly Passions."
],
"name": "Absorb Worldly Influence"
},
- {
- "entries": [
- "{@action Influence|GMG}, a glowing orb floats within the khakkhara's central ring, allowing Tsujon to."
- ],
- "name": "Worldly"
- },
- {
- "entries": [],
- "name": "Release Worldly Passions."
- },
{
"activity": {
"number": 1,
@@ -197,15 +207,9 @@
"trigger": "Abbot Tsujon is the target of a ranged attack",
"requirements": "Abbot Tsujon is aware of the attack, is not {@condition flat-footed} against it, and has a hand free",
"entries": [
- "Abbot Tsujon gains a +4 circumstance bonus."
+ "Abbot Tsujon gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the projectile loses momentum and drops harmlessly to the ground."
],
"name": "Negate Projectiles"
- },
- {
- "entries": [
- "AC against the triggering attack. If the attack misses, the projectile loses momentum and drops harmlessly to the ground."
- ],
- "name": "to"
}
],
"bot": [
@@ -218,7 +222,7 @@
"stance"
],
"entries": [
- "Abbot Tsujon cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, she can make temple bell {@action Strike||Strikes} (see {@action Strike||Strikes}) and gains a +2 status bonus to AC against ranged attacks."
+ "Abbot Tsujon cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, she can make temple bell {@action Strike||Strikes} and gains a +2 status bonus to AC against ranged attacks."
],
"name": "Crying Bell Stance"
},
@@ -231,7 +235,7 @@
"stance"
],
"entries": [
- "Abbot Tsujon joins her palms together in the shape of a sal flower, evoking the truth that all things eventually decay. In this stance, she can make sal blossom {@action Strike||Strikes} (see {@action Strike||Strikes}) and is {@condition quickened|CRB|quickened 1}, and can use the extra action only to cast {@spell wholeness of body}."
+ "Abbot Tsujon joins her palms together in the shape of a sal flower, evoking the truth that all things eventually decay. In this stance, she can make sal blossom {@action Strike||Strikes} and is {@condition quickened|CRB|quickened 1}, and can use the extra action only to cast {@spell wholeness of body}."
],
"name": "Falling Sal Stance"
},
@@ -246,15 +250,11 @@
"force",
"manipulate"
],
- "requirements": "Abbot Tsujon's khakkhara holds a glowing orb from",
- "entries": [],
- "name": "Release Worldly Passions"
- },
- {
+ "requirements": "Abbot Tsujon's khakkhara holds a glowing orb from Absorb Worldly Influence",
"entries": [
- "Tsujon strikes her prayer staff once upon the ground, releasing the energy she captured in it along with the jingling of its rings. She blasts a wave of force in a 30- foot emanation, dealing {@damage 2d6} force damage per level of the ability she counteracted (DC 40 basic Reflex save). If the ability she counteracted usually deals energy damage, she can choose to deal this type of damage instead (for instance, if she used Absorb Worldly {@action Influence|GMG} to counteract a fireball, she could deal either fire or force damage)."
+ "Abbot Tsujon strikes her prayer staff once upon the ground, releasing the energy she captured in it along with the jingling of its rings. She blasts a wave of force in a 30- foot emanation, dealing {@damage 2d6} force damage per level of the ability she counteracted (DC 40 basic Reflex save). If the ability she counteracted usually deals energy damage, she can choose to deal this type of damage instead (for instance, if she used Absorb Worldly Influence to counteract a fireball, she could deal either fire or force damage)."
],
- "name": "Absorb Worldly Influence; Effect Abbot"
+ "name": "Release Worldly Passions"
},
{
"activity": {
@@ -282,19 +282,20 @@
},
"will": {
"std": 34
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. death effects"
+ ]
},
"hp": [
{
- "hp": 350,
- "abilities": null
+ "hp": 350
}
]
}
},
{
"name": "Blue Viper",
- "isNpc": false,
"source": "FRP3",
"page": 54,
"level": 20,
@@ -305,6 +306,7 @@
"humanoid",
"ratfolk"
],
+ "description": "Male ysoki poisoner",
"perception": {
"std": 33
},
@@ -349,6 +351,12 @@
"wis": 3,
"cha": 2
},
+ "items": [
+ "dragon bile (applied to body)",
+ "hidden cheek needles (20)",
+ "+3 major striking shortsword",
+ "{@item Greater Healing Potion}"
+ ],
"speed": {
"walk": 25
},
@@ -375,11 +383,7 @@
"range increment <20 feet>",
"splash"
],
- "effects": [
- "varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ "damage": "varies by bomb"
},
{
"range": "Ranged",
@@ -402,21 +406,9 @@
"top": [
{
"entries": [
- "+26, {@skill Stealth} +35, {@skill Thievery} +33 Str +3, Dex +7, Con +4, Int +5, Wis +3, Cha +2 Items dragon bile (applied to body), {@condition hidden} cheek needles (20), +3 major striking shortsword."
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "Viper carries the following infused items: 3 major acid flasks, 5 black lotus extracts, 3 major bottled lightnings, 4 true elixirs of life, 3 major frost vials, 2 mindfog mists, 3 oblivion essences (Adventure."
+ "Blue Viper carries the following infused items: 3 {@item major acid flask||major acid flasks}, 5 {@item black lotus extract||black lotus extracts}, 3 {@item major bottled lightning||major bottled lightnings}, 4 {@item true elixir of life||true elixirs of life}, 3 {@item major frost vial||major frost vials}, 2 {@item mindfog mist||mindfog mists}, 3 {@item oblivion essence|AoA5|oblivion essences}, 3 {@item major tanglefoot bag||major tanglefoot bags}, 5 {@item tears of death}, and 2 {@item major thunderstone||major thunderstones}. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations."
],
- "name": "Infused Items Blue"
- },
- {
- "entries": [
- "#149 79), 3 major tanglefoot bags, 5 tears of death, and 2 major thunderstones. These items last for 24 hours, or until the next time Blue Viper makes his daily preparations."
- ],
- "name": "Path"
+ "name": "Infused Items"
}
],
"mid": [
@@ -444,7 +436,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Blue Viper accelerates the flow of time so his poisons run their course faster. He Interacts to draw a contact poison and throws it in the air, where it showers down in a 20-foot burst within 60 feet. All creatures in the burst are automatically exposed to the poison, bypassing any onset time, and each creature must attempt a saving throw against that poison. If a creature fails, the duration of any beneficial spells or effects affecting the creature are reduced by 3 rounds (or by 6 rounds on a critical failure)."
@@ -452,13 +444,10 @@
"name": "Plum Rain Deluge"
},
{
- "traits": [
- "successfully"
- ],
"entries": [
- "{@action Strike||Strikes} a {@condition flat-footed} creature with a poisoned weapon or exposes a flatfooted creature to an inhaled poison, the creature takes a \u20132 circumstance penalty to its initial save against that poison."
+ "When Blue Viper successfully {@action Strike||Strikes} a {@condition flat-footed} creature with a poisoned weapon or exposes a flatfooted creature to an inhaled poison, the creature takes a \u20132 circumstance penalty to its initial save against that poison."
],
- "name": "Pinpoint Poisoner When Blue Viper"
+ "name": "Pinpoint Poisoner"
},
{
"activity": {
@@ -466,21 +455,16 @@
"unit": "action"
},
"requirements": "Blue Viper is holding a contact or injury poison",
- "entries": [],
- "name": "Poison Spray"
- },
- {
"entries": [
- "Viper swigs the poison and sprays it out of his mouth, affecting a 15-foot cone. Blue Viper is not exposed to the poison.",
- "All creatures in the cone are immediately exposed to the poison, bypassing any onset time, and each creature must attempt a Fortitude save against the poison."
+ "Blue Viper swigs the poison and sprays it out of his mouth, affecting a 15-foot cone. Blue Viper is not exposed to the poison. All creatures in the cone are immediately exposed to the poison, bypassing any onset time, and each creature must attempt a Fortitude save against the poison."
],
- "name": "Blue"
+ "name": "Poison Spray"
},
{
"entries": [
- "Viper's infused poisons have a DC of 47."
+ "Blue Viper's infused poisons have a DC of 47."
],
- "name": "Potent Poisoner Blue"
+ "name": "Potent Poisoner"
},
{
"activity": {
@@ -517,12 +501,14 @@
},
"will": {
"std": 33
- }
+ },
+ "abilities": [
+ " +3 status to all saves vs. transmutation"
+ ]
},
"hp": [
{
- "hp": 366,
- "abilities": null
+ "hp": 366
}
],
"immunities": [
@@ -532,7 +518,6 @@
},
{
"name": "Bul-gae",
- "isNpc": false,
"source": "FRP3",
"page": 79,
"level": 14,
@@ -630,7 +615,7 @@
],
"trigger": "The bul-gae takes damage",
"entries": [
- "The bul-gae releases a solar flare in a 30-foot emanation. Each creature in the area takes {@damage 6d8} fire damage (DC 34 basic Reflex save). On a critical failure, a creature also takes {@damage 2d10} {@condition persistent damage ||persistent fire damage}. After using this ability, the bul-gae's flames cool and they can't use Solar Flare again until after they have used Lunar Burst."
+ "The bul-gae releases a solar flare in a 30-foot emanation. Each creature in the area takes {@damage 6d8} fire damage (DC 34 basic Reflex save). On a critical failure, a creature also takes {@damage 2d10} {@condition persistent damage||persistent fire damage}. After using this ability, the bul-gae's flames cool and they can't use Solar Flare again until after they have used Lunar Burst."
],
"name": "Solar Flare"
}
@@ -694,8 +679,7 @@
},
"hp": [
{
- "hp": 255,
- "abilities": null
+ "hp": 255
}
],
"resistances": [
@@ -713,7 +697,6 @@
},
{
"name": "Canopy Elder",
- "isNpc": false,
"source": "FRP3",
"page": 78,
"level": 19,
@@ -800,7 +783,7 @@
"reach <30 feet>"
],
"effects": [
- "{@action Trip}"
+ "Trip"
],
"damage": "{@damage 4d8+18} bludgeoning plus {@action Trip}",
"types": [
@@ -826,7 +809,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -838,26 +820,29 @@
"amount": 4
}
]
+ },
+ "constant": {
+ "9": {
+ "spells": [
+ {
+ "name": "speak with animals"
+ },
+ {
+ "name": "speak with plants"
+ }
+ ]
+ }
}
}
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+40, {@skill Stealth} +31 (+39 in forests) Str +10, Dex +4, Con +9, Int +6, Wis +8, Cha +5."
- ],
- "name": "Nature"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -871,27 +856,7 @@
"unit": "action"
},
"entries": [
- "20 feet Melee root +37 (reach <30 feet>), Damage {@damage 4d8+18} bludgeoning plus {@action Trip} Melee {@as 1} vine +37 (agile, reach <40 feet>), Damage {@damage 4d6+18} bludgeoning plus {@ability Improved Grab} Primal Innate Spells DC 38; 9th nature's enmity (×4)"
- ],
- "name": "and Improved Push"
- },
- {
- "traits": [
- "9th"
- ],
- "entries": [
- "speak with animals, speak with plants."
- ],
- "name": "Constant"
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The canopy elder launches a rapidly growing net of fungus from the mushrooms growing on its body at a single creature within 80 feet. The target must attempt a DC 39 Reflex save or become {@condition restrained} by the fungal web ({@action Escape} DC 39)",
- "While {@condition restrained}, the creature takes {@damage 4d6} poison damage at the end of each of their turns."
+ "The canopy elder launches a rapidly growing net of fungus from the mushrooms growing on its body at a single creature within 80 feet. The target must attempt a DC 39 Reflex save or become {@condition restrained} by the fungal web ({@action Escape} DC 39). While {@condition restrained}, the creature takes {@damage 4d6} poison damage at the end of each of their turns."
],
"name": "Fungal Web"
},
@@ -914,8 +879,7 @@
"healing"
],
"entries": [
- "The canopy elder grows a mesh of vines around its {@condition broken} branches, repairing the damage and restoring 40 HP to itself.",
- "The canopy elder can't use Vine Splint again for {@dice 1d4} rounds."
+ "The canopy elder grows a mesh of vines around its {@condition broken} branches, repairing the damage and restoring 40 HP to itself. The canopy elder can't use Vine Splint again for {@dice 1d4} rounds."
],
"name": "Vine Splint"
}
@@ -938,8 +902,7 @@
},
"hp": [
{
- "hp": 445,
- "abilities": null
+ "hp": 445
}
],
"weaknesses": [
@@ -951,13 +914,22 @@
"amount": 15,
"name": "fire"
}
+ ],
+ "resistances": [
+ {
+ "amount": 15,
+ "name": "bludgeoning"
+ },
+ {
+ "amount": 15,
+ "name": "piercing"
+ }
]
},
"hasImages": true
},
{
"name": "Cloudsplitter",
- "isNpc": false,
"source": "FRP3",
"page": 19,
"level": 18,
@@ -1050,7 +1022,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 41,
@@ -1175,7 +1146,7 @@
"unit": "action"
},
"entries": [
- "Medium or smaller, phantom hoof, DC 40."
+ "Medium or smaller, phantom hoof, DC 40"
],
"name": "Trample",
"generic": {
@@ -1201,8 +1172,7 @@
},
"hp": [
{
- "hp": 335,
- "abilities": null
+ "hp": 335
}
],
"immunities": [
@@ -1216,7 +1186,6 @@
},
{
"name": "Dancing Night Parade",
- "isNpc": false,
"source": "FRP3",
"page": 41,
"level": 19,
@@ -1227,6 +1196,7 @@
"spirit",
"troop"
],
+ "description": "Troop of corporeal spirits (Pathfinder Bestiary 3 310)",
"perception": {
"std": 28
},
@@ -1274,16 +1244,7 @@
],
"walk": 25
},
- "attacks": [],
"abilities": {
- "top": [
- {
- "entries": [
- "+37, {@skill Performance} +37, {@skill Society} +32 Str +8, Dex +7, Con +5, Int +5, Wis +5, Cha +6."
- ],
- "name": "Deception"
- }
- ],
"mid": [
{
"traits": [
@@ -1322,9 +1283,9 @@
},
{
"entries": [
- "3 306."
+ "Bestiary 3 306."
],
- "name": "Troop Defenses Bestiary"
+ "name": "Troop Defenses"
}
],
"bot": [
@@ -1367,10 +1328,13 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "The night parade dances with wild abandon, unintentionally striking nearby creatures. It deals damage to each adjacent creature (DC 41 basic Reflex save), and any creature that fails its save is pushed 10 feet in any direction as the night parade bounces it overhead. The damage depends on the number of actions. {@as 1} {@damage 1d10+7} bludgeoning damage {@as 2} {@damage 4d10+14} bludgeoning damage {@as 3} {@damage 6d10+14} bludgeoning damage."
+ "The night parade dances with wild abandon, unintentionally striking nearby creatures. It deals damage to each adjacent creature (DC 41 basic Reflex save), and any creature that fails its save is pushed 10 feet in any direction as the night parade bounces it overhead. The damage depends on the number of actions.",
+ "{@as 1} {@damage 1d10+7} bludgeoning damage",
+ "{@as 2} {@damage 4d10+14} bludgeoning damage",
+ "{@as 3} {@damage 6d10+14} bludgeoning damage"
],
"name": "Wasshoi! Wasshoi!"
}
@@ -1394,7 +1358,19 @@
"hp": [
{
"hp": 450,
- "abilities": null
+ "notes": [
+ "16 squares"
+ ]
+ }
+ ],
+ "thresholds": [
+ {
+ "value": 300,
+ "squares": 12
+ },
+ {
+ "value": 150,
+ "squares": 8
}
],
"weaknesses": [
@@ -1405,13 +1381,16 @@
{
"amount": 15,
"name": "bludgeoning"
+ },
+ {
+ "name": "splash damage",
+ "amount": 10
}
]
}
},
{
"name": "Desecrated Guardian",
- "isNpc": false,
"source": "FRP3",
"page": 80,
"level": 18,
@@ -1538,7 +1517,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d8+18} bludgeoning, DC 39."
+ "{@damage 2d8+18} bludgeoning, DC 39"
],
"name": "Constrict",
"generic": {
@@ -1582,7 +1561,7 @@
"unit": "action"
},
"entries": [
- "Huge or smaller, tail, DC 37."
+ "Huge or smaller, tail, DC 37"
],
"name": "Trample",
"generic": {
@@ -1608,8 +1587,7 @@
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"immunities": [
@@ -1637,7 +1615,6 @@
},
{
"name": "Flying Mountain Kaminari",
- "isNpc": false,
"source": "FRP3",
"page": 23,
"level": 18,
@@ -1648,6 +1625,7 @@
"humanoid",
"kami"
],
+ "description": "Kami of lightning and thunder",
"perception": {
"std": 33
},
@@ -1724,18 +1702,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+31, {@skill Lore||Flying Mountains Lore} +35, {@skill Nature} +37"
- ],
- "name": "Athletics"
- },
- {
- "entries": [
- "+35 Str +9, Dex +6, Con +8, Int +5, Wis +5, Cha +4."
- ],
- "name": "Religion"
- },
{
"entries": [
"Wind, precipitation, and clouds don't impair a kaminari's vision; they ignore the {@condition concealed} condition from storms, mist, precipitation, and the like."
@@ -1754,13 +1720,7 @@
],
"entries": [
"A kaminari's bag holds the four winds. The kaminari unleashes four 20-foot bursts within 60 feet with the effects of a 9th-level {@spell wall of wind}. In addition, a creature that enters one of the bursts takes {@damage 6d6} slashing damage (DC 40 basic Reflex save). The bursts can't overlap. After using this activity the kaminari can't use Hurricane Bag for {@dice 1d4} rounds.",
- "If a kaminari creates a column of lighting using."
- ],
- "name": "Hurricane Bag"
- },
- {
- "entries": [
- "Drums that intersects one of the areas of the wind, the wind explodes in a peal of thunder, dealing {@damage 6d10} sonic damage to creatures in the area of that wall of wind burst. Affected creatures must attempt a DC 40 Fortitude save. The kaminari can detonate only one burst per use of Thunder Drums.",
+ "If a kaminari creates a column of lighting using Thunder Drums that intersects one of the areas of the wind, the wind explodes in a peal of thunder, dealing {@damage 6d10} sonic damage to creatures in the area of that wall of wind burst. Affected creatures must attempt a DC 40 Fortitude save. The kaminari can detonate only one burst per use of Thunder Drums.",
{
"type": "successDegree",
"entries": {
@@ -1771,20 +1731,14 @@
}
}
],
- "name": "Thunder"
+ "name": "Hurricane Bag"
},
{
"entries": [
- "A kaminari can move in wind with ease. They ignore all {@quickref difficult terrain||3|terrain} from wind and don't need to."
+ "A kaminari can move in wind with ease. They ignore all {@quickref difficult terrain||3|terrain} from wind and don't need to {@action Maneuver in Flight} in high winds."
],
"name": "Stormflight"
},
- {
- "entries": [
- "Flight in high winds."
- ],
- "name": "Maneuver in"
- },
{
"activity": {
"number": 2,
@@ -1796,7 +1750,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Electricity leaps between two kaminari. The kaminari establishes a connection with another kaminari within 150 feet, and lightning and thunder form a line between the centers of their spaces. For the next minute, a creature that begins its turn in the line or enters the line on its turn takes {@damage 4d12} electricity damage (DC 40 basic Reflex save). A creature can take this damage only once per round, even if it moves through several tempest tethers. If the distance between the kaminari ever exceeds 150 feet, the tether breaks."
@@ -1844,15 +1798,18 @@
},
"hp": [
{
- "hp": 320,
- "abilities": null
+ "hp": 320
}
+ ],
+ "immunities": [
+ "air",
+ "electricity",
+ "sonic"
]
}
},
{
"name": "Gumiho",
- "isNpc": false,
"source": "FRP3",
"page": 81,
"level": 17,
@@ -1941,7 +1898,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 38,
@@ -2106,8 +2062,7 @@
},
"hp": [
{
- "hp": 310,
- "abilities": null
+ "hp": 310
}
],
"immunities": [
@@ -2118,7 +2073,6 @@
},
{
"name": "Inmyeonjo",
- "isNpc": false,
"source": "FRP3",
"page": 82,
"level": 16,
@@ -2181,7 +2135,21 @@
"attacks": [
{
"range": "Melee",
- "name": "talon + 30 (agile, finesse, reach <15 feet>), Damage 3d10+18 bludgeoning Melee [one-action] tail",
+ "name": "talon",
+ "attack": 30,
+ "traits": [
+ "agile",
+ "finesse",
+ "reach <15 feet>"
+ ],
+ "damage": "{@damage 3d10+18} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "tail",
"attack": 30,
"traits": [
"agile",
@@ -2196,7 +2164,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 34,
@@ -2277,9 +2244,10 @@
]
},
"8": {
+ "slots": 1,
"spells": [
{
- "name": "1 slot) discern location"
+ "name": "discern location"
},
{
"name": "unrelenting observation"
@@ -2291,12 +2259,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+32, {@skill Occultism} +27 Str +6, Dex +9, Con +7, Int +7, Wis +9, Cha +5."
- ],
- "name": "Nature"
- },
{
"entries": [
"Creatures farther than 60 feet from an inmyeonjo see it only as the generic form of a huge bird. An inmyeonjo has concealment against attacks originating farther than 60 feet away."
@@ -2351,8 +2313,7 @@
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
],
"immunities": [
@@ -2363,7 +2324,6 @@
},
{
"name": "Jin-hae",
- "isNpc": false,
"source": "FRP3",
"page": 18,
"level": 18,
@@ -2375,6 +2335,7 @@
"phantom",
"spirit"
],
+ "description": "Female phantom knight (Pathfinder Bestiary 3 202)",
"perception": {
"std": 33
},
@@ -2409,6 +2370,10 @@
"wis": 6,
"cha": 5
},
+ "items": [
+ "wind and fire wheels (2; Pathfinder #166: Despair on Danger Island 76)",
+ "hook swords (2; Pathfinder #166: Despair on Danger Island 76)"
+ ],
"speed": {
"walk": 40
},
@@ -2480,7 +2445,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 40,
@@ -2498,33 +2462,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+31, {@skill Lore||Warfare Lore} +38 Str +9, Dex +9, Con +5, Int +5, Wis +6, Cha +5 Items wind and fire wheels (2; Pathfinder #166: Despair."
- ],
- "name": "Religion"
- },
- {
- "entries": [
- "76), hook swords (2; Pathfinder #166:"
- ],
- "name": "on Danger Island"
- },
- {
- "entries": [
- "76)"
- ],
- "name": "Despair on Danger Island"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2545,22 +2488,31 @@
"traits": [
"move"
],
- "trigger": "Cloudsplitter {@action Stride||Strides} or Tramples within 5 feet of",
+ "trigger": "Cloudsplitter {@action Stride||Strides} or Tramples within 5 feet of Jin-Hae",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
- "entries": [],
- "name": "Combined Charge"
- },
- {
"entries": [
"Jin-Hae leaps onto Cloudsplitter's back as he charges. She can make a single melee attack against any target they pass during Cloudsplitter's movement."
],
- "name": "Jin-Hae; Effect"
+ "name": "Combined Charge"
}
],
"bot": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "conjuration"
+ ],
+ "entries": [
+ "Jin-Hae pulls one of the battle echoes (page 19) to her hand. She is fully aware of every echo and can always pull the one she wants, but she cannot call an echo that has already been unsealed."
+ ],
+ "name": "Call a Battle Echo"
+ },
{
"activity": {
"number": 1,
@@ -2596,7 +2548,7 @@
],
"requirements": "Jin-Hae is wielding two wind and fire wheels",
"entries": [
- "Jin-Hae's wind and fire wheels float by her feet, giving her the benefits of 7thlevel {@spell air walk}. While this lasts, she can wield her wind and fire wheels even while her hands are full by kicking with them, and her wind and fire wheels gain the thrown <20 feet> trait as well as the effects of a returning rune."
+ "Jin-Hae's wind and fire wheels float by her feet, giving her the benefits of 7th level {@spell air walk}. While this lasts, she can wield her wind and fire wheels even while her hands are full by kicking with them, and her wind and fire wheels gain the {@trait thrown <20 feet>} trait as well as the effects of a {@item returning} rune."
],
"name": "Wind-Fire Chariot"
}
@@ -2615,25 +2567,26 @@
},
"will": {
"std": 27
- }
+ },
+ "abilities": [
+ "\u20131 status penalty to all saves vs. death effects"
+ ]
},
"hp": [
{
- "hp": 340,
- "abilities": null
+ "hp": 340
}
],
"immunities": [
- "poison",
- "precision",
"disease",
- "paralyzed"
+ "paralyzed",
+ "poison",
+ "precision"
]
}
},
{
"name": "Laruhao",
- "isNpc": false,
"source": "FRP3",
"page": 41,
"level": 19,
@@ -2780,15 +2733,13 @@
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
]
}
},
{
"name": "Lophiithu",
- "isNpc": false,
"source": "FRP3",
"page": 83,
"level": 21,
@@ -2889,7 +2840,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 41,
@@ -3016,8 +2966,7 @@
},
"hp": [
{
- "hp": 400,
- "abilities": null
+ "hp": 400
}
]
},
@@ -3025,7 +2974,6 @@
},
{
"name": "Orochi",
- "isNpc": false,
"source": "FRP3",
"page": 84,
"level": 18,
@@ -3137,7 +3085,7 @@
"mental"
],
"entries": [
- "60 feet, DC 37."
+ "60 feet, DC 37"
],
"name": "Frightful Presence",
"generic": {
@@ -3149,7 +3097,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3164,19 +3111,9 @@
},
{
"entries": [
- "The orochi gains an extra reaction per round for each of their heads that remains beyond the first, which it can use only to make Attacks."
+ "The orochi gains an extra reaction per round for each of their heads that remains beyond the first, which it can use only to make Attacks of Opportunity. They can't use more than 1 reaction on the same triggering action, and the orochi must use a different head for each Attack of Opportunity."
],
"name": "Multiple Opportunities"
- },
- {
- "entries": [
- "They can't use more than 1 reaction on the same triggering action, and the orochi must use a different head for each Attack."
- ],
- "name": "of Opportunity."
- },
- {
- "entries": [],
- "name": "of Opportunity."
}
],
"bot": [
@@ -3227,12 +3164,11 @@
"hp": [
{
"hp": 400,
- "note": "(body)",
- "abilities": null
+ "name": "body"
},
{
"hp": 60,
- "note": "(head)",
+ "name": "head",
"abilities": [
"multiple heads"
]
@@ -3257,7 +3193,6 @@
},
{
"name": "Rai Sho Disciple",
- "isNpc": false,
"source": "FRP3",
"page": 14,
"level": 16,
@@ -3268,6 +3203,7 @@
"human",
"humanoid"
],
+ "description": "Tian-la monks",
"perception": {
"std": 30
},
@@ -3352,15 +3288,31 @@
]
}
],
- "abilities": {
- "top": [
- {
- "entries": [
- "+26, {@skill Religion} +32 Str +8, Dex +9, Con +6, Int +5, Wis +6, Cha +5."
- ],
- "name": "Performance"
+ "spellcasting": [
+ {
+ "name": "Monk Ki",
+ "type": "Focus",
+ "DC": 37,
+ "attack": 28,
+ "fp": 3,
+ "entry": {
+ "8": {
+ "spells": [
+ {
+ "name": "ki rush"
+ },
+ {
+ "name": "ki strike"
+ },
+ {
+ "name": "wholeness of body"
+ }
+ ]
+ }
}
- ],
+ }
+ ],
+ "abilities": {
"bot": [
{
"activity": {
@@ -3371,8 +3323,7 @@
"stance"
],
"entries": [
- "The disciple cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, they can make temple bell {@action Strike||Strikes} (see {@action Strike||Strikes})",
- "While in this stance, a disciple gains a +2 status bonus to AC against ranged attacks."
+ "The disciple cups one hand and poses the other to strike it, like the Rai Sho Monastery's central bell. In this stance, they can make temple bell {@action Strike||Strikes}. While in this stance, a disciple gains a +2 status bonus to AC against ranged attacks."
],
"name": "Crying Bell Stance"
},
@@ -3396,37 +3347,18 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
- "entries": [],
- "name": "Flurry of Blows"
- },
- {
- "entries": [
- "Sho disciple makes two {@action Strike||Strikes}, each of which must be an unarmed {@action Strike} or temple bell {@action Strike}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses."
- ],
- "name": "The Rai"
- },
- {
- "traits": [
- "disciples"
- ],
- "entries": [
- "have learned a technique to cast their ki spells more effectively by way of specialized hand postures. They replace the normal somatic and verbal components of their spells with nine seals components; these require that the user have a hand free, but do not add {@trait any} traits to."
- ],
- "name": "Nine Seals Spellcasting The Rai Sho"
- },
- {
"entries": [
- "{@action Cast a Spell} action (preventing the disciples from triggering certain reactions when they {@action Cast a Spell}, such as Attack."
+ "The Rai Sho disciple makes two {@action Strike||Strikes}, each of which must be an unarmed {@action Strike} or temple bell {@action Strike}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses."
],
- "name": "the"
+ "name": "Flurry of Blows"
},
{
"entries": [
- "Additionally, the first time each day that a disciple critically {@action Strike||Strikes} an enemy, they regain a Focus Point."
+ "The Rai Sho disciples have learned a technique to cast their ki spells more effectively by way of specialized hand postures. They replace the normal somatic and verbal components of their spells with nine seals components; these require that the user have a hand free, but do not add {@trait any} traits to the {@action Cast a Spell} action (preventing the disciples from triggering certain reactions when they {@action Cast a Spell}, such as {@action Attack of Opportunity}). Additionally, the first time each day that a disciple critically {@action Strike||Strikes} an enemy, they regain a Focus Point."
],
- "name": "of Opportunity)."
+ "name": "Nine Seals Spellcasting"
}
]
},
@@ -3443,19 +3375,20 @@
},
"will": {
"std": 28
- }
+ },
+ "abilities": [
+ " +1 status to all saves vs. mental"
+ ]
},
"hp": [
{
- "hp": 300,
- "abilities": null
+ "hp": 300
}
]
}
},
{
"name": "Rai Sho Postulant",
- "isNpc": false,
"source": "FRP3",
"page": 13,
"level": 16,
@@ -3540,7 +3473,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 37,
@@ -3598,7 +3530,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The Rai Sho postulant makes two {@action Strike||Strikes}, which can be any combination of claw or icicle {@action Strike||Strikes}. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. If either {@action Strike} hits and deals damage, the target must succeed at a DC 37 Fortitude save or be {@condition stunned|CRB|stunned 1} (or {@condition stunned|CRB|stunned 3} on a critical failure); this save has the {@trait incapacitation} trait."
@@ -3646,8 +3578,7 @@
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"immunities": [
@@ -3663,7 +3594,6 @@
},
{
"name": "Ran-to",
- "isNpc": false,
"source": "FRP3",
"page": 54,
"level": 20,
@@ -3674,6 +3604,7 @@
"goblin",
"humanoid"
],
+ "description": "Male frost goblin wrestler",
"perception": {
"std": 33
},
@@ -3715,6 +3646,11 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "+3 major striking gauntlet",
+ "+3 major striking halfling sling staff (20 bullets and 5 greater explosive bullets)",
+ "+3 greater resilient studded leather"
+ ],
"speed": {
"walk": 25,
"fly": 60
@@ -3739,14 +3675,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+32, {@skill Lore||Warfare Lore} +32 Str +7, Dex +4, Con +5, Int +2, Wis +3, Cha +1 Items +3 major striking gauntlet, +3 major striking halfling sling staff (20 bullets and 5 greater explosive bullets), +3 greater resilient studded leather."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"activity": {
@@ -3754,24 +3682,12 @@
"unit": "reaction"
},
"entries": [
- "When a creature triggers Ran-to's."
+ "When a creature triggers Ran-to's {@ability Attack of Opportunity}, he can attempt an {@skill Athletics} check to {@action Grapple} the triggering creature instead of making a melee {@action Strike}. He can still disrupt a triggering manipulate action if he critically succeeds at his attempt."
],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
}
- },
- {
- "entries": [
- "Opportunity, he can attempt an {@skill Athletics} check."
- ],
- "name": "Attack of"
- },
- {
- "entries": [
- "{@action Grapple} the triggering creature instead of making a melee {@action Strike}. He can still disrupt a triggering manipulate action if he critically succeeds at his attempt."
- ],
- "name": "to"
}
],
"bot": [
@@ -3792,7 +3708,7 @@
"unit": "action"
},
"entries": [
- "{@damage 7d4+5} bludgeoning, DC 43."
+ "{@damage 7d4+5} bludgeoning, DC 43"
],
"name": "Constrict",
"generic": {
@@ -3805,22 +3721,10 @@
"unit": "action"
},
"entries": [
- "Ran-to leaps from the ground and attempts to grab a foe while he soars. He makes a."
+ "Ran-to leaps from the ground and attempts to grab a foe while he soars. He makes a {@action Leap}, {@action High Jump}, or {@action Long Jump}. His maximum distance is 100 feet. He must succeed at an {@skill Athletics} check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an {@skill Athletics} check to {@action Grapple} at any point during the jump. Immediately after the attempt, he (and the creature, if the {@action Grapple} was successful) falls to the ground. Ran-to takes no falling damage when using this ability, but the {@condition grabbed} creature takes the appropriate amount of falling damage as if it had fallen the distance moved. Ran-to can spend three actions to use this ability instead of two; if he does, he can use Plummeting Fall to add {@damage 12d6} bludgeoning damage to the falling damage dealt to the {@condition grabbed} creature, and the creature is knocked {@condition prone}."
],
"name": "Major Leaping Catch"
},
- {
- "entries": [
- "His maximum distance is 100 feet. He must succeed at an {@skill Athletics} check to perform the leap as usual, but regardless of the type of leap the DC is equal to half the number of feet he moves in the air. Ran-to can attempt an {@skill Athletics} check."
- ],
- "name": "Leap, High Jump, or Long Jump."
- },
- {
- "entries": [
- "{@action Grapple} at any point during the jump. Immediately after the attempt, he (and the creature, if the {@action Grapple} was successful) falls to the ground. Ran-to takes no falling damage when using this ability, but the {@condition grabbed} creature takes the appropriate amount of falling damage as if it had fallen the distance moved. Ran-to can spend three actions to use this ability instead of two; if he does, he can use Plummeting Fall to add {@damage 12d6} bludgeoning damage to the falling damage dealt to the {@condition grabbed} creature, and the creature is knocked {@condition prone}."
- ],
- "name": "to"
- },
{
"activity": {
"number": 1,
@@ -3832,7 +3736,7 @@
"requirements": "Ran-to has a creature {@condition grabbed} and the creature is airborne",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Ran-to spins and increases the force of gravity, sending him and the creature to the ground. The target takes {@damage 12d6} bludgeoning damage from the fall and is knocked {@condition prone}; Ran-to is unharmed."
@@ -3841,15 +3745,9 @@
},
{
"entries": [
- "Wrestler Ran-to can attempt to {@action Disarm}, {@action Grapple}"
+ "Ran-to can attempt to {@action Disarm}, {@action Grapple}, {@action Shove}, or {@action Trip} creatures, regardless of their size."
],
- "name": "Titan"
- },
- {
- "entries": [
- "{@action Trip} creatures, regardless of their size."
- ],
- "name": "Shove, or"
+ "name": "Titan Wrestler"
},
{
"activity": {
@@ -3859,10 +3757,19 @@
"requirements": "Ran-to has a creature {@condition grabbed}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "Ran-to spins the creature he's holding, smashing it against any creatures within his reach, then throws the creature aside. Ran-to attempts an {@skill Athletics} check against the {@condition grabbed} creature's Fortitude DC. Regardless of the result, the creature is no longer {@condition grabbed} after this activity. Critical Success Ran-to tosses his foe mightily. The {@condition grabbed} creature is thrown into a space within 20 feet, takes {@damage 16d6} bludgeoning damage, and falls {@condition prone}. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 43 basic Reflex save). Success As critical success, except the {@condition grabbed} creature is thrown into a space within 10 feet, and creatures take {@damage 12d6} bludgeoning damage. Failure Ran-to tosses his foe aside. The {@condition grabbed} creature falls {@condition prone}. Critical Failure Ran-to loses hold of his foe."
+ "Ran-to spins the creature he's holding, smashing it against any creatures within his reach, then throws the creature aside. Ran-to attempts an {@skill Athletics} check against the {@condition grabbed} creature's Fortitude DC. Regardless of the result, the creature is no longer {@condition grabbed} after this activity.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "Ran-to tosses his foe mightily. The {@condition grabbed} creature is thrown into a space within 20 feet, takes {@damage 16d6} bludgeoning damage, and falls {@condition prone}. All creatures adjacent to Ran-to take the same amount of bludgeoning damage (DC 43 basic Reflex save).",
+ "Success": "As critical success, except the {@condition grabbed} creature is thrown into a space within 10 feet, and creatures take {@damage 12d6} bludgeoning damage.",
+ "Failure": "Ran-to tosses his foe aside. The {@condition grabbed} creature falls {@condition prone}.",
+ "Critical Failure": "Ran-to loses hold of his foe."
+ }
+ }
],
"name": "Whirlwind Toss"
}
@@ -3881,19 +3788,20 @@
},
"will": {
"std": 30
- }
+ },
+ "abilities": [
+ "+3 status to all saves vs. evocation"
+ ]
},
"hp": [
{
- "hp": 460,
- "abilities": null
+ "hp": 460
}
]
}
},
{
"name": "Sanzuwu",
- "isNpc": false,
"source": "FRP3",
"page": 85,
"level": 15,
@@ -4092,8 +4000,7 @@
},
"hp": [
{
- "hp": 295,
- "abilities": null
+ "hp": 295
}
],
"immunities": [
@@ -4111,7 +4018,6 @@
},
{
"name": "Shino Hakusa",
- "isNpc": false,
"source": "FRP3",
"page": 53,
"level": 20,
@@ -4122,6 +4028,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Min ninja",
"perception": {
"std": 34
},
@@ -4166,6 +4073,11 @@
"wis": 3,
"cha": 1
},
+ "items": [
+ "+3 major striking greater shock handwraps of mighty blows",
+ "potion of flying",
+ "potion of haste"
+ ],
"speed": {
"walk": 30
},
@@ -4215,7 +4127,7 @@
"negative",
"range <60 feet>",
"unarmed",
- "versatile positive"
+ "versatile "
],
"damage": "{@damage 4d8+8} negative",
"types": [
@@ -4224,14 +4136,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+35, {@skill Occultism} +35, {@skill Thievery} +33 Str +6, Dex +7, Con +4, Int +2, Wis +3, Cha +1 Items +3 major striking greater shock handwraps of mighty blows, potion of flying, potion of haste."
- ],
- "name": "Medicine"
- }
- ],
"mid": [
{
"activity": {
@@ -4277,9 +4181,9 @@
},
{
"entries": [
- "{@action Strike||Strikes} deal an extra {@damage 5d6} precision damage to {@condition flat-footed} creatures."
+ "Hakusa's {@action Strike||Strikes} deal an extra {@damage 5d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak Attack Hakusa's"
+ "name": "Sneak Attack"
},
{
"activity": {
@@ -4293,13 +4197,21 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
- "Hakusa strikes a series of pressure points on her target's body that redirects its ki to the heart, before following up with a palm strike to the sternum. She makes a fingers {@action Strike} and a palm {@action Strike}, dealing damage as normal. If both hit, the target takes {@damage 8d10} negative damage as its life energy escapes from its body in a shower of bird-shaped sparks. The target attempts a DC 43 Fortitude save. Critical Success The target is unaffected. Success The target takes half the negative damage. Failure The target takes full damage, its life energy exploding violently from its back in a 30-foot cone originating from the target. All of Hakusa's other enemies in the cone also take the negative damage (DC 43 basic Fortitude save). Critical Failure As failure, but the target takes double negative damage."
+ "Hakusa strikes a series of pressure points on her target's body that redirects its ki to the heart, before following up with a palm strike to the sternum. She makes a fingers {@action Strike} and a palm {@action Strike}, dealing damage as normal. If both hit, the target takes {@damage 8d10} negative damage as its life energy escapes from its body in a shower of bird-shaped sparks. The target attempts a DC 43 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The target is unaffected.",
+ "Success": "The target takes half the negative damage.",
+ "Failure": "The target takes full damage, its life energy exploding violently from its back in a 30-foot cone originating from the target. All of Hakusa's other enemies in the cone also take the negative damage (DC 43 basic Fortitude save).",
+ "Critical Failure": "As failure, but the target takes double negative damage."
+ }
+ }
],
- "name": "Swallows in Flight",
- "entries_as_xyz": "Ability not found: 'Swallows in Flight As failure, but the target takes double negative damage.' in Shino Hakusa, p.53"
+ "name": "Swallows in Flight"
}
]
},
@@ -4316,19 +4228,20 @@
},
"will": {
"std": 30
- }
+ },
+ "abilities": [
+ "+3 status to all saves vs. necromancy"
+ ]
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
]
}
},
{
"name": "Spinel Leviathan Syndara",
- "isNpc": false,
"source": "FRP3",
"page": 58,
"level": 24,
@@ -4339,6 +4252,7 @@
"aeon",
"monitor"
],
+ "description": "Syndara the Sculptor's final form",
"perception": {
"std": 46
},
@@ -4421,7 +4335,8 @@
"agile",
"brutal",
"magical",
- "propulsive range increment <120 feet>",
+ "propulsive",
+ "range increment <120 feet>",
"splash 4d6 piercing"
],
"damage": "{@damage 4d6+12} piercing",
@@ -4434,13 +4349,7 @@
"top": [
{
"entries": [
- "+45 Str +12, Dex +9, Con +10, Int +8, Wis +8, Cha +7."
- ],
- "name": "Intimidation"
- },
- {
- "entries": [
- "Syndara instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces (such as a bag of holding), even if the entrance to these spaces is within the Lighthouse."
+ "Syndara instinctively knows the position of all creatures and objects within the {@i Glass Lighthouse} as a precise sense. His senses do not extend into extraplanar spaces (such as a {@item bag of holding (generic)}), even if the entrance to these spaces is within the Lighthouse."
],
"name": "Spatial Sense"
}
@@ -4451,7 +4360,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -4473,12 +4381,16 @@
"name": "Center of the World"
},
{
- "entries": [],
- "name": "Extraplanar Immunity As Syndara, the Sculptor."
+ "entries": [
+ "As Syndara, the Sculptor."
+ ],
+ "name": "Extraplanar Immunity"
},
{
- "entries": [],
- "name": "Keeper of the Lighthouse As Syndara, the Sculptor."
+ "entries": [
+ "As Syndara, the Sculptor."
+ ],
+ "name": "Keeper of the Lighthouse"
},
{
"activity": {
@@ -4504,7 +4416,7 @@
"unit": "action"
},
"entries": [
- "Syndara makes six {@action Strike||Strikes}. Any creature struck must succeed at a DC 46 Will save or be teleported to a location of Syndara's choice within 60 feet of him when the flurry is complete. The teleportation has the conjuration, {@trait divine}, and {@trait teleportation} traits."
+ "Syndara makes six {@action Strike||Strikes}. Any creature struck must succeed at a DC 46 Will save or be teleported to a location of Syndara's choice within 60 feet of him when the flurry is complete. The teleportation has the {@trait conjuration}, {@trait divine}, and {@trait teleportation} traits."
],
"name": "Dimensional Flurry"
},
@@ -4528,8 +4440,7 @@
"divine"
],
"entries": [
- "With great regret, Syndara calls his masterpieces from the firmament to crash down upon his enemies. He flings four worldspheres to any four points within 500 feet.",
- "Each worldsphere deals {@dice 20d6} damage in a 40-foot burst (DC 48 basic Reflex save). Syndara chooses the type of damage for each worldsphere, which can be any type he chooses, though each worldsphere must deal a different type of damage. On a failed save, the target is pushed to the edge of the burst. No matter how many overlapping explosions it's caught in, a creature can take damage from only one worldsphere per round. Syndara is immune to the damage dealt by his worldspheres.",
+ "With great regret, Syndara calls his masterpieces from the firmament to crash down upon his enemies. He flings four worldspheres to any four points within 500 feet. Each worldsphere deals {@dice 20d6} damage in a 40-foot burst (DC 48 basic Reflex save). Syndara chooses the type of damage for each worldsphere, which can be any type he chooses, though each worldsphere must deal a different type of damage. On a failed save, the target is pushed to the edge of the burst. No matter how many overlapping explosions it's caught in, a creature can take damage from only one worldsphere per round. Syndara is immune to the damage dealt by his worldspheres.",
"Syndara can't use Mover of Worlds again for {@dice 1d4} rounds."
],
"name": "Mover of Worlds"
@@ -4539,11 +4450,8 @@
"number": 1,
"unit": "action"
},
- "traits": [
- "spatial"
- ],
"entries": [
- "pincers."
+ "spatial pincers"
],
"name": "Rend",
"generic": {
@@ -4565,18 +4473,34 @@
},
"will": {
"std": 42
- }
+ },
+ "abilities": [
+ "+1 status to all saves vs. magical",
+ "+4 status to all saves vs. mental"
+ ]
},
"hp": [
{
- "hp": 550,
- "abilities": null
+ "hp": 550
}
],
"immunities": [
"death effects",
"disease",
- "emotion"
+ "emotion",
+ "extradimensional",
+ "fear",
+ "keeper of the lighthouse"
+ ],
+ "resistances": [
+ {
+ "amount": 25,
+ "name": "electricity"
+ },
+ {
+ "amount": 25,
+ "name": "mental"
+ }
],
"weaknesses": [
{
@@ -4588,7 +4512,6 @@
},
{
"name": "Spirit Turtle",
- "isNpc": false,
"source": "FRP3",
"page": 86,
"level": 21,
@@ -4626,8 +4549,9 @@
"survival": {
"std": 40
},
- "lore (all subcategories)": {
- "std": 34
+ "lore": {
+ "std": 34,
+ "note": "all subcategories"
}
},
"abilityMods": {
@@ -4680,7 +4604,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 44,
@@ -4766,14 +4689,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+34, {@skill Survival} +40 Str +8, Dex +6, Con +11, Int +6, Wis +10, Cha +7."
- ],
- "name": "Occultism"
- }
- ],
"mid": [
{
"traits": [
@@ -4794,7 +4709,7 @@
"unit": "action"
},
"entries": [
- "{@damage 4d12+7} bludgeoning, DC 41."
+ "{@damage 4d12+7} bludgeoning, DC 41"
],
"name": "Constrict",
"generic": {
@@ -4823,15 +4738,9 @@
},
"entries": [
"The spirit turtle makes a foot {@action Strike}. Whether or not the {@action Strike} hits, the stomp creates a shockwave on the ground in a 15-foot burst centered on the target.",
- "All creatures in the area other than the spirit turtle take {@damage 10d10} bludgeoning and {@damage 4d8} energy damage and are knocked {@condition prone} (DC 41 basic Reflex save). Creatures that critically succeed at their Reflex save are not knocked {@condition prone}. The spirit turtle can't use."
+ "All creatures in the area other than the spirit turtle take {@damage 10d10} bludgeoning and {@damage 4d8} energy damage and are knocked {@condition prone} (DC 41 basic Reflex save). Creatures that critically succeed at their Reflex save are not knocked {@condition prone}. The spirit turtle can't use Unbalancing Stomp again for {@dice 1d4} rounds."
],
"name": "Unbalancing Stomp"
- },
- {
- "entries": [
- "Stomp again for {@dice 1d4} rounds."
- ],
- "name": "Unbalancing"
}
]
},
@@ -4860,6 +4769,7 @@
],
"weaknesses": [
{
+ "amount": 20,
"name": "cold iron"
}
],
@@ -4878,7 +4788,6 @@
},
{
"name": "Sthira",
- "isNpc": false,
"source": "FRP3",
"page": 87,
"level": 20,
@@ -4961,7 +4870,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 39,
@@ -5021,7 +4929,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5040,13 +4947,13 @@
"bot": [
{
"entries": [
- "A creature that takes cold damage from a sthira's {@action Strike||Strikes} or aura must attempt a DC 42 Fortitude save. A creature that already has {@condition persistent damage ||persistent cold damage} from frostbite ignores this effect.",
+ "A creature that takes cold damage from a sthira's {@action Strike||Strikes} or aura must attempt a DC 42 Fortitude save. A creature that already has {@condition persistent damage||persistent cold damage} from frostbite ignores this effect.",
{
"type": "successDegree",
"entries": {
"Critical Success": "The creature is unaffected, and is temporarily immune to this ability for 1 hour.",
"Success": "The creature is unaffected.",
- "Failure": "The creature takes {@damage 3d6} {@condition persistent damage ||persistent cold damage}.",
+ "Failure": "The creature takes {@damage 3d6} {@condition persistent damage||persistent cold damage}.",
"Critical Failure": "As failure, but the creature is also {@condition drained|CRB|drained 1}."
}
}
@@ -5055,7 +4962,7 @@
},
{
"entries": [
- "Sthira (primal, necromancy) When a creature dies while it has {@condition persistent damage ||persistent cold damage} from the sthira's frostbite, the creature rises as a sthira in 24 hours. If the creature is grappled by the sthira when it dies, the {@condition dying} creature becomes permanently fused with the sthira instead. In this case, the sthira immediately recovers a number of Hit Points equal to the half the dead creature's maximum Hit Points."
+ "Sthira (primal, necromancy) When a creature dies while it has {@condition persistent damage||persistent cold damage} from the sthira's frostbite, the creature rises as a sthira in 24 hours. If the creature is grappled by the sthira when it dies, the {@condition dying} creature becomes permanently fused with the sthira instead. In this case, the sthira immediately recovers a number of Hit Points equal to the half the dead creature's maximum Hit Points."
],
"name": "Create"
}
@@ -5100,7 +5007,6 @@
},
{
"name": "Syndara The Sculptor",
- "isNpc": false,
"source": "FRP3",
"page": 88,
"level": 22,
@@ -5111,6 +5017,7 @@
"aeon",
"monitor"
],
+ "description": "Male axiomite grandmaster",
"perception": {
"std": 39
},
@@ -5226,19 +5133,7 @@
"top": [
{
"entries": [
- "+34, {@skill Lore||Demiplane Lore} +45, {@skill Intimidation} +39"
- ],
- "name": "Deception"
- },
- {
- "entries": [
- "+37 Str +10, Dex +11, Con +8, Int +8, Wis +11, Cha +7."
- ],
- "name": "Occultism"
- },
- {
- "entries": [
- "Syndara instinctively knows the position of all creatures and objects within the Glass Lighthouse as a precise sense. His senses do not extend into extraplanar spaces, even if the entrance to these spaces is within the Lighthouse (such as a creature within a bag of holding)."
+ "Syndara instinctively knows the position of all creatures and objects within the {@i Glass Lighthouse} as a precise sense. His senses do not extend into extraplanar spaces, even if the entrance to these spaces is within the Lighthouse (such as a creature within a {@item bag of holding (generic)})."
],
"name": "Spatial Sense"
}
@@ -5249,7 +5144,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5263,7 +5157,7 @@
},
{
"entries": [
- "Syndara can foil any attempts to use planar powers against him. He is immune to all {@trait extradimensional} effects, such as maze, but can choose to be affected by such effects normally."
+ "Syndara can foil any attempts to use planar powers against him. He is immune to all {@trait extradimensional} effects, such as {@spell maze}, but can choose to be affected by such effects normally."
],
"name": "Extradimensional Immunity"
},
@@ -5300,9 +5194,9 @@
"conjuration",
"teleportation"
],
- "requirements": "Syndara is in the Glass Lighthouse",
+ "requirements": "Syndara is in the {@i Glass Lighthouse}",
"entries": [
- "Syndara folds the fabric of the Glass Lighthouse before opening several gateways from which dangerous elements spew forth. He teleports to his throne, regardless of distance, then makes three elemental gateway {@action Strike||Strikes}. Each {@action Strike} must target a different creature. He can't use Gateway Onslaught again for {@dice 1d4} rounds."
+ "Syndara folds the fabric of the {@i Glass Lighthouse} before opening several gateways from which dangerous elements spew forth. He teleports to his throne, regardless of distance, then makes three elemental gateway {@action Strike||Strikes}. Each {@action Strike} must target a different creature. He can't use Gateway Onslaught again for {@dice 1d4} rounds."
],
"name": "Gateway Onslaught"
},
@@ -5314,27 +5208,21 @@
"traits": [
"concentrate"
],
+ "requirements": "Syndara is in the {@i Glass Lighthouse}",
"entries": [
- "Requirements Syndara is in the Glass Lighthouse; Syndara exerts his will over the Glass Lighthouse to cause one of several effects.",
- "The effect is magical, but Syndara isn't using magic when he takes this action\u2014just triggering a {@trait magical} effect he already set up. The level for each of these effects is 10, and any save is DC 45. Syndara or Syndara's Reflection can't use."
- ],
- "name": "Planar Restructuring"
- },
- {
- "entries": [
- "Restructuring for {@dice 1d4} rounds.",
+ "Syndara exerts his will over the {@i Glass Lighthouse} to cause one of several effects. The effect is magical, but Syndara isn't using magic when he takes this action\u2014just triggering a {@trait magical} effect he already set up. The level for each of these effects is 10, and any save is DC 45. Syndara or Syndara's Reflection can't use Planar Restructuring for {@dice 1d4} rounds.",
{
"type": "list",
"items": [
- "Accelerate/Decelerate Syndara affects the flow of time around a target within 60 feet, affecting them with either haste or slow.",
- "{@bold Deny} Syndara rejects the existence of a power other than his own, affecting an object with disjunction.",
- "{@bold Rewind} Syndara rewinds time to undo harm. He or his reflection are affected by the two-action version of heal or by restoration.",
- "{@bold Rise} Syndara creates a gravitational nexus of reverse gravity.",
- "{@bold Sequester} Syndara folds space to affect a creature with resilient sphere."
+ "{@bold Accelerate/Decelerate} Syndara affects the flow of time around a target within 60 feet, affecting them with either {@spell haste} or {@spell slow}.",
+ "{@bold Deny} Syndara rejects the existence of a power other than his own, affecting an object with {@spell disjunction}.",
+ "{@bold Rewind} Syndara rewinds time to undo harm. He or his reflection are affected by the two-action version of {@spell heal} or by {@spell restoration}.",
+ "{@bold Rise} Syndara creates a gravitational nexus of {@spell reverse gravity}.",
+ "{@bold Sequester} Syndara folds space to affect a creature with {@spell resilient sphere}."
]
}
],
- "name": "Planar"
+ "name": "Planar Restructuring"
},
{
"activity": {
@@ -5343,7 +5231,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Syndara bends time to make multiple attacks. He makes three unarmed {@action Strike||Strikes}. If multiple attacks hit the same creature, combine their damage for the purpose of resistances and weaknesses."
@@ -5358,7 +5246,7 @@
"items": [
"The target becomes {@condition clumsy|CRB|clumsy 1} for 1 minute.",
"The target becomes {@condition enfeebled|CRB|enfeebled 1} for 1 minute.",
- "The target takes {@damage 3d6} {@condition persistent damage ||persistent bleed damage}.",
+ "The target takes {@damage 3d6} {@condition persistent damage||persistent bleed damage}.",
"The target can't {@action Step} for 1 minute."
]
}
@@ -5370,10 +5258,10 @@
"number": 1,
"unit": "free"
},
- "requirements": "Syndara is in the Glass Lighthouse",
+ "requirements": "Syndara is in the {@i Glass Lighthouse}",
"trigger": "Syndara {@action Strike||Strikes} a creature on his own turn",
"entries": [
- "Syndara rotates the space of the Glass Lighthouse around himself to carry him to a distant location in an instant. He {@action Stride||Strides} twice. This movement doesn't trigger reactions. If his next action is to attack a different target than the triggering creature, he gains a +1 circumstance bonus to that attack; each time he Walks the Spiral in a turn, this bonus increases by 1, to a maximum of +3."
+ "Syndara rotates the space of the {@i Glass Lighthouse} around himself to carry him to a distant location in an instant. He {@action Stride||Strides} twice. This movement doesn't trigger reactions. If his next action is to attack a different target than the triggering creature, he gains a +1 circumstance bonus to that attack; each time he Walks the Spiral in a turn, this bonus increases by 1, to a maximum of +3."
],
"name": "Walk the Spiral"
}
@@ -5392,7 +5280,10 @@
},
"will": {
"std": 36
- }
+ },
+ "abilities": [
+ "+2 status to all saves vs. chaotic"
+ ]
},
"hp": [
{
@@ -5403,14 +5294,14 @@
}
],
"immunities": [
- "extradimensional"
+ "extradimensional",
+ "keeper of the lighthouse"
]
},
"hasImages": true
},
{
"name": "Syu Tak-nwa",
- "isNpc": false,
"source": "FRP3",
"page": 52,
"level": 20,
@@ -5421,6 +5312,7 @@
"human",
"humanoid"
],
+ "description": "Female Tian-Hwan white-haired witch",
"perception": {
"std": 33
},
@@ -5449,6 +5341,9 @@
"deception": {
"std": 34
},
+ "medicine": {
+ "std": 32
+ },
"nature": {
"std": 34
},
@@ -5516,7 +5411,6 @@
],
"spellcasting": [
{
- "name": "Occult Prepared",
"type": "Prepared",
"tradition": "occult",
"DC": 45,
@@ -5634,17 +5528,45 @@
]
}
}
+ },
+ {
+ "name": "Witch Hexes",
+ "type": "Focus",
+ "DC": 42,
+ "fp": 3,
+ "entry": {
+ "0": {
+ "spells": [
+ {
+ "name": "evil eye",
+ "source": "APG"
+ }
+ ]
+ },
+ "10": {
+ "spells": [
+ {
+ "name": "cackle",
+ "source": "APG"
+ },
+ {
+ "name": "curse of death",
+ "source": "APG"
+ },
+ {
+ "name": "malicious shadow",
+ "source": "APG"
+ },
+ {
+ "name": "needle of vengeance",
+ "source": "APG"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+29 Str +3, Dex +6, Con +2, Int +7, Wis +3, Cha +5."
- ],
- "name": "Thievery"
- }
- ],
"mid": [
{
"activity": {
@@ -5662,39 +5584,24 @@
"number": 1,
"unit": "reaction"
},
+ "requirements": "Syu Tak-nwa is aware of the attack and not {@condition flat-footed} against it",
"trigger": "Syu Tak-nwa is the target of a ranged {@action Strike} or ranged spell attack roll",
"entries": [
- "Requirements."
+ "Hairs erupt from portals around the missile and attempt to wrap around it. Syu Tak-nwa gains a +4 circumstance bonus to AC against the triggering attack. If this would cause the attack to miss, the missile remains tangled and suspended in midair."
],
"name": "Spiraling Web"
- },
- {
- "entries": [
- "Tak-nwa is aware of the attack and not {@condition flat-footed} against it; Hairs erupt from portals around the missile and attempt to wrap around it. Syu Tak-nwa gains a +4 circumstance bonus to AC against the triggering attack. If this would cause the attack to miss, the missile remains tangled and suspended in midair."
- ],
- "name": "Syu"
}
],
"bot": [
{
- "traits": [
- "pathfinder advanced player's guide 237"
- ],
"entries": [
- "3 Focus Points, DC 42; 10th cackle, curse of death, malicious shadow, needle of vengeance; Hex Cantrip (10th) evil eye."
- ],
- "name": "Witch Hexes"
- },
- {
- "entries": [
- "Tak-nwa's mastery over her prehensile hair while in the Glass Lighthouse is so powerful that she can walk on thick strands like giant spider legs.",
- "This makes her immune to tripping, and she ignores the effects of {@quickref difficult terrain||3|terrain} (but not {@quickref greater difficult terrain||3|terrain}). She can use her living hair to perform precise tasks such as picking up objects and performing simple {@action Interact} actions. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair {@action Strike} against the foe before applying {@trait any} effects of the hex. If this {@action Strike} misses, the hex has no effect."
+ "Tak-nwa's mastery over her prehensile hair while in the {@i Glass Lighthouse} is so powerful that she can walk on thick strands like giant spider legs. This makes her immune to tripping, and she ignores the effects of {@quickref difficult terrain||3|terrain} (but not {@quickref greater difficult terrain||3|terrain}). She can use her living hair to perform precise tasks such as picking up objects and performing simple {@action Interact} actions. She can also deliver hexes through her hair. Whenever Tak-nwa successfully casts a hex focus spell that requires 2 or more actions to cast and that doesn't require a spell attack roll, if her target is within reach, as part of the spellcasting activity she can make a hair {@action Strike} against the foe before applying {@trait any} effects of the hex. If this {@action Strike} misses, the hex has no effect."
],
"name": "Empowered Hair"
},
{
"entries": [
- "Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, darkvision, and scent as an imprecise sense to a range of 30 feet. Yon-so can speak Tien, and when Yon-so rolls a success on a Reflex or Fortitude save it takes no damage against the effect."
+ "Tak-nwa's familiar is an elephant hawk moth named Yon-so. Yon-so has a fly Speed of 40 feet, {@ability darkvision}, and {@ability scent} as an imprecise sense to a range of 30 feet. Yon-so can speak {@language Tien}, and when Yon-so rolls a success on a Reflex or Fortitude save it takes no damage against the effect."
],
"name": "Familiar"
},
@@ -5727,12 +5634,14 @@
},
"will": {
"std": 36
- }
+ },
+ "abilities": [
+ "+3 status to all saves vs. conjuration"
+ ]
},
"hp": [
{
- "hp": 360,
- "abilities": null
+ "hp": 360
}
],
"immunities": [
@@ -5742,7 +5651,6 @@
},
{
"name": "Yoh Souran",
- "isNpc": false,
"source": "FRP3",
"page": 91,
"level": 15,
@@ -5753,6 +5661,7 @@
"human",
"humanoid"
],
+ "description": "Male human pilot",
"perception": {
"std": 25
},
@@ -5774,6 +5683,9 @@
},
"piloting lore": {
"std": 38
+ },
+ "ruby phoenix tournament lore": {
+ "std": 38
}
},
"abilityMods": {
@@ -5809,21 +5721,9 @@
"top": [
{
"entries": [
- "+38, {@skill Society} +28 Str +3, Dex +7, Con +3, Int +5, Wis +0, Cha +3 Items heavy crossbow."
+ "The {@i Solar Jian II} recognizes Yoh as a descendent of its creator, and the magical ship extends him protections beyond those that would be given to most other pilots. If Yoh is piloting the {@i Solar Jian II}, his AC and saves are increased by 4."
],
- "name": "Ruby Phoenix Tournament Lore"
- },
- {
- "entries": [
- "II recognizes Yoh as a descendent of its creator, and the magical ship extends him protections beyond those that would be given to most other pilots."
- ],
- "name": "Ancestral Airship Link The Solar Jian"
- },
- {
- "entries": [
- "Yoh is piloting the Solar Jian II, his AC and saves are increased by 4."
- ],
- "name": "If"
+ "name": "Ancestral Airship Link "
}
],
"mid": [
@@ -5832,12 +5732,15 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "One or more creatures aboard",
- "requirements": "Yoh is piloting an airborne vessel; Yoh's vessel are the target of an attack or attempt a Reflex save and the attacker is not aboard the ship",
+ "traits": [
+ "manipulate"
+ ],
+ "trigger": "One or more creatures aboard Yoh's vessel are the target of an attack or attempt a Reflex save and the attacker is not aboard the ship",
+ "requirements": "Yoh is piloting an airborne vessel",
"entries": [
- "'Em! (manipulate) ; Yoh attempts evasive maneuvers. All creatures aboard the vessel gain a +2 status bonus to their AC and saves against the triggering effect."
+ "Yoh attempts evasive maneuvers. All creatures aboard the vessel gain a +2 status bonus to their AC and saves against the triggering effect."
],
- "name": "Shake"
+ "name": "Shake 'Em!"
}
],
"bot": [
@@ -5849,13 +5752,22 @@
"traits": [
"manipulate"
],
- "requirements": "Yoh is piloting the Solar Jian II",
+ "requirements": "Yoh is piloting the {@i Solar Jian II}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
- "While the Solar Jian II is not a combat vessel, it does have a magically renewing supply of fireworks for victory parades and the like. Yoh fires them at a 20-foot burst within 60 feet. Creatures in the area take {@damage 3d6} fire damage and {@damage 3d6} sonic damage with a Fortitude save. Critical Success The target is unaffected. Success The target takes half damage and is {@condition dazzled} for 1 round. Failure The target takes full damage and is {@condition dazzled} for 3 rounds. Critical Failure The target takes double damage, takes {@damage 3d4} {@condition persistent damage ||persistent fire damage}, and is {@condition dazzled} for 1 minute."
+ "While the {@i Solar Jian II} is not a combat vessel, it does have a magically renewing supply of fireworks for victory parades and the like. Yoh fires them at a 20-foot burst within 60 feet. Creatures in the area take {@damage 3d6} fire damage and {@damage 3d6} sonic damage with a Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The target is unaffected.",
+ "Success": "The target takes half damage and is {@condition dazzled} for 1 round.",
+ "Failure": "The target takes full damage and is {@condition dazzled} for 3 rounds.",
+ "Critical Failure": "The target takes double damage, takes {@damage 3d4} {@condition persistent damage||persistent fire damage}, and is {@condition dazzled} for 1 minute."
+ }
+ }
],
"name": "Deploy Countermeasures"
},
@@ -5868,17 +5780,10 @@
"manipulate"
],
"entries": [
- "Requirements Yoh is piloting an airborne vessel; Yoh pumps the brakes, banks quickly, or performs some other aerial maneuver to get the drop on an enemy. He attempts a."
+ "Requirements Yoh is piloting an airborne vessel; Yoh pumps the brakes, banks quickly, or performs some other aerial maneuver to get the drop on an enemy. He attempts a Piloting Lore check against the enemy's {@skill Perception} DC. If he succeeds, that enemy is {@condition flat-footed} to the next attack from a creature onboard as long as it is made before Yoh's next turn. All enemies who witnessed the maneuver are then temporarily immune for 1 day."
],
"name": "I'll Get You into Position!"
},
- {
- "entries": [
- "{@skill Lore} check against the enemy's {@skill Perception} DC.",
- "If he succeeds, that enemy is {@condition flat-footed} to the next attack from a creature onboard as long as it is made before Yoh's next turn. All enemies who witnessed the maneuver are then temporarily immune for 1 day."
- ],
- "name": "Piloting"
- },
{
"activity": {
"number": 1,
@@ -5890,7 +5795,7 @@
"requirements": "Yoh is piloting an airborne vessel",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"Yoh pushes the ship, tripling its speed for 1 round. After this point, the ship stalls\u2014though it Hovers in place, it can't move under its own power for 1 round."
@@ -5913,12 +5818,14 @@
},
"will": {
"std": 23
- }
+ },
+ "abilities": [
+ "+4 to all saves while piloting {@i Solar Jian II}"
+ ]
},
"hp": [
{
- "hp": 265,
- "abilities": null
+ "hp": 265
}
]
},
diff --git a/data/bestiary/creatures-gmg.json b/data/bestiary/creatures-gmg.json
index 2e44834561..5eccaa6bad 100644
--- a/data/bestiary/creatures-gmg.json
+++ b/data/bestiary/creatures-gmg.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Acolyte Of Nethys",
- "isNpc": false,
"source": "GMG",
"page": 212,
"level": 1,
@@ -115,8 +114,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
]
},
@@ -124,7 +122,6 @@
},
{
"name": "Acrobat",
- "isNpc": false,
"source": "GMG",
"page": 237,
"level": 2,
@@ -289,8 +286,7 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
]
},
@@ -298,7 +294,6 @@
},
{
"name": "Adept",
- "isNpc": false,
"source": "GMG",
"page": 228,
"level": -1,
@@ -435,8 +430,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
},
@@ -444,7 +438,6 @@
},
{
"name": "Advisor",
- "isNpc": false,
"source": "GMG",
"page": 208,
"level": 5,
@@ -534,7 +527,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 22,
@@ -638,15 +630,13 @@
},
"hp": [
{
- "hp": 56,
- "abilities": null
+ "hp": 56
}
]
}
},
{
"name": "Antipaladin",
- "isNpc": false,
"source": "GMG",
"page": 247,
"level": 5,
@@ -790,8 +780,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
},
@@ -799,7 +788,6 @@
},
{
"name": "Apothecary",
- "isNpc": false,
"source": "GMG",
"page": 221,
"level": -1,
@@ -871,7 +859,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "1 acid plus {@damage 1d6} {@condition persistent damage ||persistent acid} and 1 splash acid",
+ "damage": "1 acid plus {@damage 1d6} {@condition persistent damage||persistent acid} and 1 splash acid",
"types": [
"acid",
"persistent",
@@ -906,15 +894,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Apprentice",
- "isNpc": false,
"source": "GMG",
"page": 244,
"level": -1,
@@ -994,7 +980,7 @@
"requirements": "A direct superior is supervising the apprentice",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The apprentice gains a +2 circumstance bonus to attack rolls, damage rolls, saving throws, and skill checks until the end of their next turn."
@@ -1020,8 +1006,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
},
@@ -1029,7 +1014,6 @@
},
{
"name": "Archer Sentry",
- "isNpc": false,
"source": "GMG",
"page": 234,
"level": 2,
@@ -1143,15 +1127,13 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
}
},
{
"name": "Assassin",
- "isNpc": false,
"source": "GMG",
"page": 212,
"level": 8,
@@ -1182,6 +1164,9 @@
"diplomacy": {
"std": 10
},
+ "intimidation": {
+ "std": 10
+ },
"medicine": {
"std": 14
},
@@ -1196,6 +1181,9 @@
},
"thievery": {
"std": 15
+ },
+ "underworld lore": {
+ "std": 14
}
},
"abilityMods": {
@@ -1206,6 +1194,16 @@
"wis": 2,
"cha": 0
},
+ "items": [
+ "+1 striking composite shortbow (20 arrows)",
+ "lesser darkvision elixir",
+ "giant centipede venom (3)",
+ "invisibility potion",
+ "leather armor",
+ "+1 rapier",
+ "simple injury poison (8 doses, {@damage 2d4} poison damage)",
+ "sleep poison (2)"
+ ],
"speed": {
"walk": 25
},
@@ -1244,12 +1242,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+14 Str +3, Dex +5, Con +2, Int +2, Wis +2, Cha +0 Items +1 striking composite shortbow (20 arrows), lesser darkvision elixir, giant centipede venom (3), invisibility potion, leather armor, +1 rapier, simple injury poison (8 doses, {@damage 2d4} poison damage), sleep poison (2)"
- ],
- "name": "Underworld Lore"
- },
{
"entries": [
"The assassin can move their full Speed when Sneaking."
@@ -1335,15 +1327,13 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
},
{
"name": "Astronomer",
- "isNpc": false,
"source": "GMG",
"page": 241,
"level": 2,
@@ -1443,8 +1433,7 @@
},
"hp": [
{
- "hp": 23,
- "abilities": null
+ "hp": 23
}
]
},
@@ -1452,7 +1441,6 @@
},
{
"name": "Bandit",
- "isNpc": false,
"source": "GMG",
"page": 209,
"level": 2,
@@ -1553,14 +1541,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+6, {@skill Thievery} +8 Str +3, Dex +3, Con +1, Int +0, Wis +2, Cha +1 Items hatchet, sling (10 bullets), studded leather armor."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"entries": [
@@ -1601,8 +1581,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
},
@@ -1610,7 +1589,6 @@
},
{
"name": "Barkeep",
- "isNpc": false,
"source": "GMG",
"page": 238,
"level": 1,
@@ -1709,14 +1687,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+5, {@skill Thievery} +3 Str +3, Dex +0, Con +2, Int +0, Wis +1, Cha +3 Items barkeep's apron (functions as padded armor), flask of whiskey, pewter mug, sap."
- ],
- "name": "Society"
- }
- ],
"bot": [
{
"entries": [
@@ -1735,9 +1705,12 @@
"linguistic",
"mental"
],
+ "frequency": {
+ "unit": "day",
+ "number": 1
+ },
"entries": [
- "Frequency once per day; The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends.",
- "A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month."
+ "The barkeep gives some pertinent advice to a single creature other than themself. For 24 hours, when that creature fails a skill check or saving throw, they can recall this advice and reroll the check, using the second result instead. Once that creature uses this ability, its effect ends. A creature that receives the Barkeep's Advice is temporarily immune to the ability for 1 month."
],
"name": "Barkeep's Advice"
}
@@ -1760,8 +1733,7 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
},
@@ -1769,7 +1741,6 @@
},
{
"name": "Barrister",
- "isNpc": false,
"source": "GMG",
"page": 233,
"level": -1,
@@ -1879,8 +1850,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
},
@@ -1888,7 +1858,6 @@
},
{
"name": "Beast Tamer",
- "isNpc": false,
"source": "GMG",
"page": 238,
"level": 4,
@@ -1966,7 +1935,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 22,
@@ -2019,19 +1987,28 @@
]
}
}
+ },
+ {
+ "name": "Druid Order",
+ "type": "Focus",
+ "DC": 22,
+ "fp": 1,
+ "entry": {
+ "1": {
+ "spells": [
+ {
+ "name": "heal animal"
+ }
+ ]
+ }
+ }
}
],
"abilities": {
"top": [
{
"entries": [
- "+8, {@skill Survival} +10 Str +2, Dex +1, Con +2, Int +0, Wis +4, Cha +2 Items holly and mistletoe, leather armor, rope (50 feet), whip."
- ],
- "name": "Performance"
- },
- {
- "entries": [
- "The beast tamer can use {@skill Diplomacy} to {@action Make an Impression} on animals and to make very simple Requests of them."
+ "The beast tamer can use {@skill Diplomacy} to {@action Make an Impression} on animals and to make very simple {@action Request||Requests} of them."
],
"name": "Wild Empathy"
}
@@ -2039,8 +2016,8 @@
"bot": [
{
"entries": [
- "The beast tamer fights alongside a trained animal ally of its level or lower, most likely a tiger (Bestiary 53). The animal has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally.",
- "The beast tamer can spend 1 action to gain the support benefit appropriate to its trained animal (Core Rulebook 215). Unlike for an animal companion, this doesn't require the animal to use any of its actions."
+ "The beast tamer fights alongside a trained animal ally of its level or lower, most likely a {@creature tiger}. The animal has the standard number of actions, uses its normal stat block, and counts toward the encounter's XP budget normally.",
+ "The beast tamer can spend 1 action to gain the support benefit appropriate to its {@filter trained animal|companionsfamiliars||type=companion}. Unlike for an animal companion, this doesn't require the animal to use any of its actions."
],
"name": "Trained Animal"
}
@@ -2063,15 +2040,13 @@
},
"hp": [
{
- "hp": 54,
- "abilities": null
+ "hp": 54
}
]
}
},
{
"name": "Beggar",
- "isNpc": false,
"source": "GMG",
"page": 214,
"level": -1,
@@ -2175,8 +2150,7 @@
},
"hp": [
{
- "hp": 10,
- "abilities": null
+ "hp": 10
}
]
},
@@ -2184,7 +2158,6 @@
},
{
"name": "Bodyguard",
- "isNpc": false,
"source": "GMG",
"page": 226,
"level": 1,
@@ -2288,15 +2261,13 @@
},
"hp": [
{
- "hp": 25,
- "abilities": null
+ "hp": 25
}
]
}
},
{
"name": "Bosun",
- "isNpc": false,
"source": "GMG",
"page": 243,
"level": 3,
@@ -2408,7 +2379,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The bosun orders an ally to attack or to get in position. Until the end of the ally's next turn, they gain the bosun's choice of a +2 status bonus to attack rolls or a +10-foot status bonus to their Speeds."
@@ -2445,8 +2416,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -2454,7 +2424,6 @@
},
{
"name": "Bounty Hunter",
- "isNpc": false,
"source": "GMG",
"page": 227,
"level": 4,
@@ -2587,8 +2556,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -2596,7 +2564,6 @@
},
{
"name": "Burglar",
- "isNpc": false,
"source": "GMG",
"page": 212,
"level": 4,
@@ -2755,8 +2722,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -2764,7 +2730,6 @@
},
{
"name": "Captain Of The Guard",
- "isNpc": false,
"source": "GMG",
"page": 236,
"level": 6,
@@ -2783,6 +2748,9 @@
]
},
"skills": {
+ "athletics": {
+ "std": 15
+ },
"diplomacy": {
"std": 11
},
@@ -2846,14 +2814,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+10, {@skill Lore||Warfare Lore} +8 Str +5, Dex +0, Con +2, Int +0, Wis +3, Cha +3 Items crossbow (20 bolts), dagger, full plate, +1 longsword, steel shield (Hardness 5, 20 HP, BT 10)"
- ],
- "name": "Society"
- }
- ],
"mid": [
{
"traits": [
@@ -2883,7 +2843,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2894,7 +2853,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -2933,8 +2891,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -2942,7 +2899,6 @@
},
{
"name": "Charlatan",
- "isNpc": false,
"source": "GMG",
"page": 210,
"level": 3,
@@ -3034,7 +2990,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 20,
@@ -3155,8 +3110,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
},
@@ -3164,7 +3118,6 @@
},
{
"name": "Chronicler",
- "isNpc": false,
"source": "GMG",
"page": 216,
"level": 3,
@@ -3253,7 +3206,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 20,
@@ -3315,7 +3267,7 @@
"trigger": "The chronicler is {@condition dying}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The chronicler reduces their {@condition dying} condition by 1. If the chronicler is no longer {@condition dying}, they remain {@condition unconscious} for at least 1 hour or until they regain 1 Hit Point."
@@ -3349,8 +3301,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -3358,7 +3309,6 @@
},
{
"name": "Commoner",
- "isNpc": false,
"source": "GMG",
"page": 214,
"level": -1,
@@ -3383,8 +3333,9 @@
"society": {
"std": 2
},
- "lore (any one related to their trade)": {
- "std": 6
+ "lore": {
+ "std": 6,
+ "note": "any one related to their trade"
}
},
"abilityMods": {
@@ -3455,15 +3406,13 @@
},
"hp": [
{
- "hp": 10,
- "abilities": null
+ "hp": 10
}
]
}
},
{
"name": "Cult Leader",
- "isNpc": false,
"source": "GMG",
"page": 231,
"level": 7,
@@ -3534,7 +3483,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 26,
@@ -3698,8 +3646,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -3707,7 +3654,6 @@
},
{
"name": "Cultist",
- "isNpc": false,
"source": "GMG",
"page": 229,
"level": 1,
@@ -3741,8 +3687,9 @@
"stealth": {
"std": 6
},
- "cult lore (applies to the cultist's own cult)": {
- "std": 8
+ "cult lore": {
+ "std": 8,
+ "note": "applies to the cultist's own cult"
}
},
"abilityMods": {
@@ -3790,14 +3737,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+3, {@skill Society} +4, {@skill Stealth} +6 Str +4, Dex +3, Con +2, Int +1, Wis \u20131, Cha +0 Items dagger, cultist garb (functions as leather armor)"
- ],
- "name": "Occultism"
- }
- ],
"bot": [
{
"activity": {
@@ -3824,13 +3763,13 @@
"std": 8
},
"will": {
- "std": 4
+ "std": 4,
+ "vs. higher-ranking members of the cult": 2
}
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -3838,7 +3777,6 @@
},
{
"name": "Dancer",
- "isNpc": false,
"source": "GMG",
"page": 237,
"level": 1,
@@ -3944,7 +3882,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The dancer {@action Stride||Strides} up to their Speed. Once during this movement, when the dancer is adjacent to a creature, the dancer can make that creature attempt a DC 17 Will save. On a failure, that creature is {@condition fascinated} with the dancer until the end of its next turn."
@@ -3970,15 +3908,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Demonologist",
- "isNpc": false,
"source": "GMG",
"page": 231,
"level": 7,
@@ -4043,7 +3979,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 26,
@@ -4184,8 +4119,7 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
},
@@ -4193,7 +4127,6 @@
},
{
"name": "Despot",
- "isNpc": false,
"source": "GMG",
"page": 249,
"level": 5,
@@ -4267,7 +4200,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 23,
@@ -4345,12 +4277,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+12, {@skill Lore||Warfare Lore} +10 Str +2, Dex +2, Con +0, Int +4, Wis +2, Cha +4 Items lesser darkvision elixir, minor healing potion (2), spiked gauntlet."
- ],
- "name": "Society"
- },
{
"entries": [
"Any creature deceived by the despot's {@skill Deception} skill believes the deception more readily on the next day. Any attempts to later attempt a {@skill Perception} check against the despot's {@skill Deception} DC take a \u20132 circumstance penalty, as do other creatures' attempts to convince the creature otherwise, such as through {@skill Diplomacy} or further {@skill Deception}."
@@ -4390,15 +4316,13 @@
},
"hp": [
{
- "hp": 56,
- "abilities": null
+ "hp": 56
}
]
}
},
{
"name": "Dockhand",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": 0,
@@ -4522,8 +4446,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -4531,7 +4454,6 @@
},
{
"name": "Drunkard",
- "isNpc": false,
"source": "GMG",
"page": 239,
"level": 2,
@@ -4639,8 +4561,7 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
]
},
@@ -4648,7 +4569,6 @@
},
{
"name": "Executioner",
- "isNpc": false,
"source": "GMG",
"page": 236,
"level": 6,
@@ -4757,15 +4677,13 @@
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
}
]
}
},
{
"name": "False Priest",
- "isNpc": false,
"source": "GMG",
"page": 229,
"level": 4,
@@ -4811,6 +4729,16 @@
"wis": 2,
"cha": 4
},
+ "items": [
+ "alchemical tools (used as \"blessed items\" to fool marks)",
+ "backpack",
+ "cloak",
+ "hand crossbow (20 bolts)",
+ "collection of fake relics",
+ "wooden religious symbol",
+ "studded leather armor",
+ "rapier"
+ ],
"speed": {
"walk": 25
},
@@ -4844,14 +4772,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+6 Str +0, Dex +4, Con +3, Int +0, Wis +2, Cha +4 Items alchemical tools (used as \"blessed items\" to fool marks), backpack, cloak, hand crossbow (20 bolts), collection of fake relics, wooden religious symbol, studded leather armor, rapier."
- ],
- "name": "Society"
- }
- ],
"bot": [
{
"entries": [
@@ -4890,7 +4810,7 @@
"trigger": "The false priest critically fails a {@skill Deception} or {@skill Performance} check",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The false priest {@action Stride||Strides}."
@@ -4916,15 +4836,13 @@
},
"hp": [
{
- "hp": 51,
- "abilities": null
+ "hp": 51
}
]
}
},
{
"name": "Farmer",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": 0,
@@ -5032,15 +4950,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Fence",
- "isNpc": false,
"source": "GMG",
"page": 210,
"level": 5,
@@ -5206,8 +5122,7 @@
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 70
}
]
},
@@ -5215,7 +5130,6 @@
},
{
"name": "Gang Leader",
- "isNpc": false,
"source": "GMG",
"page": 249,
"level": 7,
@@ -5391,8 +5305,7 @@
},
"hp": [
{
- "hp": 104,
- "abilities": null
+ "hp": 104
}
]
},
@@ -5400,7 +5313,6 @@
},
{
"name": "Grave Robber",
- "isNpc": false,
"source": "GMG",
"page": 209,
"level": 1,
@@ -5477,9 +5389,7 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -5509,15 +5419,13 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
}
},
{
"name": "Gravedigger",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": 1,
@@ -5608,15 +5516,13 @@
},
"hp": [
{
- "hp": 22,
- "abilities": null
+ "hp": 22
}
]
}
},
{
"name": "Guard",
- "isNpc": false,
"source": "GMG",
"page": 233,
"level": 1,
@@ -5721,7 +5627,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -5746,15 +5651,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Guide",
- "isNpc": false,
"source": "GMG",
"page": 217,
"level": 4,
@@ -5876,8 +5779,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -5885,7 +5787,6 @@
},
{
"name": "Guildmaster",
- "isNpc": false,
"source": "GMG",
"page": 245,
"level": 8,
@@ -5934,6 +5835,13 @@
"wis": 2,
"cha": 3
},
+ "items": [
+ "artisan's tools",
+ "construction schematics",
+ "guildmaster's uniform (functions as hide armor)",
+ "+1 striking light hammer",
+ "tax ledgers"
+ ],
"speed": {
"walk": 25
},
@@ -5966,14 +5874,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+24, {@skill Intimidation} +22, {@skill Society} +21 Str +3, Dex +1, Con +1, Int +4, Wis +2, Cha +3 Items artisan's tools, construction schematics, guildmaster's uniform (functions as hide armor), +1 striking light hammer, tax ledgers."
- ],
- "name": "Diplomacy"
- }
- ],
"bot": [
{
"activity": {
@@ -6016,8 +5916,7 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
},
@@ -6025,7 +5924,6 @@
},
{
"name": "Harbormaster",
- "isNpc": false,
"source": "GMG",
"page": 225,
"level": 3,
@@ -6058,6 +5956,9 @@
},
"fishing lore": {
"std": 8
+ },
+ "sailing lore": {
+ "std": 10
}
},
"abilityMods": {
@@ -6109,12 +6010,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+10 Str +4, Dex +2, Con +2, Int +2, Wis +1, Cha +0 Items fishing tackle, hatchet (2), ledger, manacles, spyglass."
- ],
- "name": "Lore"
- },
{
"entries": [
"Whenever the harbormaster rolls a success on a check to {@action Balance}, they get a critical success instead. They're not {@condition flat-footed} while Balancing on narrow surfaces and uneven ground. They can attempt an {@skill Acrobatics} check instead of a Reflex save to {@action Grab an Edge}."
@@ -6148,8 +6043,7 @@
},
"hp": [
{
- "hp": 46,
- "abilities": null
+ "hp": 46
}
]
},
@@ -6157,7 +6051,6 @@
},
{
"name": "Harrow Reader",
- "isNpc": false,
"source": "GMG",
"page": 228,
"level": -1,
@@ -6250,15 +6143,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Hunter",
- "isNpc": false,
"source": "GMG",
"page": 220,
"level": 7,
@@ -6301,6 +6192,12 @@
"wis": 4,
"cha": 0
},
+ "items": [
+ "+1 composite longbow",
+ "dagger",
+ "leather armor",
+ "shortsword"
+ ],
"speed": {
"walk": 25
},
@@ -6355,18 +6252,9 @@
"top": [
{
"entries": [
- "+17 Str +4, Dex +4, Con +2, Int +1, Wis +4, Cha +0 Items +1 composite longbow, dagger, leather armor, shortsword."
+ "While using {@skill Survival} to {@action Subsist}, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures that eat about as much as a human, or 32 creatures on a critical success."
],
- "name": "Survival"
- },
- {
- "entries": [
- "As poacher, but the hunter feeds 16 additional creatures, or 32 on a critical success."
- ],
- "name": "Forager",
- "entries_as_xyz": [
- "While using {@skill Survival} to {@action Subsist}, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 4 additional creatures that eat about as much as a human, or 8 creatures on a critical success."
- ]
+ "name": "Forager"
},
{
"entries": [
@@ -6412,8 +6300,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
},
@@ -6421,7 +6308,6 @@
},
{
"name": "Innkeeper",
- "isNpc": false,
"source": "GMG",
"page": 239,
"level": 1,
@@ -6547,15 +6433,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Jailer",
- "isNpc": false,
"source": "GMG",
"page": 234,
"level": 3,
@@ -6639,7 +6523,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -6703,8 +6586,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -6712,7 +6594,6 @@
},
{
"name": "Judge",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": -1,
@@ -6826,15 +6707,13 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
}
},
{
"name": "Librarian",
- "isNpc": false,
"source": "GMG",
"page": 240,
"level": -1,
@@ -6954,15 +6833,13 @@
},
"hp": [
{
- "hp": 6,
- "abilities": null
+ "hp": 6
}
]
}
},
{
"name": "Mage For Hire",
- "isNpc": false,
"source": "GMG",
"page": 226,
"level": 3,
@@ -7027,7 +6904,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 20,
@@ -7118,8 +6994,7 @@
},
"hp": [
{
- "hp": 31,
- "abilities": null
+ "hp": 31
}
]
},
@@ -7127,7 +7002,6 @@
},
{
"name": "Mastermind",
- "isNpc": false,
"source": "GMG",
"page": 247,
"level": 4,
@@ -7158,6 +7032,9 @@
"intimidation": {
"std": 15
},
+ "occultism": {
+ "std": 15
+ },
"performance": {
"std": 17
},
@@ -7172,6 +7049,9 @@
},
"thievery": {
"std": 9
+ },
+ "underworld lore": {
+ "std": 17
}
},
"abilityMods": {
@@ -7222,7 +7102,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 22,
@@ -7290,16 +7169,10 @@
"level": 2,
"spells": [
{
- "name": "inspire competence",
- "notes": [
- "Core Rulebook 386"
- ]
+ "name": "inspire competence"
},
{
- "name": "inspire courage",
- "notes": [
- "Core Rulebook 386"
- ]
+ "name": "inspire courage"
}
]
}
@@ -7308,12 +7181,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+17 Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4 Items chain shirt, disguise kit, hand crossbow (10 bolts), shortsword."
- ],
- "name": "Lore"
- },
{
"entries": [
"The mastermind can use {@skill Performance} instead of {@skill Diplomacy} to {@action Make an Impression} and instead of {@skill Intimidation} to {@action Demoralize}. The mastermind can also use an acting {@skill Performance} instead of {@skill Deception} to {@action Impersonate}."
@@ -7356,8 +7223,7 @@
},
"hp": [
{
- "hp": 54,
- "abilities": null
+ "hp": 54
}
]
},
@@ -7365,7 +7231,6 @@
},
{
"name": "Merchant",
- "isNpc": false,
"source": "GMG",
"page": 244,
"level": -1,
@@ -7477,15 +7342,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Miner",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": 0,
@@ -7584,15 +7447,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
}
},
{
"name": "Monster Hunter",
- "isNpc": false,
"source": "GMG",
"page": 227,
"level": 6,
@@ -7678,7 +7539,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -7731,15 +7591,13 @@
},
"hp": [
{
- "hp": 108,
- "abilities": null
+ "hp": 108
}
]
}
},
{
"name": "Navigator",
- "isNpc": false,
"source": "GMG",
"page": 242,
"level": 2,
@@ -7861,8 +7719,7 @@
},
"hp": [
{
- "hp": 28,
- "abilities": null
+ "hp": 28
}
]
},
@@ -7870,7 +7727,6 @@
},
{
"name": "Necromancer",
- "isNpc": false,
"source": "GMG",
"page": 231,
"level": 5,
@@ -8041,7 +7897,7 @@
"requirements": "The necromancer hasn't acted yet on this turn",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The necromancer expends the power stored in their mace. This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a spell slot."
@@ -8070,15 +7926,13 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
}
},
{
"name": "Noble",
- "isNpc": false,
"source": "GMG",
"page": 207,
"level": 3,
@@ -8175,7 +8029,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The noble {@action Feint||Feints}. On a success, the noble {@action Strike||Strikes} the target."
@@ -8210,15 +8064,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Palace Guard",
- "isNpc": false,
"source": "GMG",
"page": 207,
"level": 4,
@@ -8298,7 +8150,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -8331,8 +8182,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -8340,7 +8190,6 @@
},
{
"name": "Physician",
- "isNpc": false,
"source": "GMG",
"page": 221,
"level": -1,
@@ -8453,8 +8302,7 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
},
@@ -8462,7 +8310,6 @@
},
{
"name": "Pirate",
- "isNpc": false,
"source": "GMG",
"page": 242,
"level": 2,
@@ -8567,7 +8414,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -8610,15 +8456,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Plague Doctor",
- "isNpc": false,
"source": "GMG",
"page": 222,
"level": 5,
@@ -8697,7 +8541,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 23,
@@ -8811,15 +8654,13 @@
},
"hp": [
{
- "hp": 73,
- "abilities": null
+ "hp": 73
}
]
}
},
{
"name": "Poacher",
- "isNpc": false,
"source": "GMG",
"page": 219,
"level": 2,
@@ -8946,8 +8787,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
},
@@ -8955,7 +8795,6 @@
},
{
"name": "Priest Of Pharasma",
- "isNpc": false,
"source": "GMG",
"page": 213,
"level": 6,
@@ -9038,7 +8877,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 24,
@@ -9152,8 +8990,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
},
@@ -9161,7 +8998,6 @@
},
{
"name": "Prisoner",
- "isNpc": false,
"source": "GMG",
"page": 215,
"level": 1,
@@ -9289,15 +9125,13 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
}
},
{
"name": "Prophet",
- "isNpc": false,
"source": "GMG",
"page": 212,
"level": 2,
@@ -9387,7 +9221,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"type": "Spontaneous",
"tradition": "divine",
"DC": 18,
@@ -9471,15 +9304,13 @@
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 24
}
]
}
},
{
"name": "Reckless Scientist",
- "isNpc": false,
"source": "GMG",
"page": 249,
"level": 6,
@@ -9557,9 +9388,7 @@
],
"effects": [
"varies by bomb"
- ],
- "damage": "varies by bomb",
- "types": []
+ ]
}
],
"abilities": {
@@ -9639,8 +9468,7 @@
},
"hp": [
{
- "hp": 92,
- "abilities": null
+ "hp": 92
}
],
"resistances": [
@@ -9654,7 +9482,6 @@
},
{
"name": "Ruffian",
- "isNpc": false,
"source": "GMG",
"page": 210,
"level": 2,
@@ -9743,7 +9570,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -9796,15 +9622,13 @@
},
"hp": [
{
- "hp": 32,
- "abilities": null
+ "hp": 32
}
]
}
},
{
"name": "Saboteur",
- "isNpc": false,
"source": "GMG",
"page": 247,
"level": 2,
@@ -9935,15 +9759,13 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
}
},
{
"name": "Sage",
- "isNpc": false,
"source": "GMG",
"page": 241,
"level": 6,
@@ -10015,14 +9837,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Society} +14 Str +2, Dex +2, Con +1, Int +4, Wis +3, Cha +0 Items religious symbol, +1 staff."
- ],
- "name": "Religion"
- }
- ],
"mid": [
{
"activity": {
@@ -10075,15 +9889,13 @@
},
"hp": [
{
- "hp": 86,
- "abilities": null
+ "hp": 86
}
]
}
},
{
"name": "Servant",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": -1,
@@ -10178,8 +9990,7 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
]
},
@@ -10187,7 +9998,6 @@
},
{
"name": "Server",
- "isNpc": false,
"source": "GMG",
"page": 238,
"level": -1,
@@ -10291,15 +10101,13 @@
},
"hp": [
{
- "hp": 7,
- "abilities": null
+ "hp": 7
}
]
}
},
{
"name": "Ship Captain",
- "isNpc": false,
"source": "GMG",
"page": 243,
"level": 6,
@@ -10399,18 +10207,10 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+10 Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3 Items dagger, hand crossbow (10 bolts), leather armor, +1 rapier."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
"entries": [
- "When the pirate rolls a success on a Will save against a {@trait fear} effect, they get a critical success instead. In addition, anytime they gain the {@condition frightened} condition, reduce its value by 1."
+ "When the ship captain rolls a success on a Will save against a {@trait fear} effect, they get a critical success instead. In addition, anytime they gain the {@condition frightened} condition, reduce its value by 1."
],
"name": "Bravery"
}
@@ -10462,15 +10262,13 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
}
},
{
"name": "Smith",
- "isNpc": false,
"source": "GMG",
"page": 245,
"level": 3,
@@ -10581,15 +10379,13 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
]
}
},
{
"name": "Spy",
- "isNpc": false,
"source": "GMG",
"page": 208,
"level": 6,
@@ -10682,12 +10478,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+14, {@skill Thievery} +12 Str +0, Dex +4, Con +1, Int +2, Wis +4, Cha +4 Items dagger (4), disguise kit, fine clothes, leather armor, +1 rapier, thieves' tools."
- ],
- "name": "Stealth"
- },
{
"entries": [
"The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to {@action Gather Information} or to {@action Make an Impression} among the nobles of that court."
@@ -10703,7 +10493,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The spy draws a weapon and then {@action Strike||Strikes} with it. The target of the {@action Strike} is {@condition flat-footed} against the attack."
@@ -10738,8 +10528,7 @@
},
"hp": [
{
- "hp": 90,
- "abilities": null
+ "hp": 90
}
]
},
@@ -10747,7 +10536,6 @@
},
{
"name": "Surgeon",
- "isNpc": false,
"source": "GMG",
"page": 222,
"level": 2,
@@ -10853,8 +10641,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
},
@@ -10862,7 +10649,6 @@
},
{
"name": "Tax Collector",
- "isNpc": false,
"source": "GMG",
"page": 224,
"level": -1,
@@ -10984,8 +10770,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
},
@@ -10993,7 +10778,6 @@
},
{
"name": "Teacher",
- "isNpc": false,
"source": "GMG",
"page": 240,
"level": -1,
@@ -11093,8 +10877,7 @@
},
"hp": [
{
- "hp": 5,
- "abilities": null
+ "hp": 5
}
]
},
@@ -11102,7 +10885,6 @@
},
{
"name": "Tomb Raider",
- "isNpc": false,
"source": "GMG",
"page": 217,
"level": 5,
@@ -11124,6 +10906,9 @@
"acrobatics": {
"std": 13
},
+ "athletics": {
+ "std": 13
+ },
"deception": {
"std": 7
},
@@ -11191,12 +10976,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+11, {@skill Thievery} +13 Str +4, Dex +4, Con +1, Int +2, Wis +2, Cha +0 Items climbing kit, hand crossbow (20 bolts), +1 kukri."
- ],
- "name": "Stealth"
- },
{
"entries": [
"The tomb raider automatically attempts a secret {@skill Perception} check to notice a hazard when they are within 10 feet of the hazard."
@@ -11234,15 +11013,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Torchbearer",
- "isNpc": false,
"source": "GMG",
"page": 216,
"level": 0,
@@ -11337,7 +11114,7 @@
"bot": [
{
"entries": [
- "A torchbearer is adept at attacking with {@item torch||torches} and deals 1 {@condition persistent damage ||persistent fire damage} when they critically hit with a torch."
+ "A torchbearer is adept at attacking with {@item torch||torches} and deals 1 {@condition persistent damage||persistent fire damage} when they critically hit with a torch."
],
"name": "Torch Combatant"
}
@@ -11360,15 +11137,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
]
}
},
{
"name": "Tracker",
- "isNpc": false,
"source": "GMG",
"page": 220,
"level": 3,
@@ -11497,15 +11272,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Troubadour",
- "isNpc": false,
"source": "GMG",
"page": 238,
"level": 3,
@@ -11598,7 +11371,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 21,
@@ -11684,8 +11456,7 @@
},
"hp": [
{
- "hp": 38,
- "abilities": null
+ "hp": 38
}
]
},
@@ -11693,7 +11464,6 @@
},
{
"name": "Urchin",
- "isNpc": false,
"source": "GMG",
"page": 215,
"level": -1,
@@ -11817,8 +11587,7 @@
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 8
}
]
},
@@ -11826,7 +11595,6 @@
},
{
"name": "Warden",
- "isNpc": false,
"source": "GMG",
"page": 225,
"level": 6,
@@ -11940,15 +11708,13 @@
},
"hp": [
{
- "hp": 96,
- "abilities": null
+ "hp": 96
}
]
}
},
{
"name": "Watch Officer",
- "isNpc": false,
"source": "GMG",
"page": 236,
"level": 3,
@@ -12045,7 +11811,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -12056,7 +11821,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -12071,7 +11835,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"The watch officer {@action Stride||Strides} twice. If they end their movement within melee reach of at least one enemy, they can make a melee {@action Strike} against that enemy."
@@ -12098,8 +11862,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -12107,7 +11870,6 @@
},
{
"name": "Zealot Of Asmodeus",
- "isNpc": false,
"source": "GMG",
"page": 213,
"level": 4,
@@ -12190,7 +11952,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 19,
@@ -12256,7 +12017,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -12315,8 +12075,7 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
}
diff --git a/data/bestiary/creatures-loil.json b/data/bestiary/creatures-loil.json
index 603d5d5bbb..4aca8d3987 100644
--- a/data/bestiary/creatures-loil.json
+++ b/data/bestiary/creatures-loil.json
@@ -143,7 +143,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -200,7 +199,7 @@
"name": "defender's link"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 120
@@ -489,7 +488,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"tradition": "arcane",
"type": "Innate",
"DC": 41,
@@ -546,7 +544,6 @@
"bot": [
{
"name": "Improved Knockdown",
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -755,7 +752,7 @@
"fire"
],
"entries": [
- "The clockwork cannoneer spews flames from one of its cannons, dealing {@damage 8d6} fire damage in a 30-foot cone (DC 36 basic Reflex save). Those that fail the save also take {@damage 2d6} {@condition persistent damage ||persistent fire damage}."
+ "The clockwork cannoneer spews flames from one of its cannons, dealing {@damage 8d6} fire damage in a 30-foot cone (DC 36 basic Reflex save). Those that fail the save also take {@damage 2d6} {@condition persistent damage||persistent fire damage}."
]
}
]
@@ -783,7 +780,9 @@
],
"languages": {
"languages": [
- "necril",
+ "necril"
+ ],
+ "notes": [
"plus any two ancient languages (can't speak)"
]
},
@@ -931,7 +930,9 @@
"languages": {
"languages": [
"aklo",
- "common",
+ "common"
+ ],
+ "notes": [
"two other languages"
]
},
@@ -1008,12 +1009,11 @@
],
"name": "fanged-maw finger",
"attack": 20,
- "damage": "{@damage 2d10+3} piercing plus {@damage 1d8} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d10+3} piercing plus {@damage 1d8} {@condition persistent damage||persistent bleed}"
}
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 25,
@@ -1033,11 +1033,11 @@
"spells": [
{
"name": "blood vendetta",
- "source": "advanced players guide"
+ "source": "APG"
},
{
"name": "charitable urge",
- "source": "advanced players guide"
+ "source": "APG"
}
]
}
@@ -1090,9 +1090,9 @@
"occult",
"transmutation"
],
- "requirements": "The conformer is within reach of an {@condition unconscious} or willing creature, or a creature taking {@condition persistent damage ||persistent bleed damage}",
+ "requirements": "The conformer is within reach of an {@condition unconscious} or willing creature, or a creature taking {@condition persistent damage||persistent bleed damage}",
"entries": [
- "The conformer touches and absorbs some of the creature's flesh. The target must attempt a DC 26 Fortitude save; on a failure, they become {@condition drained||drained 1} and take damage from their {@condition persistent damage ||persistent bleed damage}, even though it isn't the end of their turn."
+ "The conformer touches and absorbs some of the creature's flesh. The target must attempt a DC 26 Fortitude save; on a failure, they become {@condition drained||drained 1} and take damage from their {@condition persistent damage||persistent bleed damage}, even though it isn't the end of their turn."
]
},
{
@@ -1248,7 +1248,7 @@
"evocation"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "turn"
},
"trigger": "The fleshforged dreadnought is damaged by a non-reach piercing or slashing melee {@action Strike}",
@@ -1281,7 +1281,7 @@
],
"entries": [
"The fleshforged dreadnought releases a wave of caustic fluid from vents in its sides.",
- "Creatures within a 20-foot emanation take {@damage 8d6} acid damage (DC 40 basic Reflex save). Creatures who fail their saves also take {@damage 3d6} {@condition persistent damage ||persistent acid damage}."
+ "Creatures within a 20-foot emanation take {@damage 8d6} acid damage (DC 40 basic Reflex save). Creatures who fail their saves also take {@damage 3d6} {@condition persistent damage||persistent acid damage}."
]
},
{
@@ -1411,7 +1411,7 @@
"unit": "reaction"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "The skinskitter is reduced to 0 HP",
@@ -1548,7 +1548,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 20,
@@ -1709,7 +1708,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 21,
@@ -1787,7 +1785,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1919,8 +1917,7 @@
"activity": {
"number": 1,
"unit": "reaction"
- },
- "entries": []
+ }
}
],
"bot": [
@@ -2457,7 +2454,7 @@
{
"name": "Serrated Plates",
"entries": [
- "Creatures who take damage from an ugvashi's body must attempt a DC 17 Reflex save or take {@damage 1d4} {@condition persistent damage ||persistent bleed damage} ({@dice 2d4} on a critical failure)."
+ "Creatures who take damage from an ugvashi's body must attempt a DC 17 Reflex save or take {@damage 1d4} {@condition persistent damage||persistent bleed damage} ({@dice 2d4} on a critical failure)."
]
}
]
diff --git a/data/bestiary/creatures-lome.json b/data/bestiary/creatures-lome.json
index 60e79f1e09..021fe399e1 100644
--- a/data/bestiary/creatures-lome.json
+++ b/data/bestiary/creatures-lome.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Aigamuxa",
- "isNpc": false,
"source": "LOME",
"page": 293,
"level": 8,
@@ -158,8 +157,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
},
@@ -167,7 +165,6 @@
},
{
"name": "Anadi Elder",
- "isNpc": false,
"source": "LOME",
"page": 292,
"level": 6,
@@ -277,7 +274,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 24,
@@ -415,8 +411,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -424,7 +419,6 @@
},
{
"name": "Anadi Hunter",
- "isNpc": false,
"source": "LOME",
"page": 291,
"level": 2,
@@ -598,8 +592,7 @@
},
"hp": [
{
- "hp": 27,
- "abilities": null
+ "hp": 27
}
]
},
@@ -607,7 +600,6 @@
},
{
"name": "Anadi Sage",
- "isNpc": false,
"source": "LOME",
"page": 292,
"level": 4,
@@ -697,7 +689,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 21,
@@ -818,8 +809,7 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
},
@@ -827,7 +817,6 @@
},
{
"name": "Asanbosam",
- "isNpc": false,
"source": "LOME",
"page": 294,
"level": 6,
@@ -943,8 +932,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -952,7 +940,6 @@
},
{
"name": "Biloko Veteran",
- "isNpc": false,
"source": "LOME",
"page": 296,
"level": 4,
@@ -1054,7 +1041,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 18,
@@ -1076,7 +1062,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1123,8 +1108,7 @@
},
"hp": [
{
- "hp": 58,
- "abilities": null
+ "hp": 58
}
]
},
@@ -1132,7 +1116,6 @@
},
{
"name": "Biloko Warrior",
- "isNpc": false,
"source": "LOME",
"page": 296,
"level": 1,
@@ -1226,7 +1209,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 14,
@@ -1248,7 +1230,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -1286,8 +1267,7 @@
},
"hp": [
{
- "hp": 19,
- "abilities": null
+ "hp": 19
}
]
},
@@ -1295,7 +1275,6 @@
},
{
"name": "Charau-ka Acolyte Of Angazhan",
- "isNpc": false,
"source": "LOME",
"page": 298,
"level": 3,
@@ -1413,7 +1392,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"type": "Prepared",
"tradition": "divine",
"DC": 17,
@@ -1483,7 +1461,7 @@
"trigger": "The charau-ka's turn begins",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
}
},
{
@@ -1512,8 +1490,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -1521,7 +1498,6 @@
},
{
"name": "Charau-ka Butcher",
- "isNpc": false,
"source": "LOME",
"page": 298,
"level": 6,
@@ -1638,21 +1614,12 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+13 Str +5, Dex +3, Con +3, Int +0, Wis +1, Cha +2 Items hide armor, +1 striking trident."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1676,7 +1643,7 @@
"bot": [
{
"entries": [
- "While the charau-ka butcher is raging, their melee {@action Strike||Strikes} deal an additional {@damage 1d4} {@condition persistent damage ||persistent bleed damage}."
+ "While the charau-ka butcher is raging, their melee {@action Strike||Strikes} deal an additional {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
],
"name": "Mauler"
},
@@ -1706,7 +1673,7 @@
"trigger": "The charau-ka's turn begins",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
}
},
{
@@ -1735,8 +1702,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -1744,7 +1710,6 @@
},
{
"name": "Charau-ka Warrior",
- "isNpc": false,
"source": "LOME",
"page": 229977,
"level": 1,
@@ -1900,7 +1865,7 @@
"trigger": "The charau-ka's turn begins",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The charau-ka is {@condition quickened} until the end of their turn and can use the extra action only to {@action Stride} or {@action Strike}. While in the frenzy, the charau-ka can't speak and automatically critically fails {@skill Stealth} checks, due to their loud wailing."
@@ -1933,8 +1898,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -1942,7 +1906,6 @@
},
{
"name": "Eloko",
- "isNpc": false,
"source": "LOME",
"page": 296,
"level": 7,
@@ -2030,7 +1993,7 @@
"range increment <20 feet>",
"reload <1>"
],
- "damage": "1 piercing plus {@damage 2d4} {@condition persistent damage ||persistent poison}",
+ "damage": "1 piercing plus {@damage 2d4} {@condition persistent damage||persistent poison}",
"types": [
"persistent",
"piercing"
@@ -2054,7 +2017,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 22,
@@ -2127,8 +2089,7 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
},
@@ -2136,7 +2097,6 @@
},
{
"name": "Grootslang",
- "isNpc": false,
"source": "LOME",
"page": 298,
"level": 16,
@@ -2269,7 +2229,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2310,7 +2269,7 @@
"unit": "action"
},
"entries": [
- "tail only, {@damage 2d12+12} bludgeoning, DC 34."
+ "tail only, {@damage 2d12+12} bludgeoning, DC 34"
],
"name": "Greater Constrict",
"generic": {
@@ -2368,8 +2327,7 @@
},
"hp": [
{
- "hp": 370,
- "abilities": null
+ "hp": 370
}
]
},
@@ -2377,7 +2335,6 @@
},
{
"name": "K'nonna",
- "isNpc": false,
"source": "LOME",
"page": 300,
"level": 8,
@@ -2500,8 +2457,7 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
},
@@ -2509,7 +2465,6 @@
},
{
"name": "Kaava Stalker",
- "isNpc": false,
"source": "LOME",
"page": 301,
"level": 1,
@@ -2604,12 +2559,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+9 (+11 in forests or jungles), {@skill Survival} +7 Str +3, Dex +4, Con +0, Int +0, Wis +2, Cha +0 Items obsidian sickle, spear (3)"
- ],
- "name": "Stealth"
- },
{
"entries": [
"A kaava moving at half their Speed or less steps so lightly that they leave virtually no trace. The DCs of checks to {@action Track} a kaava are increased by 10."
@@ -2643,8 +2592,13 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 3,
+ "name": "poison"
}
]
},
@@ -2652,7 +2606,6 @@
},
{
"name": "Karina",
- "isNpc": false,
"source": "LOME",
"page": 302,
"level": 5,
@@ -2818,8 +2771,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -2827,7 +2779,6 @@
},
{
"name": "Maliadi",
- "isNpc": false,
"source": "LOME",
"page": 302,
"level": 17,
@@ -2925,7 +2876,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 38,
@@ -3037,7 +2987,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Improved Grab",
"generic": {
"tag": "ability"
@@ -3085,8 +3034,7 @@
},
"hp": [
{
- "hp": 285,
- "abilities": null
+ "hp": 285
}
],
"immunities": [
@@ -3098,7 +3046,6 @@
},
{
"name": "Mamlambo",
- "isNpc": false,
"source": "LOME",
"page": 304,
"level": 9,
@@ -3219,7 +3166,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"name": "Aquatic Ambush",
"generic": {
"tag": "ability"
@@ -3232,7 +3178,7 @@
},
"requirements": "The mamlambo has a creature {@condition grabbed} or {@condition restrained}, or there is a {@condition dying}, {@condition immobilized}, or {@condition unconscious} creature within the mamlambo's reach",
"entries": [
- "The mamlambo deals {@damage 2d8+11} piercing damage to the creature (DC 28 basic Fortitude save). On a failure, the creature also takes an additional {@damage 2d6} {@condition persistent damage ||persistent bleed damage}, or {@damage 4d6} {@condition persistent damage ||persistent bleed damage} on a critical failure."
+ "The mamlambo deals {@damage 2d8+11} piercing damage to the creature (DC 28 basic Fortitude save). On a failure, the creature also takes an additional {@damage 2d6} {@condition persistent damage||persistent bleed damage}, or {@damage 4d6} {@condition persistent damage||persistent bleed damage} on a critical failure."
],
"name": "Face Eater"
},
@@ -3262,8 +3208,7 @@
},
"hp": [
{
- "hp": 155,
- "abilities": null
+ "hp": 155
}
]
},
@@ -3271,7 +3216,6 @@
},
{
"name": "Pygmy Kaava",
- "isNpc": false,
"source": "LOME",
"page": 301,
"level": 0,
@@ -3363,12 +3307,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+6 Str +2, Dex +3, Con +1, Int +1, Wis +2, Cha +0 Items obsidian sickle, spear."
- ],
- "name": "Survival"
- },
{
"entries": [
"A kaava moving at half their Speed or less steps so lightly that they leave virtually no trace. The DCs of checks to {@action Track} a kaava are increased by 10."
@@ -3402,8 +3340,13 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 2,
+ "name": "poison"
}
]
},
@@ -3411,7 +3354,6 @@
},
{
"name": "Rompo",
- "isNpc": false,
"source": "LOME",
"page": 305,
"level": 5,
@@ -3561,8 +3503,7 @@
},
"hp": [
{
- "hp": 80,
- "abilities": null
+ "hp": 80
}
]
},
@@ -3570,7 +3511,6 @@
},
{
"name": "Sié Goluo",
- "isNpc": false,
"source": "LOME",
"page": 306,
"level": 14,
@@ -3639,7 +3579,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -3671,37 +3610,32 @@
"divine",
"necromancy"
],
- "entries": [],
- "name": "Rejuvenation"
- },
- {
"entries": [
- "Sié Goluo is destroyed, he reforms, fully healed, at a location of his choosing anywhere on the Material Plane after {@dice 2d4} days. If every person of Mwangi descent rejects belief in Sié Goluo, the spirit is permanently destroyed."
+ "When Sié Goluo is destroyed, he reforms, fully healed, at a location of his choosing anywhere on the Material Plane after {@dice 2d4} days. If every person of Mwangi descent rejects belief in Sié Goluo, the spirit is permanently destroyed."
],
- "name": "When"
+ "name": "Rejuvenation",
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
},
{
"activity": {
"number": 1,
"unit": "free"
},
- "trigger": "A creature on the",
- "entries": [],
- "name": "Ancestral Response"
- },
- {
+ "trigger": "A creature on the Material Plane calls out for Sié Goluo",
"entries": [
- "Plane calls out for Sié Goluo; Sié Goluo instantaneously appears in an unoccupied space within 30 feet of the triggering creature and heals {@dice 8d8} hit points on all allies that can see him within 60 feet.",
+ "Sié Goluo instantaneously appears in an unoccupied space within 30 feet of the triggering creature and heals {@dice 8d8} hit points on all allies that can see him within 60 feet.",
"Allies healed this way gain a +2 circumstance bonus on saving throws for 1 minute. Creatures that receive these benefits become temporarily immune to them for 1 year."
],
- "name": "Material"
+ "name": "Ancestral Response"
},
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Ferocity",
"generic": {
"tag": "ability"
@@ -3760,7 +3694,6 @@
},
{
"name": "Solar Ibis",
- "isNpc": false,
"source": "LOME",
"page": 307,
"level": 7,
@@ -3899,8 +3832,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -3908,7 +3840,6 @@
},
{
"name": "Zinba",
- "isNpc": false,
"source": "LOME",
"page": 308,
"level": 10,
@@ -4010,7 +3941,7 @@
"unit": "action"
},
"entries": [
- "{@damage 2d10+6} bludgeoning, DC 29."
+ "{@damage 2d10+6} bludgeoning, DC 29"
],
"name": "Greater Constrict",
"generic": {
@@ -4093,8 +4024,7 @@
},
"hp": [
{
- "hp": 220,
- "abilities": null
+ "hp": 220
}
]
},
diff --git a/data/bestiary/creatures-lomm.json b/data/bestiary/creatures-lomm.json
index b5e41bca34..0fd858a607 100644
--- a/data/bestiary/creatures-lomm.json
+++ b/data/bestiary/creatures-lomm.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Ainamuuren",
- "isNpc": false,
"source": "LOMM",
"page": 9,
"level": 14,
@@ -131,7 +130,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Ainamuuren activates the runes covering his body to create an icy prison around a Huge or smaller creature he can see within 60 feet. The prison is a sphere made of unmelting ice, just large enough to fit his target. The target, and any creatures sharing its space, must attempt a DC 34 Reflex save. A creature that fails becomes trapped inside the prison. If it succeeds, the creature is pushed outside the prison into a space of its choice. If the target shares its space with a gargantuan creature, the effect fails.",
@@ -178,7 +177,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -208,7 +206,6 @@
},
{
"name": "Cuetzmonquali",
- "isNpc": false,
"source": "LOMM",
"page": 16,
"level": 17,
@@ -507,7 +504,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -537,7 +533,6 @@
},
{
"name": "Desert's Howl",
- "isNpc": false,
"source": "LOMM",
"page": 22,
"level": 19,
@@ -683,7 +678,7 @@
},
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "Desert's Howl is damaged by another creature",
"entries": [
@@ -795,7 +790,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 43,
@@ -832,7 +826,6 @@
},
{
"name": "Howling Spawn",
- "isNpc": false,
"source": "LOMM",
"page": 23,
"level": 11,
@@ -957,7 +950,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "The howling spawn is damaged by another creature",
"entries": [
@@ -1037,7 +1030,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 27,
@@ -1079,7 +1071,6 @@
},
{
"name": "Fafnheir",
- "isNpc": false,
"source": "LOMM",
"page": 28,
"level": 24,
@@ -1384,7 +1375,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 45,
@@ -1423,7 +1413,6 @@
},
{
"name": "Young Linnorm",
- "isNpc": false,
"source": "LOMM",
"page": 29,
"level": 7,
@@ -1611,7 +1600,6 @@
},
{
"name": "Grogrisant",
- "isNpc": false,
"source": "LOMM",
"page": 34,
"level": 16,
@@ -1697,7 +1685,7 @@
{
"name": "physical",
"amount": 15,
- "notes": "(except bludgeoning)"
+ "note": "except bludgeoning"
},
{
"name": "poison",
@@ -1791,7 +1779,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 34,
@@ -1838,7 +1825,6 @@
},
{
"name": "Grisantian Lion",
- "isNpc": false,
"source": "LOMM",
"page": 34,
"level": 12,
@@ -1923,7 +1909,7 @@
{
"name": "physical",
"amount": 10,
- "notes": "(except bludgeoning)"
+ "note": "except bludgeoning"
}
]
},
@@ -1998,7 +1984,6 @@
},
{
"name": "Kallas Devil",
- "isNpc": false,
"source": "LOMM",
"page": 46,
"level": 9,
@@ -2293,7 +2278,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -2359,7 +2343,6 @@
},
{
"name": "Kothogaz, Dance of Disharmony",
- "isNpc": false,
"source": "LOMM",
"page": 52,
"level": 21,
@@ -2652,7 +2635,6 @@
},
{
"name": "Spawn of Kothogaz",
- "isNpc": false,
"source": "LOMM",
"page": 53,
"level": 6,
@@ -2787,7 +2769,6 @@
},
{
"name": "Krampus Celebrant",
- "isNpc": false,
"source": "LOMM",
"page": 58,
"level": 8,
@@ -2985,7 +2966,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 26,
@@ -3015,7 +2995,6 @@
"alias": [
"The Horned Miser"
],
- "isNpc": false,
"source": "LOMM",
"page": 59,
"level": 21,
@@ -3146,7 +3125,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 42,
@@ -3342,7 +3320,6 @@
},
{
"name": "Kuworsys",
- "isNpc": false,
"source": "LOMM",
"page": 64,
"level": 12,
@@ -3559,7 +3536,6 @@
},
{
"name": "Melfesh Monster",
- "isNpc": false,
"source": "LOMM",
"page": 70,
"level": 6,
@@ -3722,7 +3698,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"requirements": "The Melfesh Monster has created a spore cloud, and the cloud is within range of one of the Melfesh Monster's {@trait fire} abilities;",
"entries": [
@@ -3779,7 +3755,6 @@
},
{
"name": "Mosquito Witch",
- "isNpc": false,
"source": "LOMM",
"page": 76,
"level": 10,
@@ -3976,7 +3951,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 29,
diff --git a/data/bestiary/creatures-ltiba.json b/data/bestiary/creatures-ltiba.json
index 55e10b51cb..97b5d7c708 100644
--- a/data/bestiary/creatures-ltiba.json
+++ b/data/bestiary/creatures-ltiba.json
@@ -1,8 +1,126 @@
{
+ "_meta": {
+ "dependencies": {
+ "creature": [
+ "B1",
+ "B2"
+ ]
+ }
+ },
"creature": [
+ {
+ "name": "Taxidermic Dog",
+ "source": "LTiBA",
+ "page": 4,
+ "level": 1,
+ "traits": [
+ "ne",
+ "small",
+ "mindless",
+ "undead"
+ ],
+ "perception": {
+ "std": 7
+ },
+ "senses": [
+ {
+ "name": "low-light vision"
+ }
+ ],
+ "skills": {
+ "acrobatics": {
+ "std": 5
+ },
+ "athletics": {
+ "std": 7
+ },
+ "survival": {
+ "std": 5
+ }
+ },
+ "abilityMods": {
+ "str": 2,
+ "dex": 2,
+ "con": 2,
+ "int": -5,
+ "wis": 2,
+ "cha": -1
+ },
+ "defenses": {
+ "ac": {
+ "std": 16
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 7
+ },
+ "ref": {
+ "std": 5
+ },
+ "will": {
+ "std": 3
+ }
+ },
+ "hp": [
+ {
+ "hp": 17
+ }
+ ],
+ "immunities": [
+ "death effects",
+ "disease",
+ "mental",
+ "paralyzed",
+ "poison",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "name": "cold",
+ "amount": 5
+ },
+ {
+ "name": "electricity",
+ "amount": 5
+ },
+ {
+ "name": "fire",
+ "amount": 5
+ },
+ {
+ "name": "piercing",
+ "amount": 5
+ },
+ {
+ "name": "slashing",
+ "amount": 5
+ }
+ ]
+ },
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 7,
+ "damage": "{@damage 1d6+2} piercing"
+ }
+ ],
+ "abilities": {
+ "bot": [
+ {
+ "name": "Pack Attack",
+ "entries": [
+ "A taxidermic dog's {@action Strike||Strikes} deal {@damage 1d4} extra damage to creatures within the reach of the taxidermic dog's two allies."
+ ]
+ }
+ ]
+ }
+ },
{
"name": "Princess Sunset",
- "isNpc": false,
"source": "LTiBA",
"page": 5,
"level": 2,
@@ -28,6 +146,45 @@
"wis": 0,
"cha": -5
},
+ "defenses": {
+ "ac": {
+ "std": 17,
+ "when broken": 13
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 9
+ },
+ "ref": {
+ "std": 5
+ },
+ "will": {
+ "std": 3
+ }
+ },
+ "hp": [
+ {
+ "hp": 20
+ }
+ ],
+ "hardness": 5,
+ "immunities": [
+ "bleed",
+ "death effects",
+ "disease",
+ "doomed",
+ "drained",
+ "fatigued",
+ "healing",
+ "mental",
+ "necromancy",
+ "nonlethal attacks",
+ "paralyzed",
+ "poison",
+ "sickened",
+ "unconscious"
+ ]
+ },
"speed": {
"walk": 25
},
@@ -36,78 +193,95 @@
"range": "Melee",
"name": "headbutt",
"attack": 8,
- "effects": [
- "{@damage 1d8+2} Bludgeoning"
- ],
- "damage": "{@damage 1d8+2} Bludgeoning",
- "types": []
+ "damage": "{@damage 1d8+2} Bludgeoning"
}
],
"abilities": {
"mid": [
{
+ "name": "Construct Armor",
"entries": [
- "Like normal objects, an animated rocking horse has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the animated rocking horse is reduced to less than half its."
- ],
- "name": "Construct Armor"
- },
- {
- "entries": [
- "Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its."
- ],
- "name": "Hit"
- },
- {
- "entries": [
- "Class is reduced to 13."
- ],
- "name": "Armor"
+ "Like normal objects, an animated rocking horse has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once the animated rocking horse is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13."
+ ]
}
],
"bot": [
{
+ "name": "Trample",
"activity": {
"number": 3,
"unit": "action"
},
"entries": [
- "Small or smaller, headbutt, DC 14."
+ "Small or smaller, headbutt, DC 14"
],
- "name": "Trample",
"generic": {
"tag": "ability"
}
}
]
+ }
+ },
+ {
+ "name": "Camilla",
+ "source": "LTiBA",
+ "page": 5,
+ "description": "NE {@creature soulbound doll}",
+ "_copy": {
+ "name": "soulbound doll",
+ "source": "B1",
+ "_mod": {
+ "traits": [
+ {
+ "mode": "prependArr",
+ "items": [
+ "ne"
+ ]
+ },
+ {
+ "mode": "removeArr",
+ "items": "any"
+ }
+ ]
+ }
+ }
+ },
+ {
+ "name": "Madame Trunchsnuffle",
+ "source": "LTiBA",
+ "page": 8,
+ "description": "{@creature Giant badger|b2}",
+ "_copy": {
+ "name": "Giant badger",
+ "source": "B2"
+ }
+ },
+ {
+ "name": "Irilini",
+ "source": "LTiBA",
+ "page": 8,
+ "description": "{@creature Faerie dragon}",
+ "_copy": {
+ "name": "Faerie Dragon",
+ "source": "B1"
+ }
+ },
+ {
+ "name": "Lawn Crawfish",
+ "source": "LTiBA",
+ "page": 9,
+ "description": "Variant {@creature reefclaw}",
+ "perception": {
+ "std": 7
},
- "defenses": {
- "ac": {
- "std": 17,
- "when broken": 13
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 5
- },
- "will": {
- "std": 3
- }
- },
- "hardness": 5,
- "hp": [
- {
- "hp": 20,
- "abilities": null
- }
- ],
- "immunities": [
- "bleed",
- "death effects",
- "disease"
- ]
+ "speed": {
+ "walk": 25,
+ "burrow": 10,
+ "swim": 30
+ },
+ "_copy": {
+ "name": "Reefclaw",
+ "source": "B1"
}
}
]
diff --git a/data/bestiary/creatures-ngd.json b/data/bestiary/creatures-ngd.json
index 4cd949d6c8..c592cfe8da 100644
--- a/data/bestiary/creatures-ngd.json
+++ b/data/bestiary/creatures-ngd.json
@@ -270,7 +270,7 @@
{
"name": "Chain Garotte The Gray",
"entries": [
- "Gardener enforcer's spiked chain {@action Strike} deals {@damage 2d8} {@condition persistent damage ||persistent bleed damage}, and they can use it to Grab up to two foes. The enforcer can still attack with their spiked chain if they Grab one creature, but not when they Grab two."
+ "Gardener enforcer's spiked chain {@action Strike} deals {@damage 2d8} {@condition persistent damage||persistent bleed damage}, and they can use it to Grab up to two foes. The enforcer can still attack with their spiked chain if they Grab one creature, but not when they Grab two."
]
},
{
@@ -1006,7 +1006,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 40,
@@ -1338,7 +1337,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 48,
@@ -1531,7 +1529,6 @@
}
},
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 48,
@@ -1757,10 +1754,10 @@
"name": "darkvision"
},
{
- "name": "lifesense 1",
+ "name": "lifesense",
"range": {
"unit": "feet",
- "number": 0
+ "number": 10
}
}
],
@@ -1870,7 +1867,7 @@
"possession"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -1923,13 +1920,7 @@
{
"name": "all damage",
"amount": 15,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
@@ -2018,7 +2009,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 41,
@@ -2049,7 +2039,9 @@
{
"name": "baleful polymorph",
"amount": 3,
- "note": "aquatic animals only"
+ "notes": [
+ "aquatic animals only"
+ ]
}
]
},
@@ -2280,7 +2272,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 34,
@@ -2316,7 +2307,9 @@
{
"name": "mask of terror",
"amount": "at will",
- "note": "self only"
+ "notes": [
+ "self only"
+ ]
}
]
},
@@ -2393,8 +2386,7 @@
"concentrate",
"move"
],
- "requirements": "The chakanaj is Bonded with a Host; Effect the chakanaj removes itself from its host, peeling off the host's body and enters an adjacent space. Skip Between {@as 1} (conjuration, divine, teleportation) The chakanaj sahkil moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of ethereal jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.",
- "entries": []
+ "requirements": "The chakanaj is Bonded with a Host; Effect the chakanaj removes itself from its host, peeling off the host's body and enters an adjacent space. Skip Between {@as 1} (conjuration, divine, teleportation) The chakanaj sahkil moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of ethereal jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between."
}
]
},
@@ -2509,7 +2501,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 40,
@@ -2538,7 +2529,9 @@
{
"name": "mask of terror",
"amount": "at will",
- "note": "self only"
+ "notes": [
+ "self only"
+ ]
},
{
"name": "nightmare",
@@ -2673,7 +2666,7 @@
{
"name": "physical",
"amount": 15,
- "note": "except force or ghost touch; double resistance vs. non-magical"
+ "note": "except force or {@item ghost touch}; double resistance vs. non-magical"
}
]
}
diff --git a/data/bestiary/creatures-ooa1.json b/data/bestiary/creatures-ooa1.json
index 50c9316a5e..980480992f 100644
--- a/data/bestiary/creatures-ooa1.json
+++ b/data/bestiary/creatures-ooa1.json
@@ -225,7 +225,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -462,7 +462,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 14,
@@ -518,7 +517,7 @@
{
"name": "Spores",
"entries": [
- "A creature that takes damage from a follower of Shumfallow's spore pod {@action Strike} must succeed at a DC 15 Fortitude save or take 1 {@condition persistent damage ||persistent poison damage}. A creature has its vision reduced as long as the {@condition persistent damage} continues and can see only within 20 feet (or 10 feet, on a critical failure)."
+ "A creature that takes damage from a follower of Shumfallow's spore pod {@action Strike} must succeed at a DC 15 Fortitude save or take 1 {@condition persistent damage||persistent poison damage}. A creature has its vision reduced as long as the {@condition persistent damage} continues and can see only within 20 feet (or 10 feet, on a critical failure)."
]
}
]
@@ -797,7 +796,7 @@
],
"name": "alchemist's fire",
"attack": 9,
- "damage": "{@damage 1d8} fire plus 1 {@condition persistent damage ||persistent fire} plus 1 fire splash"
+ "damage": "{@damage 1d8} fire plus 1 {@condition persistent damage||persistent fire} plus 1 fire splash"
}
],
"abilities": {
@@ -997,7 +996,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "The gunner is flanked by two or more creatures and the gunner's pistol is loaded",
@@ -1140,7 +1139,6 @@
],
"spellcasting": [
{
- "name": "Primal",
"tradition": "primal",
"type": "Focus",
"DC": 18,
@@ -1612,7 +1610,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2096,7 +2093,7 @@
"unit": "action"
},
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -2506,7 +2503,7 @@
],
"name": "buzz-saw knuckles",
"attack": 14,
- "damage": "{@damage 2d6+5} slashing plus {@damage 1d6} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 2d6+5} slashing plus {@damage 1d6} {@condition persistent damage||persistent bleed}"
},
{
"range": "Ranged",
@@ -2533,7 +2530,7 @@
{
"name": "Armor",
"entries": [
- "Class is reduced to 20, he loses his physical resistance, he can't use his really big gun, and his buzzsaw knuckles no longer cause {@condition persistent damage ||persistent bleed damage}."
+ "Class is reduced to 20, he loses his physical resistance, he can't use his really big gun, and his buzzsaw knuckles no longer cause {@condition persistent damage||persistent bleed damage}."
]
},
{
@@ -2569,8 +2566,7 @@
]
},
{
- "name": "Climb, Leap, Stand, Step, or Stride.",
- "entries": []
+ "name": "Climb, Leap, Stand, Step, or Stride."
},
{
"name": "Really Big Gun",
@@ -2723,8 +2719,7 @@
"abilities": {
"top": [
{
- "name": "Ignan, Kelish, Osiriani",
- "entries": []
+ "name": "Ignan, Kelish, Osiriani"
},
{
"name": "Infused",
diff --git a/data/bestiary/creatures-ooa2.json b/data/bestiary/creatures-ooa2.json
index 35b8ee8654..84286ba098 100644
--- a/data/bestiary/creatures-ooa2.json
+++ b/data/bestiary/creatures-ooa2.json
@@ -113,7 +113,7 @@
{
"name": "Sneak Attack A Gilded",
"entries": [
- "Gunner goon's Strikes deal {@dice 1d6} additional precision damage to {@condition flat‑footed} creatures."
+ "Gunner goon's Strikes deal {@dice 1d6} additional precision damage to {@condition flat-footed} creatures."
]
}
]
@@ -289,7 +289,7 @@
},
"senses": [
{
- "name": "low‑light vision"
+ "name": "low-light vision"
}
],
"skills": {
@@ -506,13 +506,13 @@
{
"name": "Scoundrel's Feint",
"entries": [
- "When Lanks successfully {@action Feint||Feints}, his target is {@condition flat‑footed} against his attacks until the end of his next turn. On a critical success, the target is {@condition flat‑footed} against all attacks until the end of Lanks's next turn."
+ "When Lanks successfully {@action Feint||Feints}, his target is {@condition flat-footed} against his attacks until the end of his next turn. On a critical success, the target is {@condition flat-footed} against all attacks until the end of Lanks's next turn."
]
},
{
"name": "Sneak Attack",
"entries": [
- "Lanks deals an additional {@damage 2d6} precision damage to {@condition flat‑footed} creatures."
+ "Lanks deals an additional {@damage 2d6} precision damage to {@condition flat-footed} creatures."
],
"generic": {
"tag": "ability"
@@ -638,7 +638,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"tradition": "arcane",
"type": "Innate",
"DC": 22,
@@ -670,7 +669,7 @@
{
"name": "Acidic Pustules",
"entries": [
- "The marauder's skin is covered with necrotic boils that burst when struck. Whenever a creature deals slashing or piercing damage to the marauder, each creature within 5 feet takes {@damage 2d6} acid damage (DC 22 basic Reflex save). On a critically failed save, a creature also takes {@damage 1d4} {@condition persistent damage ||persistent acid damage}."
+ "The marauder's skin is covered with necrotic boils that burst when struck. Whenever a creature deals slashing or piercing damage to the marauder, each creature within 5 feet takes {@damage 2d6} acid damage (DC 22 basic Reflex save). On a critically failed save, a creature also takes {@damage 1d4} {@condition persistent damage||persistent acid damage}."
]
},
{
@@ -894,7 +893,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -912,7 +910,7 @@
"evocation"
],
"entries": [
- "The chimeric manticore's blue‑dragon head breathes a 60‑foot line of electricity that deals {@damage 8d6} electrical damage to all creatures in the area (DC 25 basic Reflex save). The chimeric manticore can't use Breath Weapon again for {@dice 1d4} rounds."
+ "The chimeric manticore's blue-dragon head breathes a 60-foot line of electricity that deals {@damage 8d6} electrical damage to all creatures in the area (DC 25 basic Reflex save). The chimeric manticore can't use Breath Weapon again for {@dice 1d4} rounds."
]
},
{
@@ -928,7 +926,7 @@
}
]
},
- "description": "Genderless chimera‑manticore hybrid (Pathfinder Bestiary 63, 232)"
+ "description": "Genderless chimera-manticore hybrid (Pathfinder Bestiary 63, 232)"
},
{
"name": "I",
@@ -961,7 +959,9 @@
"languages": [
"common",
"gnoll",
- "osiriani (can't speak any language);",
+ "osiriani (can't speak any language)"
+ ],
+ "abilities": [
"telepathy 100 feet"
]
},
@@ -1044,7 +1044,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 25,
@@ -1061,11 +1060,11 @@
"spells": [
{
"name": "noxious vapors",
- "source": "advanced players guide"
+ "source": "APG"
},
{
"name": "shifting sand",
- "note": "Pathfinder Lost Omens Gods & Magic 110"
+ "source": "LOGM"
}
]
}
@@ -1099,12 +1098,12 @@
},
{
"stage": 2,
- "entry": "{@damage 2d6} poison damage, {@condition enfeebled||enfeebled 1}, and {@condition flat‑footed}",
+ "entry": "{@damage 2d6} poison damage, {@condition enfeebled||enfeebled 1}, and {@condition flat-footed}",
"duration": "1 round"
},
{
"stage": 3,
- "entry": "{@damage 2d6} poison damage, {@condition enfeebled||enfeebled 2}, and {@condition flat‑footed}",
+ "entry": "{@damage 2d6} poison damage, {@condition enfeebled||enfeebled 2}, and {@condition flat-footed}",
"duration": "1 round"
}
]
@@ -1263,8 +1262,8 @@
],
"requirements": "Palzu has rolled initiative but hasn't acted yet in combat",
"entries": [
- "Palzu lets loose a blood‑curdling howl while firing his rifle, making the report sound unearthly and disturbing. Palzu makes a Jax {@action Strike} against a foe within 40 feet.",
- "On a hit, creatures in a 10‑foot emanation centered on the target hit must attempt a DC 26 Will save or become {@condition frightened||frightened 1}."
+ "Palzu lets loose a blood-curdling howl while firing his rifle, making the report sound unearthly and disturbing. Palzu makes a Jax {@action Strike} against a foe within 40 feet.",
+ "On a hit, creatures in a 10-foot emanation centered on the target hit must attempt a DC 26 Will save or become {@condition frightened||frightened 1}."
]
},
{
@@ -1295,7 +1294,7 @@
},
"senses": [
{
- "name": "low‑light vision"
+ "name": "low-light vision"
}
],
"languages": {
@@ -1391,7 +1390,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 20,
@@ -1411,7 +1409,7 @@
"spells": [
{
"name": "anticipate peril",
- "note": "Gods & Magic 107"
+ "source": "LOGM"
},
{
"name": "heal"
@@ -1573,7 +1571,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 19,
@@ -1591,7 +1588,7 @@
"spells": [
{
"name": "acidic burst",
- "note": "Gods & Magic 106"
+ "source": "LOGM"
}
]
}
@@ -1612,7 +1609,7 @@
"primal"
],
"entries": [
- "Akrida spits a gout of slimy green acid in a 30‑foot line that deals {@damage 5d6} acid damage (DC 20 basic Reflex save). Akrida can't use Breath Weapon again for {@dice 1d4} rounds."
+ "Akrida spits a gout of slimy green acid in a 30-foot line that deals {@damage 5d6} acid damage (DC 20 basic Reflex save). Akrida can't use Breath Weapon again for {@dice 1d4} rounds."
]
},
{
@@ -1658,7 +1655,9 @@
],
"languages": {
"languages": [
- "aklo (can't speak any language);",
+ "aklo (can't speak any language)"
+ ],
+ "abilities": [
"telepathy 300 feet"
]
},
@@ -1750,7 +1749,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 28,
@@ -1767,7 +1765,7 @@
"spells": [
{
"name": "agonizing despair",
- "source": "advanced players guide"
+ "source": "APG"
},
{
"name": "haste"
@@ -1846,7 +1844,7 @@
"unit": "action"
},
"entries": [
- "The Claws of Time casts a 4th‑level {@spell dimension door} spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. This means the hound can use dimension door to appear adjacent to any wall or corner in the Cradle of Quartz except for the central geode (area D16). Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles next to which it can appear."
+ "The Claws of Time casts a 4th-level {@spell dimension door} spell, but it must transport itself into a space adjacent to an angle of 90º (or more acute) in the structure or environment around it. This means the hound can use dimension door to appear adjacent to any wall or corner in the Cradle of Quartz except for the central geode (area D16). Once per day, the hound can use this ability to plane shift to or from the Dimension of Time, with the same restrictions on what angles next to which it can appear."
]
}
]
@@ -1928,7 +1926,7 @@
"range": "Melee",
"traits": [
"agile",
- "free‑hand"
+ "free-hand"
],
"name": "knuckle duster",
"attack": 15,
@@ -1980,7 +1978,7 @@
{
"name": "Sneak Attack The Gilded",
"entries": [
- "Gunner assassin deals an additional {@damage 2d6} precision damage to {@condition flat‑footed} creatures."
+ "Gunner assassin deals an additional {@damage 2d6} precision damage to {@condition flat-footed} creatures."
]
}
]
@@ -2088,7 +2086,7 @@
{
"name": "Sneak Attack",
"entries": [
- "The safecracker deals an additional {@damage 1d6} precision damage to {@condition flat‑footed} creatures."
+ "The safecracker deals an additional {@damage 1d6} precision damage to {@condition flat-footed} creatures."
],
"generic": {
"tag": "ability"
@@ -2134,7 +2132,7 @@
"cha": -5
},
"items": [
- "integrated dragon‑mouth pistol (Guns & Gears 152)",
+ "integrated dragon-mouth pistol (Guns & Gears 152)",
"integrated +1 striking mace multipistol (Guns & Gears 159)"
],
"defenses": {
@@ -2213,7 +2211,7 @@
"reload <1>",
"scatter <5 feet>"
],
- "name": "dragon‑mouth pistol",
+ "name": "dragon-mouth pistol",
"attack": 20,
"damage": "{@damage 1d6+3} piercing"
},
@@ -2250,7 +2248,7 @@
}
]
},
- "description": "Custom‑built clockwork prototype"
+ "description": "Custom-built clockwork prototype"
},
{
"name": "Clockwork Disposer",
@@ -2526,7 +2524,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -2661,7 +2659,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2849,7 +2846,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2860,7 +2856,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3341,7 +3336,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 24,
@@ -3467,7 +3461,7 @@
"unit": "free"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "turn"
},
"entries": [
@@ -3597,7 +3591,7 @@
},
"trigger": "A creature leaves the trapjaw tangle's space",
"entries": [
- "The swarm takes {@dice 1d6} damage as individual traps cling to the creature and continue chewing, dealing {@damage 2d10} {@condition persistent damage ||persistent slashing damage}.",
+ "The swarm takes {@dice 1d6} damage as individual traps cling to the creature and continue chewing, dealing {@damage 2d10} {@condition persistent damage||persistent slashing damage}.",
"High winds or electricity damage reduces the DC of the flat check to end this {@condition persistent damage} by 5. Any area damage dealt to the creature destroys these clinging trapjaws."
]
}
@@ -4009,7 +4003,7 @@
},
"requirements": "No enemies are within 60 feet of Sharkosa and her dueling pistol is loaded",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
diff --git a/data/bestiary/creatures-ooa3.json b/data/bestiary/creatures-ooa3.json
index 0fe1c3b01f..7325f7a1da 100644
--- a/data/bestiary/creatures-ooa3.json
+++ b/data/bestiary/creatures-ooa3.json
@@ -266,7 +266,7 @@
"1 minute"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -408,7 +408,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -426,7 +425,7 @@
],
"trigger": "Vewslog is about to roll a d20",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -486,10 +485,7 @@
"type": "precise"
},
{
- "name": "low-light"
- },
- {
- "name": "vision"
+ "name": "low-light vision"
}
],
"skills": {
@@ -626,12 +622,21 @@
"hp": [
{
"hp": 240,
- "abilities": [
- "(16 squares); Thresholds 160 (12 squares)",
- "80 (8 squares)"
+ "notes": [
+ "16 squares"
]
}
],
+ "thresholds": [
+ {
+ "value": 160,
+ "squares": 12
+ },
+ {
+ "value": 80,
+ "squares": 8
+ }
+ ],
"immunities": [
"death effects",
"disease",
@@ -703,7 +708,7 @@
"entry": "{@as 1} to {@as 2}"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -1293,7 +1298,9 @@
],
"languages": {
"languages": [
- "common",
+ "common"
+ ],
+ "notes": [
"any languages spoken by its preserved heads"
]
},
@@ -1394,7 +1401,9 @@
"rituals": [
{
"name": "create undead",
- "note": "mummies; skeletons; and zombies"
+ "notes": [
+ "mummies, skeletons, and zombies"
+ ]
}
]
}
@@ -1630,7 +1639,7 @@
"name": "darkvision"
},
{
- "name": "lifesense ",
+ "name": "lifesense",
"range": {
"unit": "feet",
"number": 60
@@ -1700,13 +1709,7 @@
{
"name": "all",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -2037,7 +2040,7 @@
"unit": "reaction"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "Anjelique fails or critically fails a saving throw",
@@ -2094,7 +2097,7 @@
"unit": "action"
},
"entries": [
- "Anjelique makes a ranged {@action Strike} and deals an additional {@damage 2d8} piercing damage on a hit. If the target is {@condition frightened}, it also takes {@damage 2d6} {@condition persistent damage ||persistent bleed damage} on a hit."
+ "Anjelique makes a ranged {@action Strike} and deals an additional {@damage 2d8} piercing damage on a hit. If the target is {@condition frightened}, it also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} on a hit."
]
}
]
@@ -2205,7 +2208,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 33,
@@ -2283,7 +2285,9 @@
"spells": [
{
"name": "elemental form",
- "note": "earth only"
+ "notes": [
+ "earth only"
+ ]
},
{
"name": "impaling spike",
@@ -2440,7 +2444,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 31,
@@ -2508,11 +2511,11 @@
},
{
"name": "seal fate",
- "source": "advanced players guide"
+ "source": "APG"
},
{
"name": "vampiric maiden",
- "source": "advanced players guide"
+ "source": "APG"
}
]
},
diff --git a/data/bestiary/creatures-pos1.json b/data/bestiary/creatures-pos1.json
new file mode 100644
index 0000000000..ded13e9c21
--- /dev/null
+++ b/data/bestiary/creatures-pos1.json
@@ -0,0 +1,147 @@
+{
+ "creature": [
+ {
+ "name": "Giant Pirate Skeleton",
+ "source": "POS1",
+ "page": 8,
+ "level": 8,
+ "traits": [
+ "ne",
+ "large",
+ "mindless",
+ "skeleton",
+ "undead"
+ ],
+ "perception": {
+ "std": 18
+ },
+ "senses": [
+ {
+ "name": "darkvision"
+ }
+ ],
+ "skills": {
+ "athletics": {
+ "std": 22
+ },
+ "intimidation": {
+ "std": 17
+ }
+ },
+ "abilityMods": {
+ "str": 7,
+ "dex": 2,
+ "con": 4,
+ "int": -5,
+ "wis": 2,
+ "cha": 2
+ },
+ "defenses": {
+ "ac": {
+ "std": 26
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 17
+ },
+ "ref": {
+ "std": 15
+ },
+ "will": {
+ "std": 14
+ }
+ },
+ "hp": [
+ {
+ "hp": 125,
+ "abilities": [
+ "negative healing"
+ ]
+ }
+ ],
+ "immunities": [
+ "death effects",
+ "disease",
+ "mental",
+ "paralyzed",
+ "poison",
+ "unconscious"
+ ],
+ "resistances": [
+ {
+ "name": "cold",
+ "amount": 5
+ },
+ {
+ "name": "electricity",
+ "amount": 5
+ },
+ {
+ "name": "fire",
+ "amount": 5
+ },
+ {
+ "name": "piercing",
+ "amount": 5
+ },
+ {
+ "name": "slashing",
+ "amount": 5
+ }
+ ]
+ },
+ "speed": {
+ "walk": 30
+ },
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "reach 10 feet"
+ ],
+ "name": "gaff hook",
+ "attack": 20,
+ "damage": "{@damage 2d10+10} piercing plus impaling hook"
+ },
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "reach 10 feet"
+ ],
+ "name": "claw",
+ "attack": 19,
+ "damage": "{@damage 2d8+10} slashing"
+ }
+ ],
+ "abilities": {
+ "mid": [
+ {
+ "name": "Easily Distracted",
+ "entries": [
+ "The giant pirate skeleton's poor vision makes it easily distracted by creatures that flank it. Whenever it has the {@condition flat-footed} condition from being flanked, increase the penalty to its AC to \u20134."
+ ]
+ }
+ ],
+ "bot": [
+ {
+ "name": "Focused Assault",
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "entries": [
+ "The giant pirate skeleton makes two {@action Strike||Strikes} with its claw against one foe. The multiple attack penalty doesn't increase until after both attacks are resolved. The giant pirate skeleton doesn't use this ability if there is more than one creature within its reach that it can see."
+ ]
+ },
+ {
+ "name": "Impaling Hook",
+ "entries": [
+ "A creature critically hit by the giant pirate skeleton's gaff hook is impaled upon it. The creature is {@condition grabbed} by the giant pirate skeleton and whenever the giant pirate skeleton maintains the grab, the creature takes {@damage 1d10+10} piercing damage from the agonizing wound."
+ ]
+ }
+ ]
+ }
+ }
+ ]
+}
diff --git a/data/bestiary/creatures-sli.json b/data/bestiary/creatures-sli.json
index be60e04625..cf43aee514 100644
--- a/data/bestiary/creatures-sli.json
+++ b/data/bestiary/creatures-sli.json
@@ -12,7 +12,6 @@
"creature": [
{
"name": "Ahvothian",
- "isNpc": false,
"source": "Sli",
"page": 62,
"level": 7,
@@ -65,6 +64,11 @@
"wis": 4,
"cha": 2
},
+ "items": [
+ "javelins (3)",
+ "longspear",
+ "trophies (animal, beast, and humanoid)"
+ ],
"speed": {
"abilities": [
"freedom of movement"
@@ -114,7 +118,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"type": "Innate",
"tradition": "divine",
"DC": 23,
@@ -154,7 +157,18 @@
}
]
},
- "constant": {}
+ "constant": {
+ "4": {
+ "spells": [
+ {
+ "name": "freedom of movement"
+ },
+ {
+ "name": "speak with animals"
+ }
+ ]
+ }
+ }
}
}
],
@@ -165,7 +179,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -173,12 +186,6 @@
}
],
"bot": [
- {
- "entries": [
- "Divine Innate Spells DC 23; 4th creation; 3rd earthbind (at will), fear (at will); 2nd death knell (at will); 1st charm (at will); Constant (4th) freedom of movement, speak with animals."
- ],
- "name": "Trophies"
- },
{
"entries": [
"When an ahvothian uses an innate spell against a reptile, the DC is 27 rather than 23."
@@ -235,7 +242,6 @@
},
{
"name": "Angazhani Cultist",
- "isNpc": false,
"source": "Sli",
"page": 30,
"level": 4,
@@ -332,7 +338,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -428,7 +433,6 @@
},
{
"name": "Aspis Guard",
- "isNpc": false,
"source": "Sli",
"page": 44,
"level": 5,
@@ -613,7 +617,6 @@
},
{
"name": "Aspis Technician",
- "isNpc": false,
"source": "Sli",
"page": 45,
"level": 7,
@@ -702,7 +705,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "5 acid damage plus {@damage 2d6+2} {@condition persistent damage ||persistent acid} and 4 acid splash",
+ "damage": "5 acid damage plus {@damage 2d6+2} {@condition persistent damage||persistent acid} and 4 acid splash",
"types": [
"acid",
"persistent"
@@ -716,7 +719,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage ||persistent fire} and 4 fire splash",
+ "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage||persistent fire} and 4 fire splash",
"types": [
"fire",
"persistent"
@@ -819,7 +822,6 @@
},
{
"name": "Croakchief Globblit Skink-eater",
- "isNpc": false,
"source": "Sli",
"page": 22,
"level": 5,
@@ -851,6 +853,9 @@
},
"survival": {
"std": 11
+ },
+ "swamp lore": {
+ "std": "8"
}
},
"abilityMods": {
@@ -897,9 +902,7 @@
],
"effects": [
"tongue grab"
- ],
- "damage": "tongue grab",
- "types": []
+ ]
},
{
"range": "Ranged",
@@ -915,14 +918,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+8 Str +5, Dex +2, Con +3, Int \u20131, Wis +2, Cha +2 Items breastplate, +1 striking greatclub, javelins (3)"
- ],
- "name": "Lore"
- }
- ],
"bot": [
{
"activity": {
@@ -954,7 +949,7 @@
},
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"Globblit makes a greatclub {@action Strike} and a tongue {@action Strike} against the same target. If the greatclub {@action Strike} hits, the target is {@condition flat-footed} against his tongue {@action Strike}. This counts as two attacks for Globblit's multiple attack penalty, but the penalty doesn't increase until after his Smash and Slurp."
@@ -969,9 +964,9 @@
},
{
"entries": [
- "Globblit hits a creature with his tongue, that creature becomes {@condition grabbed} by him. Unlike a normal grab, the creature isn't {@condition immobilized}, but it can't move beyond the reach of Globblit's tongue. A creature can sever the tongue by succeeding at an AC 18 {@action Strike} and dealing at least 6 slashing damage. Though this doesn't deal any damage to Globblit, it prevents him from using his tongue {@action Strike} until it regrows, which takes a week."
+ "If Globblit hits a creature with his tongue, that creature becomes {@condition grabbed} by him. Unlike a normal grab, the creature isn't {@condition immobilized}, but it can't move beyond the reach of Globblit's tongue. A creature can sever the tongue by succeeding at an AC 18 {@action Strike} and dealing at least 6 slashing damage. Though this doesn't deal any damage to Globblit, it prevents him from using his tongue {@action Strike} until it regrows, which takes a week."
],
- "name": "Tongue Grab If"
+ "name": "Tongue Grab"
}
]
},
@@ -999,7 +994,6 @@
},
{
"name": "Cursebreaker",
- "isNpc": false,
"source": "Sli",
"page": 38,
"level": 9,
@@ -1162,14 +1156,13 @@
{
"amount": 10,
"name": "physical",
- "note": "(except {@item adamantine (generic)||adamantine})"
+ "note": "except {@item adamantine (generic)||adamantine}"
}
]
}
},
{
"name": "Fuming Sludge",
- "isNpc": false,
"source": "Sli",
"page": 63,
"level": 7,
@@ -1217,7 +1210,7 @@
"effects": [
"Grab"
],
- "damage": "{@damage 2d10+6} bludgeoning plus {@damage 1d8} {@condition persistent damage ||persistent fire} and Grab",
+ "damage": "{@damage 2d10+6} bludgeoning plus {@damage 1d8} {@condition persistent damage||persistent fire} and Grab",
"types": [
"bludgeoning",
"persistent"
@@ -1234,7 +1227,7 @@
"effects": [
"cooling glob"
],
- "damage": "{@damage 3d6+6} bludgeoning plus {@damage 1d8} {@condition persistent damage ||persistent fire} and cooling glob",
+ "damage": "{@damage 3d6+6} bludgeoning plus {@damage 1d8} {@condition persistent damage||persistent fire} and cooling glob",
"types": [
"bludgeoning",
"persistent"
@@ -1255,7 +1248,7 @@
"fire"
],
"entries": [
- "15 feet. The fuming sludge constantly emits incendiary smoke that creates concealment around it. The smoke doesn't impair the fuming sludge's chemical sense. A creature that enters the aura or begins its turn in the aura becomes {@condition sickened|CRB|sickened 1} (DC 25 Fortitude negates) and cannot recover from {@condition persistent damage ||persistent fire damage} for 1 round. It is then temporarily immune to the sickening effect of the smoldering haze for 1 minute. A creature that is currently holding its breath, that doesn't need to breathe, or that's immune to poison is immune to the aura's {@condition sickened} effect but not the concealment or inability to recover from {@condition persistent damage ||persistent fire damage}."
+ "15 feet. The fuming sludge constantly emits incendiary smoke that creates concealment around it. The smoke doesn't impair the fuming sludge's chemical sense. A creature that enters the aura or begins its turn in the aura becomes {@condition sickened|CRB|sickened 1} (DC 25 Fortitude negates) and cannot recover from {@condition persistent damage||persistent fire damage} for 1 round. It is then temporarily immune to the sickening effect of the smoldering haze for 1 minute. A creature that is currently holding its breath, that doesn't need to breathe, or that's immune to poison is immune to the aura's {@condition sickened} effect but not the concealment or inability to recover from {@condition persistent damage||persistent fire damage}."
],
"name": "Smoldering Haze"
}
@@ -1266,7 +1259,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -1280,7 +1272,7 @@
"unit": "action"
},
"entries": [
- "{@damage 1d8+6} bludgeoning plus {@damage 1d8} {@condition persistent damage ||persistent fire}, DC 24."
+ "{@damage 1d8+6} bludgeoning plus {@damage 1d8} {@condition persistent damage||persistent fire}, DC 24"
],
"name": "Constrict",
"generic": {
@@ -1333,7 +1325,6 @@
},
{
"name": "Nyamat Mshwe",
- "isNpc": false,
"source": "Sli",
"page": 33,
"level": 6,
@@ -1504,7 +1495,6 @@
}
},
{
- "name": "Cleric Domain Spells",
"tradition": "divine",
"DC": 24,
"fp": 2,
@@ -1514,7 +1504,9 @@
"spells": [
{
"name": "touch of obedience",
- "note": "with a range of 30 feet"
+ "notes": [
+ "with a range of 30 feet"
+ ]
}
]
}
@@ -1580,7 +1572,6 @@
},
{
"name": "Paga Nikohian",
- "isNpc": false,
"source": "Sli",
"page": 51,
"level": 9,
@@ -1702,7 +1693,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 28,
@@ -1842,7 +1832,7 @@
"trigger": "Paga fails or critically fails a skill check or a saving throw",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Paga rerolls the saving throw and must take the new result."
diff --git a/data/bestiary/creatures-sot1.json b/data/bestiary/creatures-sot1.json
index e4bf6d4c81..f1c00551c8 100644
--- a/data/bestiary/creatures-sot1.json
+++ b/data/bestiary/creatures-sot1.json
@@ -17,7 +17,6 @@
"creature": [
{
"name": "Anadi Fateweaver",
- "isNpc": false,
"source": "SoT1",
"page": 79,
"level": 5,
@@ -72,10 +71,8 @@
"walk": 25,
"climb": 25
},
- "attacks": [],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 23,
@@ -140,7 +137,6 @@
}
},
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 23,
@@ -211,7 +207,7 @@
"trigger": "An ally within 30 feet of the anadi fateweaver that they can see makes a skill check or a saving throw",
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"The creature rerolls the triggering check and takes the new result."
@@ -288,8 +284,7 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
},
@@ -297,7 +292,6 @@
},
{
"name": "Anadi Lurker",
- "isNpc": false,
"source": "SoT1",
"page": 78,
"level": 3,
@@ -387,7 +381,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 20,
@@ -517,8 +510,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
},
@@ -526,7 +518,6 @@
},
{
"name": "Anadi Seeker",
- "isNpc": false,
"source": "SoT1",
"page": 78,
"level": 1,
@@ -615,7 +606,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"type": "Innate",
"tradition": "arcane",
"DC": 17,
@@ -729,8 +719,7 @@
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 20
}
]
},
@@ -777,7 +766,6 @@
},
{
"name": "Bramble Champion Construct",
- "isNpc": false,
"source": "SoT1",
"page": 41,
"level": 3,
@@ -876,8 +864,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -890,7 +877,6 @@
},
{
"name": "Giant Mining Bee",
- "isNpc": false,
"source": "SoT1",
"page": 80,
"level": 2,
@@ -986,8 +972,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"weaknesses": [
@@ -1000,7 +985,6 @@
},
{
"name": "Giant Silverfish",
- "isNpc": false,
"source": "SoT1",
"page": 84,
"level": 0,
@@ -1095,8 +1079,7 @@
},
"hp": [
{
- "hp": 17,
- "abilities": null
+ "hp": 17
}
]
},
@@ -1104,7 +1087,6 @@
},
{
"name": "Giant Tsetse Fly",
- "isNpc": false,
"source": "SoT1",
"page": 81,
"level": 2,
@@ -1236,8 +1218,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
]
},
@@ -1245,7 +1226,6 @@
},
{
"name": "Giant Worker Bee",
- "isNpc": false,
"source": "SoT1",
"page": 80,
"level": 0,
@@ -1337,8 +1317,7 @@
},
"hp": [
{
- "hp": 16,
- "abilities": null
+ "hp": 16
}
],
"weaknesses": [
@@ -1351,7 +1330,6 @@
},
{
"name": "Gnagrif",
- "isNpc": false,
"source": "SoT1",
"page": 83,
"level": 2,
@@ -1437,7 +1415,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 16,
@@ -1554,8 +1531,7 @@
},
"hp": [
{
- "hp": 35,
- "abilities": null
+ "hp": 35
}
],
"weaknesses": [
@@ -1580,6 +1556,7 @@
"fey",
"gremlin"
],
+ "description": "Female pugwampi jinxer",
"perception": {
"std": 10,
"to hear things": 2
@@ -1666,7 +1643,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 20,
@@ -1701,14 +1677,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+11, {@skill Thievery} +9 (+11 to {@action Steal}) Str \u20132, Dex +4, Con +1, Int +1, Wis \u20131, Cha +3 Items shortbow (60 arrows), shortsword."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -1736,21 +1704,11 @@
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 1d6+4} piercing Ranged shortbow +12 (deadly , magical, range increment <60 feet>, reload <0>), Damage {@damage 1d6} piercing Primal Innate Spells DC 20; 2nd speak with animals (at will); 1st gust of wind, spider sting; Cantrips (2nd) prestidigitation."
- ],
- "name": "S), Damage"
- },
{
"entries": [
- "Stabs Kurshkin deals an additional {@dice 1d6} damage with her melee {@action Strike||Strikes} against creatures affected by her unluck aura."
+ "Kurshkin deals an additional {@dice 1d6} damage with her melee {@action Strike||Strikes} against creatures affected by her unluck aura."
],
- "name": "Lucky"
+ "name": "Lucky Stabs"
},
{
"entries": [
@@ -1777,8 +1735,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"weaknesses": [
@@ -1792,7 +1749,6 @@
},
{
"name": "Scrit",
- "isNpc": false,
"source": "SoT1",
"page": 82,
"level": 0,
@@ -1918,8 +1874,7 @@
},
"hp": [
{
- "hp": 18,
- "abilities": null
+ "hp": 18
}
]
},
@@ -1927,7 +1882,6 @@
},
{
"name": "Shieldbearer Construct",
- "isNpc": false,
"source": "SoT1",
"page": 40,
"level": 2,
@@ -1995,7 +1949,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -2006,7 +1959,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Shield Block",
"generic": {
"tag": "ability"
@@ -2031,8 +1983,7 @@
},
"hp": [
{
- "hp": 30,
- "abilities": null
+ "hp": 30
}
],
"immunities": [
@@ -2045,7 +1996,6 @@
},
{
"name": "Sicklehand Construct",
- "isNpc": false,
"source": "SoT1",
"page": 41,
"level": 0,
@@ -2144,8 +2094,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
],
"immunities": [
@@ -2162,7 +2111,6 @@
},
{
"name": "Silverfish Swarm",
- "isNpc": false,
"source": "SoT1",
"page": 84,
"level": -1,
@@ -2201,7 +2149,6 @@
"walk": 40,
"climb": 20
},
- "attacks": [],
"abilities": {
"bot": [
{
@@ -2242,8 +2189,7 @@
},
"hp": [
{
- "hp": 9,
- "abilities": null
+ "hp": 9
}
],
"immunities": [
@@ -2263,7 +2209,6 @@
},
{
"name": "Spellskein",
- "isNpc": false,
"source": "SoT1",
"page": 85,
"level": 0,
@@ -2396,8 +2341,7 @@
},
"hp": [
{
- "hp": 15,
- "abilities": null
+ "hp": 15
}
],
"immunities": [
@@ -2426,6 +2370,7 @@
"humanoid",
"oread"
],
+ "description": "Male human oread stone spirit",
"perception": {
"std": 13
},
@@ -2446,6 +2391,9 @@
"intimidation": {
"std": 12
},
+ "magaambya lore": {
+ "std": 12
+ },
"nature": {
"std": 13
},
@@ -2500,7 +2448,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"type": "Prepared",
"tradition": "primal",
"DC": 22,
@@ -2572,34 +2519,16 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12, {@skill Nature} +13, {@skill Stealth} +11 Str +3, Dex +0, Con +4, Int +3, Wis +4, Cha +1 Items leather armor, +1 morningstar, sling (10 bullets)"
- ],
- "name": "Magaambya Lore"
- }
- ],
"mid": [
{
"entries": [
- "Ghost can pass through objects made of stone or soil, including walls.",
+ "Stone Ghost can pass through objects made of stone or soil, including walls.",
"When inside an object, Stone Ghost can't perceive, attack, or interact with anything outside the object, and if he starts his turn inside an object, he is {@condition slowed|CRB|slowed 1}."
],
- "name": "Stone Spirit Stone"
+ "name": "Stone Spirit"
}
],
"bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "{@damage 1d6+7} bludgeoning Ranged sling +11 (propulsive, range increment <50 feet>, reload <1>), Damage {@damage 1d6+5} bludgeoning Primal Prepared Spells DC 22, attack +14; 3rd earthbind, summon elemental (earth only); 2nd darkvision, glitterdust, shatter; 1st command (animals only), grease, pass without trace; Cantrips (3rd) acid splash, dancing lights, know direction, shield, tanglefoot."
- ],
- "name": "P), Damage"
- },
{
"activity": {
"number": 2,
@@ -2611,15 +2540,9 @@
],
"requirements": "A foe within Stone Ghost's reach is standing on stone or soil",
"entries": [
- "Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an {@skill Athletics} check against the target's Fortitude."
+ "Stone Ghost briefly extends his intangibility to a foe and drags or pounds them into the earth. He makes an {@skill Athletics} check against the target's Fortitude DC. On a success, the foe is planted waist-deep in the ground and is {@condition immobilized} and {@condition flat-footed} until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful {@action Escape} returns the foe to its original square on the surface, or the closest unoccupied square."
],
"name": "Entombing Grasp"
- },
- {
- "entries": [
- "On a success, the foe is planted waist-deep in the ground and is {@condition immobilized} and {@condition flat-footed} until it Escapes (DC 22). On a critical success, the foe is completely buried and must hold its breath until it is free or else start suffocating. A successful {@action Escape} returns the foe to its original square on the surface, or the closest unoccupied square."
- ],
- "name": "DC."
}
]
},
@@ -2640,14 +2563,14 @@
},
"hp": [
{
- "hp": 40,
- "abilities": null
+ "hp": 40
}
],
"resistances": [
{
"amount": 5,
- "name": "all damage"
+ "name": "all damage",
+ "note": "except force or {@item ghost touch}; double resistance vs. non-magical, stone, or effects with the earth trait"
}
]
},
@@ -2731,7 +2654,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 21,
@@ -2821,8 +2743,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -2830,7 +2751,6 @@
},
{
"name": "Umbo",
- "isNpc": false,
"source": "SoT1",
"page": 22,
"level": 3,
@@ -2911,7 +2831,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Umbo expels spores in a 10-foot burst centered on a corner of his own space. This cloud lasts until the start of the myceloid's next turn. Each creature that is in the cloud or enters it is exposed to purple pox."
@@ -2991,8 +2911,7 @@
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 50
}
],
"weaknesses": [
@@ -3101,7 +3020,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"type": "Innate",
"tradition": "primal",
"DC": 21,
@@ -3181,8 +3099,7 @@
},
"hp": [
{
- "hp": 68,
- "abilities": null
+ "hp": 68
}
],
"weaknesses": [
diff --git a/data/bestiary/creatures-sot2.json b/data/bestiary/creatures-sot2.json
index 5338bb0da5..e6acd2175e 100644
--- a/data/bestiary/creatures-sot2.json
+++ b/data/bestiary/creatures-sot2.json
@@ -2,7 +2,6 @@
"creature": [
{
"name": "Damibwa",
- "isNpc": false,
"source": "SoT2",
"page": 80,
"level": 4,
@@ -65,12 +64,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+10 Str +4, Dex +4, Con +3, Int \u20134, Wis +2, Cha +0."
- ],
- "name": "Survival"
- },
{
"entries": [
"A damibwa can hold its breath for 5 minutes."
@@ -94,9 +87,18 @@
"attack",
"move"
],
- "requirements": "The damibwa has a",
+ "requirements": "The damibwa has a Small or smaller creature {@condition grabbed} in water",
"entries": [
- "Small or smaller creature {@condition grabbed} in water; The damibwa attempts an {@skill Athletics} check against the creature's Fortitude DC. Critical Success The damibwa moves up to its swim Speed, dragging the {@condition grabbed} creature along with it. Success The damibwa moves up to half its swim Speed, dragging the {@condition grabbed} creature along with it. Failure The damibwa doesn't move and the creature isn't dragged. Critical Failure The damibwa no longer has the creature {@condition grabbed}."
+ "The damibwa attempts an {@skill Athletics} check against the creature's Fortitude DC.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The damibwa moves up to its swim Speed, dragging the {@condition grabbed} creature along with it.",
+ "Success": "The damibwa moves up to half its swim Speed, dragging the {@condition grabbed} creature along with it.",
+ "Failure": "The damibwa doesn't move and the creature isn't dragged.",
+ "Critical Failure": "The damibwa no longer has the creature {@condition grabbed}."
+ }
+ }
],
"name": "Fetch"
},
@@ -133,8 +135,7 @@
},
"hp": [
{
- "hp": 62,
- "abilities": null
+ "hp": 62
}
]
},
@@ -142,7 +143,6 @@
},
{
"name": "Fire-pot Ubanu",
- "isNpc": false,
"source": "SoT2",
"page": 89,
"level": 8,
@@ -153,6 +153,7 @@
"human",
"humanoid"
],
+ "description": "Male human pyrochemist",
"perception": {
"std": 16
},
@@ -217,7 +218,7 @@
"range increment <20 feet>",
"splash"
],
- "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage ||persistent fire} plus 6 fire splash",
+ "damage": "{@damage 2d8+2} fire plus 4 {@condition persistent damage||persistent fire} plus 6 fire splash",
"types": [
"fire",
"persistent"
@@ -239,12 +240,31 @@
],
"spellcasting": [
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 26,
"attack": 18,
"entry": {
+ "0": {
+ "level": 4,
+ "spells": [
+ {
+ "name": "acid splash"
+ },
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "guidance"
+ },
+ {
+ "name": "prestidigitation"
+ },
+ {
+ "name": "produce flame"
+ }
+ ]
+ },
"1": {
"slots": 3,
"spells": [
@@ -305,27 +325,12 @@
"top": [
{
"entries": [
- "+15, {@skill Lore||Weapons Lore} +16 Str +1, Dex +3, Con +1, Int +4, Wis +1, Cha +4 Items smock (as padded armor), fulminating spear (page 76)"
- ],
- "name": "Nature"
- },
- {
- "entries": [
- "Ubanu carries these infused items: 8 moderate alchemist's fires, 2 lesser elixirs of life, and 2 moderate tanglefoot bags. These items last for 24 hours, or until the next time Ubanu makes his daily preparations."
+ "Ubanu carries these infused items: 8 {@item moderate alchemist's fire||moderate alchemist's fires}, 2 {@item lesser elixir of life||lesser elixirs of life}, and 2 {@item moderate tanglefoot bag||moderate tanglefoot bags}. These items last for 24 hours, or until the next time Ubanu makes his daily preparations."
],
"name": "Infused Items"
}
],
"bot": [
- {
- "traits": [
- "4th"
- ],
- "entries": [
- "acid splash, detect magic, guidance, prestidigitation, produce flame."
- ],
- "name": "Cantrips"
- },
{
"entries": [
"Creatures who fail a saving throw against one of Ubanu's spells are {@condition flat-footed} to his attacks until the end of his turn or until the end of his next turn on a critical failure."
@@ -361,15 +366,19 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "fire"
}
]
}
},
{
"name": "Froglegs",
- "isNpc": false,
"source": "SoT2",
"page": 91,
"level": 8,
@@ -380,6 +389,7 @@
"grippli",
"humanoid"
],
+ "description": "Female grippli crime boss (Pathfinder Bestiary 2 139)",
"perception": {
"std": 16
},
@@ -413,7 +423,8 @@
"std": 16
},
"thievery": {
- "std": 18
+ "std": 18,
+ "to Pick a Lock": 20
},
"underworld lore": {
"std": 15
@@ -427,6 +438,12 @@
"wis": 2,
"cha": 4
},
+ "items": [
+ "+1 daggers (4)",
+ "Habu's Cudgel (page 76)",
+ "leather armor",
+ "infiltrator thieves' tools"
+ ],
"speed": {
"walk": 30,
"climb": 20
@@ -484,46 +501,32 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+16, {@skill Stealth} +16, {@skill Thievery} +18 (+20 to {@action Pick a Lock}), {@skill Lore||Underworld Lore} +15 Str +3, Dex +4, Con +0, Int +1, Wis +2, Cha +4 Items +1 daggers (4), Habu's Cudgel (page 76), leather armor, infiltrator thieves' tools."
- ],
- "name": "Intimidation"
- }
- ],
"mid": [
{
"entries": [
- "Advantage Froglegs isn't {@condition flat-footed} to creatures of 8th level or lower that are {@condition hidden}, {@condition undetected}, flanking, or using surprise attack."
+ "Froglegs isn't {@condition flat-footed} to creatures of 8th level or lower that are {@condition hidden}, {@condition undetected}, flanking, or using surprise attack."
],
- "name": "Deny"
+ "name": "Deny Advantage"
}
],
"bot": [
{
"entries": [
- "Fighter Froglegs deals an additional {@damage 2d6} precision damage with weapons from the {@group knife}, and knives gain the {@trait deadly } weapon property while she wields them."
+ "Froglegs deals an additional {@damage 2d6} precision damage with weapons from the {@group knife|knife group}, and knives gain the {@trait deadly } weapon property while she wields them."
],
- "name": "Knife"
+ "name": "Knife Fighter"
},
{
"activity": {
"number": 1,
"unit": "free"
},
- "trigger": "Froglegs successfully Tumbles",
+ "trigger": "Froglegs successfully {@action Tumble Through||Tumbles Through} an enemy's space",
"entries": [
- "Through an enemy's space; Froglegs attempts."
+ "Froglegs attempts to {@action Disarm} or {@action Trip} the enemy. She can use her tongue for this attempt and does not need to have a free hand."
],
"name": "Roll and Snatch"
},
- {
- "entries": [
- "{@action Trip} the enemy. She can use her tongue for this attempt and does not need to have a free hand."
- ],
- "name": "to Disarm or"
- },
{
"activity": {
"number": 1,
@@ -556,15 +559,13 @@
},
"hp": [
{
- "hp": 135,
- "abilities": null
+ "hp": 135
}
]
}
},
{
"name": "Gbahali",
- "isNpc": false,
"source": "SoT2",
"page": 81,
"level": 9,
@@ -680,7 +681,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -694,7 +694,7 @@
"unit": "action"
},
"entries": [
- "40 feet."
+ "40 feet"
],
"name": "Aquatic Ambush",
"generic": {
@@ -742,8 +742,7 @@
},
"hp": [
{
- "hp": 170,
- "abilities": null
+ "hp": 170
}
]
},
@@ -751,7 +750,6 @@
},
{
"name": "Great Grodair",
- "isNpc": false,
"source": "SoT2",
"page": 59,
"level": 7,
@@ -764,6 +762,7 @@
"fey",
"water"
],
+ "description": "Male variant grodair (Pathfinder Bestiary 2 140)",
"perception": {
"std": 16
},
@@ -848,7 +847,6 @@
],
"spellcasting": [
{
- "name": "Primal Spontaneous",
"type": "Spontaneous",
"tradition": "primal",
"DC": 25,
@@ -864,14 +862,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+17, {@skill Survival} +14 Str +5, Dex +1, Con +4, Int +1, Wis +2, Cha +4."
- ],
- "name": "Performance"
- }
- ],
"mid": [
{
"traits": [
@@ -936,15 +926,13 @@
},
"hp": [
{
- "hp": 130,
- "abilities": null
+ "hp": 130
}
]
}
},
{
"name": "Grippli Jinxer",
- "isNpc": false,
"source": "SoT2",
"page": 83,
"level": 6,
@@ -1042,7 +1030,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"type": "Spontaneous",
"tradition": "occult",
"DC": 24,
@@ -1091,16 +1078,12 @@
{
"name": "summon animal",
"notes": [
- "giant cockroach",
- "giant fly",
- "or giant tick only"
+ "{@creature giant cockroach|b2}, {@creature giant fly|b2}, or {@creature giant tick|b2} only"
]
},
{
"name": "vomit swarm",
- "notes": [
- "Advanced Player's Guide 227"
- ]
+ "source": "APG"
}
]
},
@@ -1122,14 +1105,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+14 Str +2, Dex +4, Con +2, Int +0, Wis +4, Cha +0 Items dart (8), staff."
- ],
- "name": "Stealth"
- }
- ],
"mid": [
{
"activity": {
@@ -1138,26 +1113,47 @@
},
"trigger": "A {@condition hostile} creature targets the jinxer with a melee {@action Strike}",
"entries": [
- "Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 Will save. Critical Success The creature is unaffected and is temporarily immune for 1 hour. Success The creature is unaffected and is temporarily immune for 1 minute. Failure The creature treats the jinxer as {@condition concealed} until the end of its turn. Critical Failure The creature treats the jinxer as {@condition hidden} until the end of its turn."
+ "Tattoos on the jinxer's body swirl and shift in mesmerizing patterns. The creature must attempt a DC 22 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected and is temporarily immune for 1 hour.",
+ "Success": "The creature is unaffected and is temporarily immune for 1 minute.",
+ "Failure": "The creature treats the jinxer as {@condition concealed} until the end of its turn.",
+ "Critical Failure": "The creature treats the jinxer as {@condition hidden} until the end of its turn."
+ }
+ }
],
"name": "Hypnotic Tattoos"
}
],
"bot": [
{
+ "type": "affliction",
+ "name": "Baneback Poison",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw Fortitude DC 24"
- ],
- "name": "Baneback Poison"
- },
- {
- "entries": [
- "6 rounds; Stage 1 {@damage 2d4} poison damage and {@condition stupefied|CRB|stupefied 1} (1 round); Stage 2 {@damage 3d4} poison damage and {@condition stupefied|CRB|stupefied 2} (1 round); Stage 3 {@damage 4d4} poison damage, {@condition stupefied|CRB|stupefied 3}, and {@condition flat-footed} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 24,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 2d4} poison damage and {@condition stupefied|CRB|stupefied 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 3d4} poison damage and {@condition stupefied|CRB|stupefied 2}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 3,
+ "entry": "{@damage 4d4} poison damage, {@condition stupefied|CRB|stupefied 3}, and {@condition flat-footed}",
+ "duration": "1 round"
+ }
+ ]
},
{
"activity": {
@@ -1198,8 +1194,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
]
},
@@ -1207,7 +1202,6 @@
},
{
"name": "Grippli Skirmisher",
- "isNpc": false,
"source": "SoT2",
"page": 82,
"level": 4,
@@ -1387,8 +1381,7 @@
},
"hp": [
{
- "hp": 60,
- "abilities": null
+ "hp": 60
}
]
},
@@ -1396,7 +1389,6 @@
},
{
"name": "I'iko Dragon",
- "isNpc": false,
"source": "SoT2",
"page": 84,
"level": 6,
@@ -1572,8 +1564,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
]
},
@@ -1581,7 +1572,6 @@
},
{
"name": "Kiru",
- "isNpc": false,
"source": "SoT2",
"page": 27,
"level": 3,
@@ -1592,6 +1582,7 @@
"elf",
"humanoid"
],
+ "description": "Male elf thief",
"perception": {
"std": 9
},
@@ -1676,14 +1667,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+11, {@skill Lore||Underworld Lore} +8 Str +1, Dex +4, Con +0, Int +1, Wis +2, Cha +2 Items dagger (6), studded leather armor, thieves' tools."
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"entries": [
@@ -1693,9 +1676,9 @@
},
{
"entries": [
- "Attack Kiru deals an extra {@damage 1d6} precision damage to {@condition flat-footed} creatures."
+ "Kiru deals an extra {@damage 1d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak"
+ "name": "Sneak Attack"
},
{
"entries": [
@@ -1722,15 +1705,13 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
]
}
},
{
"name": "Kolbo",
- "isNpc": false,
"source": "SoT2",
"page": 49,
"level": 6,
@@ -1741,6 +1722,7 @@
"dwarf",
"humanoid"
],
+ "description": "Male dwarf con artist",
"perception": {
"std": 12
},
@@ -1782,6 +1764,14 @@
"wis": 1,
"cha": 3
},
+ "items": [
+ "heavy crossbow (10 bolts)",
+ "lesser elixir of life",
+ "leather armor",
+ "longsword",
+ "strongbox key",
+ "thieves' tools"
+ ],
"speed": {
"walk": 20
},
@@ -1814,12 +1804,6 @@
],
"abilities": {
"top": [
- {
- "entries": [
- "+12, {@skill Thievery} +14 Str +4, Dex +2, Con +4, Int +2, Wis +1, Cha +3 Items heavy crossbow (10 bolts), lesser elixir of life, leather armor, longsword, strongbox key, thieves' tools."
- ],
- "name": "Society"
- },
{
"entries": [
"If Kolbo is aware of his opponents and isn't prevented from speaking, he rolls {@skill Deception} for initiative."
@@ -1830,9 +1814,9 @@
"mid": [
{
"entries": [
- "Advantage Kolbo isn't {@condition flat-footed} to creatures of 6th level or lower that are {@condition hidden}, {@condition undetected}, flanking, or using surprise attack."
+ "Kolbo isn't {@condition flat-footed} to creatures of 6th level or lower that are {@condition hidden}, {@condition undetected}, flanking, or using surprise attack."
],
- "name": "Deny"
+ "name": "Deny Advantage"
}
],
"bot": [
@@ -1849,9 +1833,9 @@
},
{
"entries": [
- "Attack Kolbo deals an extra {@damage 2d6} precision damage to {@condition flat-footed} creatures."
+ "Kolbo deals an extra {@damage 2d6} precision damage to {@condition flat-footed} creatures."
],
- "name": "Sneak"
+ "name": "Sneak Attack"
}
]
},
@@ -1872,15 +1856,13 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
},
{
"name": "Kreekoss",
- "isNpc": false,
"source": "SoT2",
"page": 53,
"level": 6,
@@ -1960,7 +1942,6 @@
],
"bot": [
{
- "entries": [],
"name": "Grab",
"generic": {
"tag": "ability"
@@ -1996,8 +1977,7 @@
},
"hp": [
{
- "hp": 95,
- "abilities": null
+ "hp": 95
}
],
"weaknesses": [
@@ -2016,7 +1996,6 @@
},
{
"name": "Loakan",
- "isNpc": false,
"source": "SoT2",
"page": 28,
"level": 6,
@@ -2027,6 +2006,7 @@
"humanoid",
"lizardfolk"
],
+ "description": "Female lizardfolk bruiser",
"perception": {
"std": 13
},
@@ -2114,14 +2094,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+12 Str +4, Dex +4, Con +1, Int +0, Wis +3, Cha +0 Items +1 greatclub, recipe books."
- ],
- "name": "Thievery"
- }
- ],
"bot": [
{
"activity": {
@@ -2135,9 +2107,9 @@
},
{
"entries": [
- "Breath Loakan can hold her breath for 200 rounds (20 minutes)."
+ "Loakan can hold her breath for 200 rounds (20 minutes)."
],
- "name": "Deep"
+ "name": "Deep Breath"
}
]
},
@@ -2158,15 +2130,13 @@
},
"hp": [
{
- "hp": 100,
- "abilities": null
+ "hp": 100
}
]
}
},
{
"name": "Mashkudu The Bully",
- "isNpc": false,
"source": "SoT2",
"page": 27,
"level": 5,
@@ -2177,6 +2147,7 @@
"human",
"humanoid"
],
+ "description": "Agender human mugger",
"perception": {
"std": 13
},
@@ -2210,6 +2181,12 @@
"wis": 4,
"cha": 0
},
+ "items": [
+ "hand crossbow (10 bolts)",
+ "leather armor",
+ "longsword",
+ "thieves' tools"
+ ],
"speed": {
"walk": 25
},
@@ -2241,29 +2218,17 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+11, {@skill Thievery} +13 Str +4, Dex +4, Con +2, Int +0, Wis +4, Cha +0 Items hand crossbow (10 bolts), leather armor, longsword, thieves' tools."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "Mashkudu Shoves",
- "entries": [],
- "name": "Opportunistic Maneuver"
- },
- {
+ "trigger": "Mashkudu {@action Shove||Shoves}, {@action Trip||Trips}, or {@action Disarm||Disarms} a creature",
"entries": [
- "Disarms a creature; Mashkudu attempts a {@skill Thievery} check to {@action Steal} an object the target carries."
+ "Mashkudu attempts a {@skill Thievery} check to {@action Steal} an object the target carries."
],
- "name": "Trips, or"
+ "name": "Opportunistic Maneuver"
},
{
"entries": [
@@ -2299,15 +2264,13 @@
},
"hp": [
{
- "hp": 75,
- "abilities": null
+ "hp": 75
}
]
}
},
{
"name": "Mpeshi",
- "isNpc": false,
"source": "SoT2",
"page": 85,
"level": 6,
@@ -2441,8 +2404,7 @@
},
"hp": [
{
- "hp": 110,
- "abilities": null
+ "hp": 110
}
],
"immunities": [
@@ -2459,7 +2421,6 @@
},
{
"name": "Mutated Sewer Ooze",
- "isNpc": false,
"source": "SoT2",
"page": 37,
"level": 6,
@@ -2511,7 +2472,7 @@
"finesse",
"versatile "
],
- "damage": "{@damage 2d8+5} bludgeoning plus {@damage 1d4} acid and {@damage 1d4} {@condition persistent damage ||persistent acid}",
+ "damage": "{@damage 2d8+5} bludgeoning plus {@damage 1d4} acid and {@damage 1d4} {@condition persistent damage||persistent acid}",
"types": [
"acid",
"bludgeoning",
@@ -2536,7 +2497,7 @@
],
"entries": [
"30 feet. A creature that enters the area must attempt a DC 23 Fortitude save.",
- "On a failure, the creature is {@condition sickened|CRB|sickened 1} ({@condition sickened|CRB|sickened 2} on a critical failure). A creature taking {@condition persistent damage ||persistent acid damage} from the ooze's pseudopod can't recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune for 1 minute."
+ "On a failure, the creature is {@condition sickened|CRB|sickened 1} ({@condition sickened|CRB|sickened 2} on a critical failure). A creature taking {@condition persistent damage||persistent acid damage} from the ooze's pseudopod can't recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune for 1 minute."
],
"name": "Noxious Scent"
}
@@ -2549,7 +2510,7 @@
},
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"The sewer ooze unleashes a wave of filth, covering all creatures within a 20-foot emanation. Each creature in the area must succeed at a DC 24 Reflex save or take {@damage 1d4} acid damage and a \u201310-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls {@condition prone}). A creature can spend an {@action Interact} action to clean someone off, decreasing."
@@ -2581,8 +2542,7 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 45
}
],
"immunities": [
@@ -2595,7 +2555,6 @@
},
{
"name": "Old Thrasher",
- "isNpc": false,
"source": "SoT2",
"page": 40,
"level": 8,
@@ -2723,15 +2682,13 @@
},
"hp": [
{
- "hp": 140,
- "abilities": null
+ "hp": 140
}
]
}
},
{
"name": "Reth",
- "isNpc": false,
"source": "SoT2",
"page": 29,
"level": 7,
@@ -2742,6 +2699,7 @@
"humanoid",
"lizardfolk"
],
+ "description": "Male lizardfolk gang leader",
"perception": {
"std": 13
},
@@ -2780,6 +2738,12 @@
"wis": 2,
"cha": 2
},
+ "items": [
+ "+1 hand crossbow (10 bolts)",
+ "keyring",
+ "leather armor",
+ "thieves' tools"
+ ],
"speed": {
"walk": 25,
"swim": 15
@@ -2796,7 +2760,10 @@
},
{
"range": "Melee",
- "name": "tail (agile)",
+ "name": "tail",
+ "traits": [
+ "agile"
+ ],
"attack": 16,
"damage": "{@damage 1d4+5} bludgeoning",
"types": [
@@ -2820,14 +2787,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15, {@skill Survival} +13, {@skill Thievery} +15 Str +3, Dex +4, Con +1, Int +1, Wis +2, Cha +2 Items +1 hand crossbow (10 bolts), keyring, leather armor, thieves' tools."
- ],
- "name": "Stealth"
- }
- ],
"bot": [
{
"activity": {
@@ -2845,9 +2804,9 @@
},
{
"entries": [
- "Breath Reth can hold his breath for 200 rounds (20 minutes)."
+ "Reth can hold his breath for 200 rounds (20 minutes)."
],
- "name": "Deep"
+ "name": "Deep Breath"
},
{
"activity": {
@@ -2855,7 +2814,7 @@
"unit": "action"
},
"entries": [
- "Reth {@action Stride||Strides}, {@action Step||Steps}, or {@action Sneak||Sneaks}, then Interacts to reload."
+ "Reth {@action Stride||Strides}, {@action Step||Steps}, or {@action Sneak||Sneaks}, then {@action Interact||Interacts} to reload."
],
"name": "Running Reload"
},
@@ -2891,15 +2850,13 @@
},
"hp": [
{
- "hp": 115,
- "abilities": null
+ "hp": 115
}
]
}
},
{
"name": "Salathiss",
- "isNpc": false,
"source": "SoT2",
"page": 93,
"level": 9,
@@ -2911,6 +2868,7 @@
"mutant",
"serpentfolk"
],
+ "description": "Male serpentfolk illusionist (Pathfinder Bestiary 2 236)",
"perception": {
"std": 19
},
@@ -2930,6 +2888,9 @@
"common",
"draconic",
"undercommon"
+ ],
+ "abilities": [
+ "telepathy 100 feet"
]
},
"skills": {
@@ -2963,6 +2924,10 @@
"wis": 4,
"cha": 6
},
+ "items": [
+ "bracers of armor type I",
+ "choker of elocution (imparts Xanmba, a regional language spoken by many in Nantambu)"
+ ],
"speed": {
"walk": 25
},
@@ -2997,7 +2962,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"type": "Prepared",
"tradition": "arcane",
"DC": 28,
@@ -3088,7 +3052,6 @@
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 28,
@@ -3138,14 +3101,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+19, {@skill Occultism} +18, {@skill Society} +18, {@skill Stealth} +18 Str +4, Dex +3, Con +2, Int +5, Wis +4, Cha +6 Items bracers of armor type I, choker of elocution (imparts Xanmba, a regional language spoken by many in Nantambu)"
- ],
- "name": "Intimidation"
- }
- ],
"bot": [
{
"activity": {
@@ -3175,19 +3130,26 @@
"name": "Peerless Duplicate"
},
{
+ "type": "affliction",
+ "name": "Serpentfolk Venom",
"traits": [
"poison"
],
- "entries": [
- "Saving Throw DC 26 Fortitude"
- ],
- "name": "Serpentfolk Venom"
- },
- {
- "entries": [
- "6 rounds; Stage 1 {@damage 2d4} poison damage and {@condition enfeebled|CRB|enfeebled 1} (1 round); Stage 2 {@damage 3d4} poison damage and {@condition enfeebled|CRB|enfeebled 2} (1 round)"
- ],
- "name": "Maximum Duration"
+ "DC": 26,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 2d4} poison damage and {@condition enfeebled|CRB|enfeebled 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 3d4} poison damage and {@condition enfeebled|CRB|enfeebled 2}",
+ "duration": "1 round"
+ }
+ ]
}
]
},
@@ -3203,20 +3165,30 @@
"std": 17
},
"will": {
- "std": 20
- }
+ "std": 20,
+ "abilities": [
+ "+4 status vs. mental"
+ ]
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 150,
- "abilities": null
+ "hp": 150
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "poison"
}
]
}
},
{
"name": "Serpentfolk Granitescale",
- "isNpc": false,
"source": "SoT2",
"page": 86,
"level": 6,
@@ -3322,7 +3294,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"name": "Attack of Opportunity",
"generic": {
"tag": "ability"
@@ -3336,7 +3307,7 @@
"trigger": "The granitescale takes piercing or slashing damage",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale reduces the damage by 10, but their AC is reduced by 2 for 1 day, when the shed scales regrow."
@@ -3397,8 +3368,7 @@
},
"hp": [
{
- "hp": 120,
- "abilities": null
+ "hp": 120
}
],
"resistances": [
@@ -3412,7 +3382,6 @@
},
{
"name": "Serpentfolk Venom Caller",
- "isNpc": false,
"source": "SoT2",
"page": 87,
"level": 7,
@@ -3535,7 +3504,6 @@
],
"spellcasting": [
{
- "name": "Arcane Spontaneous",
"type": "Spontaneous",
"tradition": "arcane",
"DC": 25,
@@ -3611,16 +3579,13 @@
},
{
"name": "noxious vapors",
- "notes": [
- "Advanced Player's Guide 222"
- ]
+ "source": "APG"
}
]
}
}
},
{
- "name": "Occult Innate",
"type": "Innate",
"tradition": "occult",
"DC": 25,
@@ -3660,14 +3625,6 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+15 Str +0, Dex +4, Con +2, Int +6, Wis +4, Cha +2 Items shortbow (20 arrows), sickle."
- ],
- "name": "Survival"
- }
- ],
"bot": [
{
"traits": [
@@ -3691,10 +3648,10 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "The venom caller conjures a 10-foot burst of liquid poison within 60 feet. Each creature that begins its turn in the area takes {@damage 4d6} poison damage (DC 25 basic Fortitude save). On a critical failure, creatures also take {@damage 1d6} {@condition persistent damage ||persistent poison damage}. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the {@trait concentrate} trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 minute, at which time it evaporates without a trace."
+ "The venom caller conjures a 10-foot burst of liquid poison within 60 feet. Each creature that begins its turn in the area takes {@damage 4d6} poison damage (DC 25 basic Fortitude save). On a critical failure, creatures also take {@damage 1d6} {@condition persistent damage||persistent poison damage}. Once per turn, starting the turn after the venom caller uses Venom Pool, the venom caller can use a single action, which has the {@trait concentrate} trait, to increase the radius of the burst by 5 feet. The pool of venom lasts for 1 minute, at which time it evaporates without a trace."
],
"name": "Venom Pool"
}
@@ -3713,13 +3670,23 @@
},
"will": {
"std": 17,
- "status vs. mental": 4
- }
+ "abilities": [
+ "+4 status vs. mental"
+ ]
+ },
+ "abilities": [
+ "+1 status to all saves vs. magic"
+ ]
},
"hp": [
{
- "hp": 105,
- "abilities": null
+ "hp": 105
+ }
+ ],
+ "resistances": [
+ {
+ "amount": 10,
+ "name": "poison"
}
]
},
diff --git a/data/bestiary/creatures-sot3.json b/data/bestiary/creatures-sot3.json
index 97cbc79808..9148eb7c6c 100644
--- a/data/bestiary/creatures-sot3.json
+++ b/data/bestiary/creatures-sot3.json
@@ -218,7 +218,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -353,7 +352,6 @@
],
"spellcasting": [
{
- "name": "Divine Prepared",
"tradition": "divine",
"type": "Prepared",
"DC": 30,
@@ -703,7 +701,7 @@
},
"requirements": "Ajbal's last action was a melee {@action Strike} that dealt sneak attack damage to a {@condition flat-footed} target",
"entries": [
- "Ajbal deals 6 {@condition persistent damage ||persistent bleed damage} to the target creature, and the target is {@condition enfeebled||enfeebled 1} for as long as it's bleeding."
+ "Ajbal deals 6 {@condition persistent damage||persistent bleed damage} to the target creature, and the target is {@condition enfeebled||enfeebled 1} for as long as it's bleeding."
]
},
{
@@ -1394,7 +1392,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "The cyclops bully fails (but does not critically fail) an attack roll or an {@skill Intimidation} check",
@@ -1408,7 +1406,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -1507,7 +1504,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 26,
@@ -1516,7 +1512,7 @@
"spells": [
{
"name": "ill omen",
- "note": "Advanced Player's Guide 221"
+ "source": "APG"
}
]
},
@@ -1551,7 +1547,7 @@
},
{
"name": "seal fate",
- "note": "Advanced Player's Guide 224"
+ "source": "APG"
}
]
}
@@ -1755,7 +1751,6 @@
],
"spellcasting": [
{
- "name": "Primal Spontaneous",
"tradition": "primal",
"type": "Spontaneous",
"DC": 28,
@@ -2001,7 +1996,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"tradition": "divine",
"type": "Spontaneous",
"DC": 30,
@@ -2141,14 +2135,14 @@
"spells": [
{
"name": "brain drain",
- "note": "Advanced Player's Guide 230"
+ "source": "APG"
},
{
"name": "scholarly recollection"
},
{
"name": "vision of weakness",
- "note": "Advanced Player's Guide 234"
+ "source": "APG"
}
]
}
@@ -2175,7 +2169,7 @@
"occult"
],
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"trigger": "Halbrux is about to attempt a skill check",
@@ -2215,7 +2209,7 @@
"unit": "free"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2376,7 +2370,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 29,
@@ -2590,7 +2583,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 21,
@@ -2606,7 +2598,7 @@
},
{
"name": "vomit swarm",
- "note": "Advanced Player's Guide 227"
+ "source": "APG"
}
]
},
@@ -2768,7 +2760,6 @@
},
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 30,
@@ -2789,7 +2780,7 @@
},
{
"name": "vomit swarm",
- "note": "Advanced Player's Guide 227"
+ "source": "APG"
}
]
}
@@ -3133,7 +3124,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 26,
@@ -3181,7 +3171,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3209,7 +3198,7 @@
"unit": "action"
},
"frequency": {
- "freq": 2,
+ "number": 2,
"unit": "day"
},
"entries": [
@@ -3309,7 +3298,10 @@
"entries": [
"A screaming sulfur becomes bound to the location where the people whose souls make up its form died.",
"It can stray up to 1,000 feet from this site of death, or up to 100 feet from the edges of any waterway associated with its death, whichever distance is shorter."
- ]
+ ],
+ "generic": {
+ "tag": "ability"
+ }
}
],
"mid": [
@@ -3333,7 +3325,11 @@
],
"entries": [
"Blessing the site where the screaming sulfur was formed and burying whatever dead remain allows the spirits within the screaming sulfur to move on to the afterlife, rendering it inert."
- ]
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
}
],
"bot": [
@@ -3390,13 +3386,7 @@
{
"name": "all damage",
"amount": 10,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
},
@@ -3476,7 +3466,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 29,
@@ -3520,7 +3509,7 @@
"spells": [
{
"name": "transmute rock and mud",
- "note": [
+ "notes": [
"rock to mud only"
]
}
@@ -3531,7 +3520,7 @@
"spells": [
{
"name": "endure elements",
- "note": [
+ "notes": [
"cold"
]
}
@@ -3755,7 +3744,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3770,7 +3758,7 @@
"divine"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "The Terwa chosen rolls a success or a critical failure on a check",
@@ -3787,7 +3775,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -3806,7 +3794,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -3919,7 +3907,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 24,
@@ -4086,7 +4073,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 25,
@@ -4190,7 +4176,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "An attack or effect would reduce an ally within 30 feet to 0 Hit Points or would cause the ally to gain the {@condition dying} condition",
@@ -4330,7 +4316,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "Thiarvo fails a skill check or a saving throw",
@@ -4497,7 +4483,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "Yonsuu fails or critically fails a Reflex saving throw",
diff --git a/data/bestiary/creatures-sot4.json b/data/bestiary/creatures-sot4.json
index 0be51a071a..db9266247d 100644
--- a/data/bestiary/creatures-sot4.json
+++ b/data/bestiary/creatures-sot4.json
@@ -100,7 +100,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 36,
@@ -198,7 +197,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -216,7 +214,7 @@
],
"trigger": "The avatar fails or critically fails a saving throw",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -433,7 +431,7 @@
],
"name": "jaws",
"attack": 27,
- "damage": "{@damage 3d8+14} piercing plus {@damage 1d10} {@condition persistent damage ||persistent acid}"
+ "damage": "{@damage 3d8+14} piercing plus {@damage 1d10} {@condition persistent damage||persistent acid}"
},
{
"range": "Ranged",
@@ -630,7 +628,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 26,
@@ -653,7 +650,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -817,7 +813,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 49,
@@ -978,14 +973,12 @@
},
"components": [
"when they {@action Cast a Spell||Cast the Spell}."
- ],
- "entries": []
+ ]
}
],
"bot": [
{
- "name": "Memories of Ages",
- "entries": []
+ "name": "Memories of Ages"
},
{
"name": "Forest Growth",
@@ -1363,7 +1356,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 30,
@@ -1386,7 +1378,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -1590,10 +1581,10 @@
"The creature takes half damage."
],
"Failure": [
- "The creature takes full damage and catches fire, taking {@damage 1d6} {@condition persistent damage ||persistent fire damage}."
+ "The creature takes full damage and catches fire, taking {@damage 1d6} {@condition persistent damage||persistent fire damage}."
],
"Critical Failure": [
- "As failure, but the {@condition persistent damage ||persistent fire damage} is {@dice 5d6}."
+ "As failure, but the {@condition persistent damage||persistent fire damage} is {@dice 5d6}."
]
}
}
@@ -1736,8 +1727,7 @@
]
},
{
- "name": "Troop Defenses",
- "entries": []
+ "name": "Troop Defenses"
}
],
"bot": [
@@ -1746,8 +1736,7 @@
"activity": {
"number": 1,
"unit": "action"
- },
- "entries": []
+ }
},
{
"name": "Golden Strike",
@@ -1757,7 +1746,7 @@
"entry": "{@as 1} to {@as 3}"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -1814,12 +1803,21 @@
"hp": [
{
"hp": 240,
- "abilities": [
- "(16 squares); Thresholds 160 (12 squares)",
- "80 (8 squares)"
+ "notes": [
+ "16 squares"
]
}
],
+ "thresholds": [
+ {
+ "value": 160,
+ "squares": 12
+ },
+ {
+ "value": 80,
+ "squares": 8
+ }
+ ],
"immunities": [
"bleed",
"death effects",
@@ -1887,10 +1885,7 @@
"languages": {
"languages": [
"common",
- "necril"
- ],
- "abilities": [
- "can't speak any language"
+ "necril (can't speak any language)"
]
},
"skills": {
@@ -2031,7 +2026,7 @@
"manipulate"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"requirements": "The grave karina is adjacent to a creature that's casting a shadow",
@@ -2153,8 +2148,7 @@
"abilities": {
"mid": [
{
- "name": "Graveknight's Shield",
- "entries": []
+ "name": "Graveknight's Shield"
},
{
"name": "Attack of Opportunity",
@@ -2162,7 +2156,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2326,7 +2319,6 @@
],
"spellcasting": [
{
- "name": "Innate Divine",
"tradition": "divine",
"type": "Innate",
"DC": 33,
@@ -2363,7 +2355,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2373,8 +2364,7 @@
"activity": {
"number": 1,
"unit": "reaction"
- },
- "entries": []
+ }
}
],
"bot": [
@@ -2389,8 +2379,7 @@
"activity": {
"number": 2,
"unit": "action"
- },
- "entries": []
+ }
},
{
"name": "Devastating Blast",
@@ -2554,7 +2543,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2565,7 +2553,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2579,11 +2566,11 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
- "The Jackal Guard lunges forward with their spear and delivers a piercing blow. The Jackal Guard Steps and then makes a melee spear {@action Strike}. On a hit, the target also takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage}."
+ "The Jackal Guard lunges forward with their spear and delivers a piercing blow. The Jackal Guard Steps and then makes a melee spear {@action Strike}. On a hit, the target also takes {@damage 1d6} {@condition persistent damage||persistent bleed damage}."
]
},
{
@@ -2593,10 +2580,9 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
- },
- "entries": []
+ }
},
{
"name": "The Jackal",
@@ -2611,7 +2597,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -2944,7 +2930,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3006,8 +2991,8 @@
"defenses": {
"ac": {
"std": 36,
+ "when broken": 32,
"abilities": [
- "32 when broken);",
"construct armor"
]
},
@@ -3144,7 +3129,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 34,
@@ -3432,7 +3416,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 27,
@@ -3443,7 +3426,9 @@
"spells": [
{
"name": "divine lance",
- "note": "law or evil"
+ "notes": [
+ "law or evil"
+ ]
},
{
"name": "message"
@@ -3673,7 +3658,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 30,
@@ -3684,7 +3668,9 @@
"spells": [
{
"name": "divine lance",
- "note": "law or evil"
+ "notes": [
+ "law or evil"
+ ]
},
{
"name": "message"
@@ -3707,7 +3693,6 @@
}
},
{
- "name": "Primal Spontaneous",
"tradition": "primal",
"type": "Spontaneous",
"DC": 30,
@@ -3862,7 +3847,7 @@
"necromancy"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -4007,7 +3992,6 @@
],
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 27,
@@ -4018,7 +4002,9 @@
"spells": [
{
"name": "divine lance",
- "note": "law or evil"
+ "notes": [
+ "law or evil"
+ ]
},
{
"name": "message"
@@ -4076,7 +4062,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -4190,7 +4176,6 @@
},
"spellcasting": [
{
- "name": "Divine Innate",
"tradition": "divine",
"type": "Innate",
"DC": 30,
@@ -4226,8 +4211,7 @@
}
},
{
- "name": "Troop Defenses",
- "entries": []
+ "name": "Troop Defenses"
}
],
"bot": [
@@ -4246,8 +4230,7 @@
"activity": {
"number": 1,
"unit": "action"
- },
- "entries": []
+ }
},
{
"name": "Soul Grasp",
@@ -4257,7 +4240,7 @@
"entry": "{@as 1} to {@as 3}"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -4291,12 +4274,21 @@
"hp": [
{
"hp": 234,
- "abilities": [
- "(16 squares); Thresholds 156 (12 squares)",
- "78 (8 squares)"
+ "notes": [
+ "16 squares"
]
}
],
+ "thresholds": [
+ {
+ "value": 156,
+ "squares": 12
+ },
+ {
+ "value": 78,
+ "squares": 8
+ }
+ ],
"weaknesses": [
{
"name": "area damage",
@@ -4315,13 +4307,7 @@
{
"name": "all damage",
"amount": 5,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
@@ -4374,7 +4360,6 @@
},
"spellcasting": [
{
- "name": "Divine Spontaneous",
"tradition": "divine",
"type": "Spontaneous",
"DC": 29,
@@ -4391,7 +4376,9 @@
},
{
"name": "divine lance",
- "note": "law or evil"
+ "notes": [
+ "law or evil"
+ ]
}
]
},
@@ -4429,8 +4416,7 @@
"abilities": {
"mid": [
{
- "name": "Troop Defenses",
- "entries": []
+ "name": "Troop Defenses"
}
],
"bot": [
@@ -4439,8 +4425,7 @@
"activity": {
"number": 1,
"unit": "action"
- },
- "entries": []
+ }
},
{
"name": "Frenetic Assault",
@@ -4450,7 +4435,7 @@
"entry": "{@as 1} to {@as 3}"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -4507,12 +4492,21 @@
"hp": [
{
"hp": 216,
- "abilities": [
- "(16 squares); Thresholds 144 (12 squares)",
- "72 (8 squares)"
+ "notes": [
+ "16 squares"
]
}
],
+ "thresholds": [
+ {
+ "value": 144,
+ "squares": 12
+ },
+ {
+ "value": 72,
+ "squares": 8
+ }
+ ],
"weaknesses": [
{
"name": "area damage",
@@ -4784,7 +4778,6 @@
],
"spellcasting": [
{
- "name": "Divine Spontaneous",
"tradition": "divine",
"type": "Spontaneous",
"DC": 34,
@@ -4801,7 +4794,9 @@
},
{
"name": "divine lance",
- "note": "law or evil"
+ "notes": [
+ "law or evil"
+ ]
},
{
"name": "message"
@@ -4907,7 +4902,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -4918,7 +4912,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -4948,7 +4941,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "Worknesh is within reach of an enemy designated by {@deity Walkena|LOGM}'s Judgment",
diff --git a/data/bestiary/creatures-sot5.json b/data/bestiary/creatures-sot5.json
index 5fe0d1ea71..14871eab13 100644
--- a/data/bestiary/creatures-sot5.json
+++ b/data/bestiary/creatures-sot5.json
@@ -70,7 +70,7 @@
],
"name": "jaws",
"attack": 29,
- "damage": "{@damage 3d8+14} piercing and {@damage 2d8} {@condition persistent damage ||persistent bleed}"
+ "damage": "{@damage 3d8+14} piercing and {@damage 2d8} {@condition persistent damage||persistent bleed}"
},
{
"range": "Melee",
@@ -98,7 +98,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -241,7 +240,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 18,
@@ -408,7 +406,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 39,
@@ -466,7 +463,9 @@
},
{
"name": "disappearance",
- "note": "self only"
+ "notes": [
+ "self only"
+ ]
},
{
"name": "discern location"
@@ -533,7 +532,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -646,7 +645,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 43,
@@ -700,7 +698,9 @@
},
{
"name": "disappearance",
- "note": "self only"
+ "notes": [
+ "self only"
+ ]
},
{
"name": "discern location"
@@ -772,8 +772,7 @@
"name": "Red Star",
"traits": [
"page 77"
- ],
- "entries": []
+ ]
},
{
"name": "Project Calm",
@@ -967,7 +966,7 @@
"flourish"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "turn"
},
"entries": [
@@ -1101,7 +1100,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 39,
@@ -1293,7 +1291,7 @@
"unit": "reaction"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "Dwandek attempts a save against an arcane spell but hasn't rolled yet",
@@ -1310,7 +1308,7 @@
"unit": "free"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1424,7 +1422,9 @@
"languages": {
"languages": [
"akitonian",
- "formian",
+ "formian"
+ ],
+ "abilities": [
"telepathy 120 feet"
]
},
@@ -1472,7 +1472,7 @@
],
"name": "claw",
"attack": 32,
- "damage": "{@damage 3d10+13} slashing plus {@damage 3d6} {@condition persistent damage ||persistent mental damage} and stupefying touch"
+ "damage": "{@damage 3d10+13} slashing plus {@damage 3d6} {@condition persistent damage||persistent mental damage} and stupefying touch"
},
{
"range": "Ranged",
@@ -1481,7 +1481,7 @@
],
"name": "acid spit",
"attack": 32,
- "damage": "{@damage 3d6+8} acid plus {@damage 3d6} {@condition persistent damage ||persistent acid damage}"
+ "damage": "{@damage 3d6+8} acid plus {@damage 3d6} {@condition persistent damage||persistent acid damage}"
}
],
"abilities": {
@@ -1617,7 +1617,9 @@
"languages": {
"languages": [
"akitonian",
- "formian",
+ "formian"
+ ],
+ "abilities": [
"telepathy 200 feet"
]
},
@@ -1670,7 +1672,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 38,
@@ -1748,7 +1749,7 @@
"primal"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1793,13 +1794,13 @@
"The creature is unaffected and is temporarily immune to Telepathic Feedback for 24 hours."
],
"Success": [
- "The creature takes {@damage 3d6} mental damage, {@damage 1d6} {@condition persistent damage ||persistent mental damage}, and is {@condition sickened||sickened 1}."
+ "The creature takes {@damage 3d6} mental damage, {@damage 1d6} {@condition persistent damage||persistent mental damage}, and is {@condition sickened||sickened 1}."
],
"Failure": [
- "The creature takes {@damage 6d6} mental damage, {@damage 1d6} {@condition persistent damage ||persistent mental damage}, and is {@condition sickened||sickened 2}."
+ "The creature takes {@damage 6d6} mental damage, {@damage 1d6} {@condition persistent damage||persistent mental damage}, and is {@condition sickened||sickened 2}."
],
"Critical Failure": [
- "The creature takes {@damage 12d6} mental damage, {@damage 1d6} {@condition persistent damage ||persistent mental damage}, and is {@condition stunned||stunned 3}. Upon recovering from the {@condition stunned} condition, the creature becomes {@condition sickened||sickened 2}."
+ "The creature takes {@damage 12d6} mental damage, {@damage 1d6} {@condition persistent damage||persistent mental damage}, and is {@condition stunned||stunned 3}. Upon recovering from the {@condition stunned} condition, the creature becomes {@condition sickened||sickened 2}."
]
}
}
@@ -1869,7 +1870,9 @@
"languages": {
"languages": [
"akitonian",
- "formian",
+ "formian"
+ ],
+ "abilities": [
"telepathy 30 feet"
]
},
@@ -2040,7 +2043,7 @@
"primal"
],
"entries": [
- "A gluttonworm in contact with a significant body of sand, such as a desert or beach, gains fast healing 10. If the gluttonworm is subject to {@condition persistent damage ||persistent bleed}, the flowing blood quickly congeals with the sand covering its body, instantly ending the bleed duration and giving the gluttonworm a +2 circumstance bonus to AC until the end of its next turn."
+ "A gluttonworm in contact with a significant body of sand, such as a desert or beach, gains fast healing 10. If the gluttonworm is subject to {@condition persistent damage||persistent bleed}, the flowing blood quickly congeals with the sand covering its body, instantly ending the bleed duration and giving the gluttonworm a +2 circumstance bonus to AC until the end of its next turn."
]
},
{
@@ -2213,7 +2216,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2333,7 +2336,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 33,
@@ -2415,7 +2417,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2426,7 +2427,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2673,12 +2673,11 @@
],
"name": "tendril",
"attack": 34,
- "damage": "{@damage 4d10+15} {@condition persistent damage ||persistent piercing damage} plus swarming bites"
+ "damage": "{@damage 4d10+15} {@condition persistent damage||persistent piercing damage} plus swarming bites"
}
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 44,
@@ -2817,7 +2816,9 @@
},
{
"name": "visions of danger",
- "note": "biting ants only"
+ "notes": [
+ "biting ants only"
+ ]
},
{
"name": "warp mind"
@@ -2866,7 +2867,9 @@
},
{
"name": "visions of danger",
- "note": "biting ants only"
+ "notes": [
+ "biting ants only"
+ ]
}
]
}
@@ -2908,7 +2911,7 @@
{
"name": "Biting Ants",
"entries": [
- "Strides to a creature, ends h i s movement sharing a space with it, and deals {@damage 3d8} piercing damage and {@damage 3d8} poison damage to it (DC 39 basic Reflex save). A creature that fails this save also takes {@damage 2d8} {@condition persistent damage ||persistent piercing damage}."
+ "Strides to a creature, ends h i s movement sharing a space with it, and deals {@damage 3d8} piercing damage and {@damage 3d8} poison damage to it (DC 39 basic Reflex save). A creature that fails this save also takes {@damage 2d8} {@condition persistent damage||persistent piercing damage}."
]
},
{
@@ -2934,7 +2937,7 @@
{
"name": "Swarming Bites",
"entries": [
- "While a creature is taking {@condition persistent damage ||persistent piercing damage} from the King of Biting Ants's tendril"
+ "While a creature is taking {@condition persistent damage||persistent piercing damage} from the King of Biting Ants's tendril"
]
},
{
@@ -3091,7 +3094,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 37,
@@ -3186,7 +3188,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3197,8 +3198,7 @@
"name": "Red Star",
"traits": [
"see page 77"
- ],
- "entries": []
+ ]
},
{
"name": "Iobane Vision",
@@ -3217,8 +3217,7 @@
},
"frequency": {
"special": "Until recharged"
- },
- "entries": []
+ }
},
{
"name": "Warder-Chief Mpondo Casts a",
@@ -3338,7 +3337,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 40,
@@ -3368,7 +3366,9 @@
},
{
"name": "disappearance",
- "note": "self only"
+ "notes": [
+ "self only"
+ ]
}
]
},
@@ -3577,7 +3577,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3588,7 +3587,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3743,7 +3741,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3754,7 +3751,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -4220,7 +4216,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -4405,7 +4400,8 @@
],
"resistances": [
{
- "name": "5 poison"
+ "amount": 5,
+ "name": "poison"
}
]
}
@@ -4479,7 +4475,6 @@
],
"spellcasting": [
{
- "name": "Arcane Innate",
"tradition": "arcane",
"type": "Innate",
"DC": 36,
@@ -4612,7 +4607,10 @@
],
"entries": [
"Tollvych laments his fate, forcing each living creature within 30 feet to attempt a DC 36 Will save. On a failure, a creature becomes {@condition frightened||frightened 2} (or {@condition frightened||frightened 3} on a critical failure). On a success, a creature is temporarily immune to Tollvych's frightful moan for 1 minute."
- ]
+ ],
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -4636,8 +4634,8 @@
{
"hp": 200,
"abilities": [
- "(negative healing",
- "rejuvenation)"
+ "negative healing",
+ "rejuvenation"
]
}
],
@@ -4653,13 +4651,7 @@
{
"name": "all damage",
"amount": 15,
- "note": "except force"
- },
- {
- "name": "ghost touch"
- },
- {
- "name": "or positive; double resistance vs. non-magical)"
+ "note": "except force, {@item ghost touch}, or positive; double resistance vs. non-magical"
}
]
}
diff --git a/data/bestiary/creatures-sot6.json b/data/bestiary/creatures-sot6.json
index 076ba9bc3b..069fc77312 100644
--- a/data/bestiary/creatures-sot6.json
+++ b/data/bestiary/creatures-sot6.json
@@ -307,7 +307,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -415,7 +415,7 @@
},
"trigger": "A creature leaves the swarm's space",
"entries": [
- "The swarm loses {@dice 2d8} HP as ants cling to the creature and continue biting, dealing {@damage 7d8} {@condition persistent damage ||persistent piercing damage}. High winds or immersion in water reduces the DC of the flat check to end this {@condition persistent damage} to 5. Any area damage dealt to the creature destroys these clinging ants."
+ "The swarm loses {@dice 2d8} HP as ants cling to the creature and continue biting, dealing {@damage 7d8} {@condition persistent damage||persistent piercing damage}. High winds or immersion in water reduces the DC of the flat check to end this {@condition persistent damage} to 5. Any area damage dealt to the creature destroys these clinging ants."
]
}
],
@@ -485,7 +485,6 @@
},
{
"name": "Aspect of Hunger",
- "isNpc": false,
"source": "SoT6",
"page": 58,
"level": 19,
@@ -606,7 +605,7 @@
"trigger": "The Aspect of Hunger would be affected by a condition or adverse effect (such as baleful polymorph).",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
}
}
],
@@ -695,7 +694,6 @@
}
]
},
- "hasImages": false,
"defenses": {
"ac": {
"std": 40
@@ -713,8 +711,7 @@
},
"hp": [
{
- "hp": 410,
- "abilities": null
+ "hp": 410
}
],
"immunities": [
@@ -1122,7 +1119,6 @@
"unit": "feet",
"number": 120
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -1755,7 +1751,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 41,
@@ -1859,7 +1854,6 @@
"number": 1,
"unit": "action"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2004,7 +1998,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -2020,7 +2014,7 @@
"requirements": "The ironclad annihilator beetle has a creature {@condition grabbed}",
"entries": [
"The ironclad annihilator injects its ovipositor under the {@condition grabbed} creature's skin.",
- "The creature takes {@damage 4d6+20} bludgeoning damage (DC 44 basic Fortitude save). On a failed save, the beetle implants an egg, and the target creature takes {@damage 4d6} {@condition persistent damage ||persistent bleed damage} that is unusually tenacious. The DC to stop the bleeding using {@action Administer First Aid} is 40, and healing the creature to full Hit Points doesn't automatically stop the bleeding. If the target creature dies from this bleed damage, its body is destroyed and unrecoverable except with powerful magic such as miracle or wish, and an immature ironclad annihilator beetle (with statistics as a giant stag beetle; Pathfinder Bestiary 41) bursts forth."
+ "The creature takes {@damage 4d6+20} bludgeoning damage (DC 44 basic Fortitude save). On a failed save, the beetle implants an egg, and the target creature takes {@damage 4d6} {@condition persistent damage||persistent bleed damage} that is unusually tenacious. The DC to stop the bleeding using {@action Administer First Aid} is 40, and healing the creature to full Hit Points doesn't automatically stop the bleeding. If the target creature dies from this bleed damage, its body is destroyed and unrecoverable except with powerful magic such as miracle or wish, and an immature ironclad annihilator beetle (with statistics as a giant stag beetle; Pathfinder Bestiary 41) bursts forth."
]
},
{
@@ -2193,7 +2187,7 @@
"fire"
],
"entries": [
- "The golem vents a 30-foot cone of fiery splinters from its internal forge. This deals {@damage 13d6} piercing damage to all creatures in the cone (DC 38 basic Reflex save). Creatures who fail the save also take {@damage 2d6} {@condition persistent damage ||persistent fire damage} ({@damage 4d6} {@condition persistent damage ||persistent fire damage} on a critical failure). The golem can't use Vent Splinters again for {@dice 1d4} rounds."
+ "The golem vents a 30-foot cone of fiery splinters from its internal forge. This deals {@damage 13d6} piercing damage to all creatures in the cone (DC 38 basic Reflex save). Creatures who fail the save also take {@damage 2d6} {@condition persistent damage||persistent fire damage} ({@damage 4d6} {@condition persistent damage||persistent fire damage} on a critical failure). The golem can't use Vent Splinters again for {@dice 1d4} rounds."
]
}
]
@@ -2338,7 +2332,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2510,7 +2503,6 @@
"bot": [
{
"name": "Grab",
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -2720,7 +2712,7 @@
"visual"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2863,7 +2855,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 40,
@@ -2957,7 +2948,6 @@
}
},
{
- "name": "Arcane Innate",
"tradition": "arcane",
"type": "Innate",
"DC": 40,
@@ -2993,7 +2983,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3184,7 +3173,6 @@
],
"spellcasting": [
{
- "name": "Primal Innate",
"tradition": "primal",
"type": "Innate",
"DC": 40,
@@ -3575,7 +3563,6 @@
],
"spellcasting": [
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 42,
@@ -3620,7 +3607,9 @@
"spells": [
{
"name": "shadow blast",
- "note": "acid only"
+ "notes": [
+ "acid only"
+ ]
},
{
"name": "shadow siphon"
@@ -3708,7 +3697,7 @@
"occult"
],
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -3838,7 +3827,6 @@
"number": 1,
"unit": "reaction"
},
- "entries": [],
"generic": {
"tag": "ability"
}
@@ -3851,7 +3839,7 @@
},
"trigger": "A creature within the thorn guardian's reach attacks the guardian's ward",
"entries": [
- "The thorn guardian makes a briar {@action Strike} against the triggering creature. If it hits, it deals an additional {@damage 2d6} {@condition persistent damage ||persistent bleed}."
+ "The thorn guardian makes a briar {@action Strike} against the triggering creature. If it hits, it deals an additional {@damage 2d6} {@condition persistent damage||persistent bleed}."
]
}
],
@@ -4014,7 +4002,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"tradition": "primal",
"type": "Prepared",
"DC": 40,
@@ -4160,7 +4147,6 @@
}
},
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 40,
@@ -4178,7 +4164,9 @@
"spells": [
{
"name": "animal form",
- "note": "canine form only"
+ "notes": [
+ "canine form only"
+ ]
}
]
},
@@ -4186,8 +4174,10 @@
"spells": [
{
"name": "shadow blast",
- "note": "acid only, ×2",
- "amount": 2
+ "amount": 2,
+ "notes": [
+ "acid only"
+ ]
},
{
"name": "shadow siphon",
@@ -4204,15 +4194,13 @@
"name": "Shadow's Displeasure As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
},
{
"name": "Vesicated Shadow As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
}
],
"bot": [
@@ -4236,8 +4224,7 @@
"name": "Unshadowed Okoro",
"traits": [
"page 19"
- ],
- "entries": []
+ ]
}
]
},
@@ -4365,7 +4352,6 @@
],
"spellcasting": [
{
- "name": "Arcane Prepared",
"tradition": "arcane",
"type": "Prepared",
"DC": 37,
@@ -4514,7 +4500,6 @@
}
},
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 40,
@@ -4524,8 +4509,10 @@
"spells": [
{
"name": "shadow blast",
- "note": "acid only, ×2",
- "amount": 2
+ "amount": 2,
+ "notes": [
+ "acid only"
+ ]
},
{
"name": "shadow siphon",
@@ -4542,15 +4529,13 @@
"name": "Shadow's Displeasure As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
},
{
"name": "Vesicated Shadow As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
}
],
"bot": [
@@ -4574,8 +4559,7 @@
"name": "Unshadowed Okoro",
"traits": [
"page 19"
- ],
- "entries": []
+ ]
},
{
"name": "Wind Step",
@@ -4712,7 +4696,6 @@
],
"spellcasting": [
{
- "name": "Primal Prepared",
"tradition": "primal",
"type": "Prepared",
"DC": 41,
@@ -4869,7 +4852,6 @@
}
},
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 41,
@@ -4879,8 +4861,10 @@
"spells": [
{
"name": "shadow blast",
- "note": "acid only, ×2",
- "amount": 2
+ "amount": 2,
+ "notes": [
+ "acid only"
+ ]
},
{
"name": "shadow siphon",
@@ -4894,8 +4878,7 @@
"abilities": {
"top": [
{
- "name": "Gnoll, Iruxi, Necril, Orc, Sylvan",
- "entries": []
+ "name": "Gnoll, Iruxi, Necril, Orc, Sylvan"
}
],
"mid": [
@@ -4903,15 +4886,13 @@
"name": "Shadow's Displeasure As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
},
{
"name": "Vesicated Shadow As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
}
],
"bot": [
@@ -4935,8 +4916,7 @@
"name": "Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
}
]
},
@@ -5039,7 +5019,6 @@
],
"spellcasting": [
{
- "name": "Occult Prepared",
"tradition": "occult",
"type": "Prepared",
"DC": 40,
@@ -5185,7 +5164,6 @@
}
},
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 40,
@@ -5195,8 +5173,10 @@
"spells": [
{
"name": "shadow blast",
- "note": "acid only, ×2",
- "amount": 2
+ "amount": 2,
+ "notes": [
+ "acid only"
+ ]
},
{
"name": "shadow siphon",
@@ -5209,7 +5189,6 @@
{
"name": "Witch Hexes",
"type": "Focus",
- "note": "Pathfinder Advanced Player's Guide 237",
"fp": 3,
"DC": 40,
"entry": {
@@ -5217,23 +5196,28 @@
"level": 9,
"spells": [
{
- "name": "nudge fate"
+ "name": "nudge fate",
+ "source": "APG"
}
]
},
"9": {
"spells": [
{
- "name": "blood ward"
+ "name": "blood ward",
+ "source": "APG"
},
{
- "name": "cackle"
+ "name": "cackle",
+ "source": "APG"
},
{
- "name": "curse of death"
+ "name": "curse of death",
+ "source": "APG"
},
{
- "name": "malicious shadow"
+ "name": "malicious shadow",
+ "source": "APG"
}
]
}
@@ -5246,15 +5230,13 @@
"name": "Shadow's Displeasure As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
},
{
"name": "Vesicated Shadow As Unshadowed Okoro",
"traits": [
"page 18"
- ],
- "entries": []
+ ]
},
{
"name": "Weird Astrology",
@@ -5276,7 +5258,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -5320,8 +5302,7 @@
"name": "Unshadowed Okoro",
"traits": [
"page 19"
- ],
- "entries": []
+ ]
}
]
},
@@ -5444,7 +5425,6 @@
],
"spellcasting": [
{
- "name": "Occult Spontaneous",
"tradition": "occult",
"type": "Spontaneous",
"DC": 40,
@@ -5599,7 +5579,6 @@
}
},
{
- "name": "Occult Innate",
"tradition": "occult",
"type": "Innate",
"DC": 40,
@@ -5609,8 +5588,10 @@
"spells": [
{
"name": "shadow blast",
- "note": "acid only, ×2",
- "amount": 2
+ "amount": 2,
+ "notes": [
+ "acid only"
+ ]
},
{
"name": "shadow siphon",
@@ -5624,8 +5605,7 @@
"abilities": {
"top": [
{
- "name": "Terran",
- "entries": []
+ "name": "Terran"
}
],
"mid": [
@@ -5705,7 +5685,7 @@
"The target takes full damage, and the bursting shadow deals 10 acid splash damage."
],
"Critical Failure": [
- "The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes {@damage 4d6} {@condition persistent damage ||persistent acid damage}."
+ "The target takes double damage, the bursting shadow deals 20 acid splash damage, and the target also takes {@damage 4d6} {@condition persistent damage||persistent acid damage}."
]
}
}
@@ -5905,7 +5885,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -6044,7 +6024,7 @@
"range": "Melee",
"name": "mandibles",
"attack": 31,
- "damage": "{@damage 3d10+12} slashing plus {@damage 2d6} {@condition persistent damage ||persistent poison} and curse of the wereant"
+ "damage": "{@damage 3d10+12} slashing plus {@damage 2d6} {@condition persistent damage||persistent poison} and curse of the wereant"
},
{
"range": "Melee",
@@ -6056,7 +6036,7 @@
],
"name": "kukri",
"attack": 33,
- "damage": "{@damage 3d6+12} slashing plus {@damage 2d6} {@condition persistent damage ||persistent poison}"
+ "damage": "{@damage 3d6+12} slashing plus {@damage 2d6} {@condition persistent damage||persistent poison}"
}
],
"abilities": {
@@ -6128,7 +6108,7 @@
{
"name": "Envenomed Weapons",
"entries": [
- "Weapons the wereant poisoner holds deal an additional {@damage 2d6} {@condition persistent damage ||persistent poison damage} as poison seeps from the wereant's hands onto the weapon. Weapons cease to deal this {@condition persistent damage ||persistent poison damage} once the wereant lets them go. The kukri {@action Strike||Strikes} above include this {@condition persistent damage ||persistent poison damage}."
+ "Weapons the wereant poisoner holds deal an additional {@damage 2d6} {@condition persistent damage||persistent poison damage} as poison seeps from the wereant's hands onto the weapon. Weapons cease to deal this {@condition persistent damage||persistent poison damage} once the wereant lets them go. The kukri {@action Strike||Strikes} above include this {@condition persistent damage||persistent poison damage}."
]
},
{
@@ -6158,7 +6138,7 @@
{
"name": "Vitriolic Strikes",
"entries": [
- "If the wereant critically hits a creature with a melee {@action Strike}, that creature can't recover from {@condition persistent damage ||persistent poison damage} for 1 round."
+ "If the wereant critically hits a creature with a melee {@action Strike}, that creature can't recover from {@condition persistent damage||persistent poison damage} for 1 round."
]
}
]
@@ -6361,7 +6341,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
diff --git a/data/bestiary/creatures-tal.json b/data/bestiary/creatures-tal.json
new file mode 100644
index 0000000000..fac76df2f3
--- /dev/null
+++ b/data/bestiary/creatures-tal.json
@@ -0,0 +1,82 @@
+{
+ "_meta": {
+ "dependencies": {
+ "creature": [
+ "B1"
+ ]
+ }
+ },
+ "creature": [
+ {
+ "name": "Haanar, Changeling Exile",
+ "source": "TaL",
+ "page": 6,
+ "_copy": {
+ "name": "Changeling Exile",
+ "source": "B1",
+ "_mod": {
+ "defenses.savingThrows": [
+ {
+ "mode": "setProps",
+ "props": {
+ "abilities": [
+ "+2 circumstance to all saves vs. dream and sleep effects"
+ ]
+ }
+ }
+ ]
+ }
+ },
+ "spellcasting": [
+ {
+ "tradition": "primal",
+ "type": "Prepared",
+ "DC": 21,
+ "attack": 11,
+ "entry": {
+ "0": {
+ "level": 2,
+ "spells": [
+ {
+ "name": "dancing lights"
+ },
+ {
+ "name": "produce flame"
+ },
+ {
+ "name": "read aura"
+ },
+ {
+ "name": "tanglefoot"
+ }
+ ]
+ },
+ "1": {
+ "spells": [
+ {
+ "name": "burning hands"
+ },
+ {
+ "name": "shillelagh"
+ },
+ {
+ "name": "ventriloquism"
+ }
+ ]
+ },
+ "2": {
+ "spells": [
+ {
+ "name": "entangle"
+ },
+ {
+ "name": "flaming sphere"
+ }
+ ]
+ }
+ }
+ }
+ ]
+ }
+ ]
+}
diff --git a/data/bestiary/creatures-tio.json b/data/bestiary/creatures-tio.json
index 0dcc167259..6ddc75a9f8 100644
--- a/data/bestiary/creatures-tio.json
+++ b/data/bestiary/creatures-tio.json
@@ -2,2880 +2,324 @@
"_meta": {
"dependencies": {
"creature": [
- "B1"
+ "BB"
]
},
"internalCopies": [
"creature"
- ],
- "otherSources": {
- "creature": {
- "B1": "TiO"
- }
- }
+ ]
},
"creature": [
{
- "name": "Basilisk",
- "isNpc": false,
+ "name": "Arisson, Mimic Prankster",
"source": "TiO",
- "page": 26,
- "level": 5,
- "traits": [
- "n",
- "medium",
- "beast"
- ],
- "perception": {
- "std": 11
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 13
- },
- "stealth": {
- "std": 8
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": -1,
- "con": 5,
- "int": -3,
- "wis": 2,
- "cha": 1
- },
- "speed": {
- "walk": 20
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "traits": [
- "arcane",
- "transmutation"
- ],
- "entries": [
- "When a creature the basilisk can see within 30 feet starts its turn, the basilisk can use its reaction to glance at the creature. The creature must attempt a DC 20 Fortitude save. If it fails, it gains the {@condition slowed|CRB|slowed 1} condition for 1 minute as its body slowly stiffens."
- ],
- "name": "Petrifying Glance"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 2,
- "unit": "action"
+ "page": 49,
+ "_copy": {
+ "name": "Mimic",
+ "source": "BB",
+ "_mod": {
+ "skills": [
+ {
+ "mode": "setProps",
+ "props": {
+ "dwelling lore": {
+ "std": 10,
+ "note": "applies only to the Scar"
+ }
+ }
+ }
+ ],
+ "abilities.mid": [
+ {
+ "mode": "replaceArr",
+ "replace": "Adhesive",
+ "items": [
+ {
+ "name": "Adhesive",
+ "entries": [
+ "The mimic is coated in an adhesive slime. Any creature that touches the mimic (usually from a fists {@action Strike}, the mimic's pseudopod {@action Strike}, or a {@action Grapple} or {@action Shove}) must succeed at a DC 23 Reflex save or gain the {@condition grabbed} condition. The DC to {@action Escape} is 23. A melee or thrown weapon that successfully {@action Strike||Strikes} the mimic is stuck to the mimic. A character can spend an action to attempt a DC 23 {@skill Athletics} check, removing the weapon on a success. The mimic can release a stuck creature or object by spending a single action. The adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures."
+ ]
+ }
+ ]
},
- "traits": [
- "arcane",
- "concentrate",
- "transmutation"
- ],
- "entries": [
- "The basilisk stares at a creature it can see within 30 feet.",
- "If the creature can see the basilisk, that creature must attempt a DC 22 Fortitude save. If it fails and hasn't already gained the {@condition slowed} condition from Petrifying Glance or this ability, it gains the {@condition slowed|CRB|slowed 1} condition.",
- "If the creature fails this save when it already had the {@condition slowed} condition from this ability or Petrifying Glance, the creature is permanently turned to stone.",
- "A creature {@condition petrified} in this manner that's coated (not just splashed) with fresh basilisk blood (taken from a basilisk that has been dead for no longer than 1 hour) is instantly restored to flesh. A single basilisk contains enough blood to coat 2 creatures in this manner."
- ],
- "name": "Petrifying Gaze"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 22
- },
- "savingThrows": {
- "fort": {
- "std": 14
- },
- "ref": {
- "std": 8
- },
- "will": {
- "std": 11
- }
- },
- "hp": [
- {
- "hp": 75,
- "abilities": null
- }
- ]
+ {
+ "mode": "replaceArr",
+ "replace": "Object Lesson",
+ "items": [
+ {
+ "name": "Object Lesson",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "If a creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object, the mimic can spend its reaction to automatically give the creature the {@condition grabbed} condition from its adhesive ability. The creature doesn't get to attempt the saving throw against this effect. The mimic then makes a pseudopod {@action Strike} against any creature adjacent to itself. Object Lesson can't be used again until the mimic escapes and takes on a new disguise."
+ ]
+ }
+ ]
+ }
+ ],
+ "abilities.bot": [
+ {
+ "mode": "replaceArr",
+ "replace": "Mimic Object",
+ "items": [
+ {
+ "name": "Mimic Object",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate"
+ ],
+ "entries": [
+ "The mimic assumes the shape of any {@trait Medium} object. This doesn't change the mimic's texture or overall size, but the mimic can alter their coloration and visual appearance. A creature must succeed at a DC 28 {@skill Perception} check to figure out that the object is really a creature."
+ ]
+ }
+ ]
+ }
+ ]
+ }
}
},
{
- "name": "Boar",
- "isNpc": false,
+ "name": "Blue Finley, Ghost Commoner",
"source": "TiO",
- "page": 8,
- "level": 2,
- "traits": [
- "n",
- "medium",
- "animal"
- ],
- "perception": {
- "std": 8
- },
- "senses": [
- {
- "name": "low-light vision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 5
- },
- "athletics": {
- "std": 8
- },
- "survival": {
- "std": 8
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 1,
- "con": 4,
- "int": -4,
- "wis": 2,
- "cha": -3
- },
- "speed": {
- "walk": 40
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
+ "page": 20,
+ "_copy": {
+ "name": "Ghost Commoner",
+ "source": "BB",
+ "_mod": {
+ "traits": [
+ {
+ "mode": "removeArr",
+ "items": [
+ "ce"
+ ]
},
- "entries": [
- "When the boar is reduced to 0 Hit Points, it can use its reaction to remain conscious with 1 Hit Point, but it gains the {@condition wounded|CRB|wounded 1} condition (or increases the {@condition wounded} value by 1 if it already has that condition). It can't use this ability at {@condition wounded|CRB|wounded 3}."
- ],
- "name": "Ferocity",
- "generic": {
- "tag": "ability"
+ {
+ "mode": "prependArr",
+ "items": [
+ "n"
+ ]
}
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 2,
- "unit": "action"
+ ],
+ "skills": [
+ {
+ "mode": "setProps",
+ "props": {
+ "dwelling lore": {
+ "std": 10,
+ "note": "applies to the fish camp"
+ }
+ }
+ }
+ ],
+ "abilities.top": [
+ {
+ "mode": "replaceArr",
+ "replace": "Site Bound",
+ "items": [
+ {
+ "name": "Site Bound",
+ "entries": [
+ "Blue Finley can stray only a short distance from where they were killed or the place they haunt. A typical limit is 120 feet."
+ ],
+ "generic": {
+ "tag": "ability"
+ }
+ }
+ ]
+ }
+ ],
+ "abilities.mid": [
+ {
+ "mode": "replaceTxt",
+ "replace": "can't attempt such checks.",
+ "with": "can't use them against other creatures."
},
- "entries": [
- "The boar {@action Stride||Strides} twice and then makes a tusk {@action Strike}. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll."
- ],
- "name": "Boar Charge"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 10
- },
- "ref": {
- "std": 5
- },
- "will": {
- "std": 8
- }
- },
- "hp": [
- {
- "hp": 30,
- "abilities": null
- }
- ]
+ {
+ "mode": "replaceArr",
+ "replace": "Rejuvenation",
+ "items": [
+ {
+ "name": "Rejuvenation",
+ "traits": [
+ "divine",
+ "necromancy"
+ ],
+ "entries": [
+ "Setting right the injustice that led to Finley's death (as described in Putting Finley to Rest) allows them to move on to the afterlife. Otherwise, when the ghost is destroyed, they re-form, fully healed, after {@dice 2d4} days at the location to which they're bound."
+ ],
+ "generic": {
+ "tag": "ability",
+ "add_hash": "Ghost"
+ }
+ }
+ ]
+ }
+ ]
+ }
}
},
{
- "name": "Brimstone Rat",
- "isNpc": false,
+ "name": "Bomela, Troll Enforcer",
"source": "TiO",
- "page": 37,
- "level": -1,
- "traits": [
- "n",
- "small",
- "animal"
- ],
- "perception": {
- "std": 5
- },
- "senses": [
- {
- "name": "low-light vision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 5
- },
- "athletics": {
- "std": 2,
- "to Climb or Swim": 4
- },
- "stealth": {
- "std": 5
- }
- },
- "abilityMods": {
- "str": 1,
- "dex": 3,
- "con": 2,
- "int": -4,
- "wis": 1,
- "cha": -3
- },
- "speed": {
- "walk": 30,
- "or climb": 10
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+5 Str +1, Dex +3, Con +2, Int \u20134, Wis +1, Cha \u20133."
- ],
- "name": "Stealth"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 15
- },
- "savingThrows": {
- "fort": {
- "std": 6
- },
- "ref": {
- "std": 7
- },
- "will": {
- "std": 3
- }
- },
- "hp": [
- {
- "hp": 8,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Bugbear Marauder",
- "isNpc": false,
- "source": "TiO",
- "page": 30,
- "level": 2,
- "traits": [
- "ne",
- "medium",
- "goblin",
- "humanoid"
- ],
- "perception": {
- "std": 7
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 6
- },
- "athletics": {
- "std": 7
- },
- "intimidation": {
- "std": 4
- },
- "stealth": {
- "std": 6
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 2,
- "con": 3,
- "int": -1,
- "wis": 1,
- "cha": 0
- },
- "items": [
- "javelin (3)",
- "leather armor",
- "longsword"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The bugbear marauder {@action Stride||Strides} up to 10 feet and attempts to {@action Grapple} a creature that can't see them and doesn't know where they are. If the bugbear succeeds, they also deal fist damage to that creature."
- ],
- "name": "Bushwhack"
- },
- {
- "entries": [
- "The bugbear marauder gains a +3 circumstance bonus to damage rolls against creatures they have {@condition grabbed}."
- ],
- "name": "Mauler"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 17
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 8
- },
- "will": {
- "std": 5
- }
- },
- "hp": [
- {
- "hp": 34,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Crocodile",
- "isNpc": false,
- "source": "TiO",
- "page": 11,
- "level": 2,
- "traits": [
- "n",
- "large",
- "animal"
- ],
- "perception": {
- "std": 7
- },
- "senses": [
- {
- "name": "low-light vision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 8
- },
- "stealth": {
- "std": 7,
- "in water": 11
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 1,
- "con": 3,
- "int": -5,
- "wis": 1,
- "cha": -4
- },
- "speed": {
- "walk": 20,
- "or swim": 25
- },
- "attacks": [
- {
- "range": "Melee",
- "name": "jaws",
- "attack": 10,
- "effects": [
- "Grab"
- ],
- "damage": "{@damage 1d10+4} piercing plus Grab",
- "types": [
- "piercing"
- ]
- },
- {
- "range": "Melee",
- "name": "tail",
- "attack": 10,
- "traits": [
- "agile"
- ],
- "damage": "{@damage 1d6+4} bludgeoning",
- "types": [
- "bludgeoning"
- ]
- }
- ],
- "abilities": {
- "top": [
- {
- "entries": [
- "The crocodile can hold its breath for about 2 hours."
- ],
- "name": "Deep Breath"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "When hiding in water, the crocodile can move up to 35 feet, traveling on water and land, up to a creature that doesn't see it and doesn't know where it is and make a {@action Strike} against that creature. The creature is {@condition flat-footed} against the attack."
- ],
- "name": "Aquatic Ambush",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "attack"
- ],
- "entries": [
- "The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws {@action Strike} with a +2 circumstance bonus to the attack roll against a creature it has {@condition grabbed}. If it hits, it also knocks the creature {@condition prone}. If it fails, it releases the creature."
- ],
- "name": "Death Roll"
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "After succeeding at a jaws {@action Strike}, the crocodile can use this action to automatically give the target the {@condition grabbed} condition until the end of the crocodile's next turn."
- ],
- "name": "Grab",
- "generic": {
- "tag": "ability"
- }
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 7
- },
- "will": {
- "std": 5
- }
- },
- "hp": [
- {
- "hp": 30,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Gargoyle Guardian",
- "isNpc": false,
- "source": "TiO",
- "page": 35,
- "level": 4,
- "traits": [
- "ce",
- "medium",
- "beast",
- "earth"
- ],
- "perception": {
- "std": 10
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 10
- },
- "athletics": {
- "std": 9
- },
- "stealth": {
- "std": 12
- }
- },
- "abilityMods": {
- "str": 3,
- "dex": 2,
- "con": 3,
- "int": -2,
- "wis": 2,
- "cha": -2
- },
- "speed": {
- "walk": 25,
- "fly": 40
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [
- "If Grimstone is flying and a creature moves into an adjacent square below it, she can use her reaction to make a claw {@action Strike} against that creature."
- ],
- "name": "Clawed Feet"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "concentrate"
- ],
- "entries": [
- "Until the next time Grimstone uses an action, she appears to be a statue. A creature must succeed at a DC 32 {@skill Perception} check to figure out that the statue is really a creature."
- ],
- "name": "Statue"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 21
- },
- "savingThrows": {
- "fort": {
- "std": 13
- },
- "ref": {
- "std": 10
- },
- "will": {
- "std": 10
- }
- },
- "hp": [
- {
- "hp": 40,
- "abilities": null
- }
- ],
- "resistances": [
- {
- "amount": 5,
- "name": "bludgeoning"
- },
- {
- "amount": 5,
- "name": "piercing"
- },
- {
- "amount": 5,
- "name": "slashing"
- }
- ]
- }
- },
- {
- "name": "Ghost Commoner",
- "isNpc": false,
- "source": "TiO",
- "page": 20,
- "level": 4,
- "traits": [
- "n",
- "medium",
- "ghost",
- "incorporeal",
- "spirit",
- "undead"
- ],
- "perception": {
- "std": 10
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "dwelling lore": {
- "std": 10
- }
- },
- "abilityMods": {
- "str": -5,
- "dex": 3,
- "con": 0,
- "int": 0,
- "wis": 2,
- "cha": 2
- },
- "speed": {
- "fly": 25
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "Finley can stray only a short distance from where they were killed or the place they haunt. A typical limit is 120 feet."
- ],
- "name": "Site Bound Blue"
- }
- ],
- "mid": [
- {
- "entries": [
- "A ghost has no body and can pass through physical objects, though it can't end its turn inside one.",
- "Most checks that use Strength and require a body, such as {@action Grapple} and {@action Shove}, don't work against a ghost, and a ghost can't use them against other creatures."
- ],
- "name": "Incorporeal"
- },
- {
- "traits": [
- "divine",
- "necromancy"
- ],
- "entries": [
- "Setting right the injustice that led to Finley's death (as described in Putting Finley to Rest, below) allows them to move on to the afterlife. Otherwise, when the ghost is destroyed, they re-form, fully healed, after {@dice 2d4} days at the location to which they're bound."
- ],
- "name": "Rejuvenation"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 2,
- "unit": "action"
- },
- "traits": [
- "divine",
- "enchantment",
- "fear",
- "mental"
- ],
- "entries": [
- "The ghost loudly laments their fate. Each living creature within 30 feet who hears them must attempt a DC 21 Will save. On a failure, a creature gains the {@condition frightened|CRB|frightened 2} condition (or {@condition frightened|CRB|frightened 3} on a critical failure). On a success, a creature can't be affected by this ghost's Frightful Moan for 1 minute."
- ],
- "name": "Frightful Moan"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 20
- },
- "savingThrows": {
- "fort": {
- "std": 8
- },
- "ref": {
- "std": 11
- },
- "will": {
- "std": 8
- }
- },
- "hp": [
- {
- "hp": 30,
- "abilities": [
- "rejuvenation"
- ]
- }
- ],
- "immunities": [
- "poison",
- "sneak attack"
- ],
- "resistances": [
- {
- "amount": 5,
- "name": "all damage"
- }
- ]
- }
- },
- {
- "name": "Giant Centipede",
- "isNpc": false,
- "source": "TiO",
- "page": 12,
- "level": -1,
- "traits": [
- "n",
- "medium",
- "animal"
- ],
- "perception": {
- "std": 6
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 6
- },
- "athletics": {
- "std": 2
- },
- "stealth": {
- "std": 6
- }
- },
- "abilityMods": {
- "str": -1,
- "dex": 3,
- "con": 1,
- "int": -5,
- "wis": 1,
- "cha": -4
- },
- "speed": {
- "walk": 30,
- "climb": 30
- },
- "attacks": [],
- "abilities": {
- "bot": [
- {
- "traits": [
- "poison"
- ],
- "entries": [
- "A target that takes damage from the centipede's mandibles {@action Strike} must succeed at a DC 14 Fortitude save or take {@damage 1d10} poison damage."
- ],
- "name": "Giant Centipede Venom"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 15
- },
- "savingThrows": {
- "fort": {
- "std": 7
- },
- "ref": {
- "std": 6
- },
- "will": {
- "std": 2
- }
- },
- "hp": [
- {
- "hp": 8,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Giant Rat",
- "isNpc": false,
- "source": "TiO",
- "page": 14,
- "level": -1,
- "traits": [
- "n",
- "small",
- "animal"
- ],
- "perception": {
- "std": 5
- },
- "senses": [
- {
- "name": "low-light vision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 5
- },
- "athletics": {
- "std": 2,
- "to Climb or Swim": 4
- },
- "stealth": {
- "std": 5
- }
- },
- "abilityMods": {
- "str": 1,
- "dex": 3,
- "con": 2,
- "int": -4,
- "wis": 1,
- "cha": -3
- },
- "speed": {
- "walk": 30,
- "climb": 10
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+5 Str +1, Dex +3, Con +2, Int \u20134, Wis +1, Cha \u20133."
- ],
- "name": "Stealth"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 15
- },
- "savingThrows": {
- "fort": {
- "std": 6
- },
- "ref": {
- "std": 7
- },
- "will": {
- "std": 3
- }
- },
- "hp": [
- {
- "hp": 8,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Giant Spider",
- "isNpc": false,
- "source": "TiO",
- "page": 16,
- "level": 1,
- "traits": [
- "n",
- "medium",
- "animal"
- ],
- "perception": {
- "std": 7
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 7
- },
- "athletics": {
- "std": 5
- },
- "stealth": {
- "std": 7
- }
- },
- "abilityMods": {
- "str": 2,
- "dex": 4,
- "con": 1,
- "int": -5,
- "wis": 2,
- "cha": -4
- },
- "speed": {
- "walk": 25,
- "climb": 25
- },
- "attacks": [],
- "defenses": {
- "ac": {
- "std": 17
- },
- "savingThrows": {
- "fort": {
- "std": 6
- },
- "ref": {
- "std": 9
- },
- "will": {
- "std": 5
- }
- },
- "hp": [
- {
- "hp": 16,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Hargrit Leadbuster",
- "isNpc": false,
- "source": "TiO",
- "page": 36,
- "level": 4,
- "traits": [
- "unique",
- "le",
- "medium",
- "dwarf",
- "humanoid"
- ],
- "perception": {
- "std": 16
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 10
- },
- "diplomacy": {
- "std": 12,
- "against devils": 14
- },
- "intimidation": {
- "std": 10
- },
- "religion": {
- "std": 10
- }
- },
- "abilityMods": {
- "str": 2,
- "dex": 0,
- "con": 3,
- "int": 0,
- "wis": 4,
- "cha": 2
- },
- "speed": {
- "walk": 20
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+10, {@skill Intimidation} +10, {@skill Religion} +10 Str +2, Dex +0, Con +3, Int +0, Wis +4, Cha +2 Items area map (showing Maunder Castle, the logging camp, logger movements, and plans of attack), +1 dagger, half plate, religious symbol of {@deity Asmodeus}, scroll of magic weapon."
- ],
- "name": "Fiend Lore"
- }
- ],
- "bot": [
- {
- "entries": [
- "Hargrit can cast these cleric spells (spell DC 21, spell attack +13). 2nd Level {@spell dispel magic} (×2), heal (×2), resist energy, see invisibility; 1st Level {@spell burning hands}, command, fear; Cantrips (2nd Level) daze, light, message, sigil."
- ],
- "name": "Spells"
- },
- {
- "entries": [
- "Hargrit ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell)."
- ],
- "name": "Unburdened Iron"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 20
- },
- "savingThrows": {
- "fort": {
- "std": 11
- },
- "ref": {
- "std": 8
- },
- "will": {
- "std": 14
- }
- },
- "hp": [
- {
- "hp": 65,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Harpies",
- "isNpc": false,
- "source": "TiO",
- "page": 48,
- "level": 5,
- "traits": [
- "ce",
- "medium",
- "humanoid"
- ],
- "perception": {
- "std": 12
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 13
- },
- "deception": {
- "std": 13
- },
- "intimidation": {
- "std": 11
- },
- "performance": {
- "std": 14,
- "singing": 16
- }
- },
- "abilityMods": {
- "str": 1,
- "dex": 4,
- "con": 0,
- "int": -1,
- "wis": 1,
- "cha": 4
- },
- "items": [
- "club"
- ],
- "speed": {
- "walk": 20,
- "fly": 60
- },
- "attacks": [],
- "abilities": {
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "concentrate",
- "enchantment",
- "mental",
- "primal"
- ],
- "entries": [
- "The harpy cries out an eerie, compelling melody.",
- "Each non-harpy creature within 300 feet that can hear the song must attempt a DC 21 Will save. On a failure, the creature becomes captivated and must spend each of its actions to move closer to the harpy as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn't act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy's turn.",
- "The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, they extend the duration by 1 round for all affected creatures. Once a creature succeeds at any save against Captivating Song, that creature is temporarily immune to Captivating Songs for 24 hours."
- ],
- "name": "Captivating Song"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 22
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 15
- },
- "will": {
- "std": 12
- }
- },
- "hp": [
- {
- "hp": 68,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Hell Hound",
- "isNpc": false,
- "source": "TiO",
- "page": 24,
- "level": 3,
- "traits": [
- "le",
- "medium",
- "beast",
- "fiend",
- "fire"
- ],
- "perception": {
- "std": 9
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 8
- },
- "athletics": {
- "std": 9
- },
- "stealth": {
- "std": 8
- },
- "survival": {
- "std": 9,
- "to Track": 11
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 3,
- "con": 2,
- "int": -2,
- "wis": 2,
- "cha": -2
- },
- "speed": {
- "walk": 40
- },
- "attacks": [],
- "abilities": {
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "divine",
- "evocation",
- "fire"
- ],
- "entries": [
- "The hell hound breathes flames that deal {@damage 4d6} fire damage to all creatures in a 15-foot cone. Each affected creature must attempt a DC 19 basic Reflex save. The hell hound can't use Breath Weapon again for {@dice 1d4} rounds. If the hell hound would take fire damage or is the target of a {@trait fire} effect, its Breath Weapon recharges."
- ],
- "name": "Breath Weapon"
- },
- {
- "entries": [
- "The hell hound's evil damage harms only good characters."
- ],
- "name": "Evil Damage"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 19
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 10
- },
- "will": {
- "std": 7
- }
- },
- "hp": [
- {
- "hp": 40,
- "abilities": null
- }
- ],
- "immunities": [
- "fire"
- ]
- }
- },
- {
- "name": "Karstin Star-Hand, Shadow",
- "isNpc": false,
- "source": "TiO",
- "page": 29,
- "_copy": {
- "name": "Shadow",
- "source": "B1",
- "_mod": {
- "abilities.mid": [
- {
- "mode": "insertArr",
- "items": {
- "entries": [
- "A shadow has no body and can pass through physical objects, though it can't end its turn inside an object. Most checks that use Strength and require a body, such as {@action Grapple} and {@action Shove}, don't work against a shadow, and a shadow can't use them against other creatures."
- ],
- "name": "Incorporeal"
- }
- }
- ],
- "abilities.bot": {
- "mode": "removeArr",
- "names": "Shadow Spawn"
- }
- }
- }
- },
- {
- "name": "Kobold Dragon Mage",
- "isNpc": false,
- "source": "TiO",
- "page": 26,
- "level": 2,
- "traits": [
- "le",
- "small",
- "humanoid",
- "kobold"
- ],
- "perception": {
- "std": 5
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "arcana": {
- "std": 6
- },
- "deception": {
- "std": 8
- },
- "diplomacy": {
- "std": 8
- },
- "intimidation": {
- "std": 8
- },
- "stealth": {
- "std": 7
- }
- },
- "abilityMods": {
- "str": -1,
- "dex": 3,
- "con": 0,
- "int": 2,
- "wis": 1,
- "cha": 4
- },
- "items": [
- "staff"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "entries": [
- "A kobold dragon mage's resistance depends on the color of its scales: Black acid 5, Blue electricity 5, Green poison 5, Red fire 5, White cold 5."
- ],
- "name": "Dragonscaled"
- }
- ],
- "bot": [
- {
- "entries": [
- "The dragon mage can cast these wizard spells (spell DC 20, attack +12). 1st Level {@spell fear}, magic missile (×3); Cantrips detect magic, ghost sound, mage hand, ray of frost."
- ],
- "name": "Spells"
- },
- {
- "entries": [
- "The dragon mage deals an extra {@dice 1d6} damage to creatures that have the {@condition flat-footed} condition."
- ],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 17
- },
- "savingThrows": {
- "fort": {
- "std": 4
- },
- "ref": {
- "std": 7
- },
- "will": {
- "std": 7
- }
- },
- "hp": [
- {
- "hp": 25,
- "abilities": null
- }
- ],
- "resistances": [
- {
- "amount": 5,
- "name": "poison",
- "note": "(see dragonscaled)"
- }
- ]
- }
- },
- {
- "name": "Kobold Scout",
- "isNpc": false,
- "source": "TiO",
- "page": 26,
- "level": 1,
- "traits": [
- "le",
- "small",
- "humanoid",
- "kobold"
- ],
- "perception": {
- "std": 8
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 7
- },
- "crafting": {
- "std": 3
- },
- "nature": {
- "std": 6
- },
- "stealth": {
- "std": 7
- },
- "survival": {
- "std": 6
- }
- },
- "abilityMods": {
- "str": 0,
- "dex": 4,
- "con": 1,
- "int": 0,
- "wis": 3,
- "cha": 1
- },
- "items": [
- "crossbow (20 bolts)",
- "leather armor",
- "shortsword"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+6 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1 Items crossbow (20 bolts), leather armor, shortsword."
- ],
- "name": "Survival"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "If the kobold is adjacent to at least one enemy, the kobold {@action Stride||Strides} up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that's not adjacent to any enemy."
- ],
- "name": "Hurried Retreat"
- },
- {
- "entries": [
- "The kobold scout deals an extra {@dice 1d6} damage to creatures that have the {@condition flat-footed} condition."
- ],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 5
- },
- "ref": {
- "std": 9
- },
- "will": {
- "std": 6
- }
- },
- "hp": [
- {
- "hp": 16,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Kobold Scout",
- "isNpc": false,
- "source": "TiO",
- "page": 45,
- "level": 1,
- "traits": [
- "le",
- "small",
- "humanoid",
- "kobold"
- ],
- "perception": {
- "std": 8
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 7
- },
- "crafting": {
- "std": 3
- },
- "nature": {
- "std": 6
- },
- "stealth": {
- "std": 7
- },
- "survival": {
- "std": 6
- }
- },
- "abilityMods": {
- "str": 0,
- "dex": 4,
- "con": 1,
- "int": 0,
- "wis": 3,
- "cha": 1
- },
- "items": [
- "crossbow (20 bolts)",
- "leather armor",
- "shortsword"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+6 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +1 Items crossbow (20 bolts), leather armor, shortsword."
- ],
- "name": "Survival"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "If the kobold is adjacent to at least one enemy, the kobold {@action Stride||Strides} up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. The kobold must end this movement in a space that's not adjacent to any enemy."
- ],
- "name": "Hurried Retreat"
- },
- {
- "entries": [
- "The kobold scout deals an extra {@dice 1d6} damage to creatures that have the {@condition flat-footed} condition."
- ],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 5
- },
- "ref": {
- "std": 9
- },
- "will": {
- "std": 6
- }
- },
- "hp": [
- {
- "hp": 16,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Kobold Trapmaster",
- "isNpc": false,
- "source": "TiO",
- "page": 45,
- "level": 2,
- "traits": [
- "le",
- "small",
- "humanoid",
- "kobold"
- ],
- "perception": {
- "std": 6
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 7
- },
- "crafting": {
- "std": 8
- }
- },
- "abilityMods": {
- "str": 2,
- "dex": 4,
- "con": 1,
- "int": 4,
- "wis": 3,
- "cha": 1
- },
- "items": [
- "leather armor",
- "shortsword",
- "spear (3)",
- "spike trap (3)"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "If the kobold is adjacent to at least one enemy, the kobold {@action Stride||Strides} up to 30 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. The kobold must end this movement in a space that's not adjacent to an enemy."
- ],
- "name": "Hurried Retreat"
- },
- {
- "entries": [
- "The kobold trapmaster deals an extra {@dice 1d6} damage to creatures that have the {@condition flat-footed} condition."
- ],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "activity": {
- "number": 3,
- "unit": "action"
- },
- "entries": [
- "The kobold trapmaster deploys one spike trap in an adjacent square."
- ],
- "name": "Quick Trap"
- },
- {
- "entries": [
- "Once this trap is deployed, anyone who steps on the square it's in takes {@damage 2d8} piercing damage and must attempt a DC 17 basic Reflex saving throw."
- ],
- "name": "Spike Trap"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 19
- },
- "savingThrows": {
- "fort": {
- "std": 7
- },
- "ref": {
- "std": 10
- },
- "will": {
- "std": 5
- }
- },
- "hp": [
- {
- "hp": 28,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Kotgar Leadbuster",
- "isNpc": false,
- "source": "TiO",
- "page": 33,
- "level": 4,
- "traits": [
- "unique",
- "le",
- "medium",
- "dwarf",
- "humanoid"
- ],
- "perception": {
- "std": 12
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 12,
- "to Shove": 14
- },
- "crafting": {
- "std": 8
- },
- "intimidation": {
- "std": 9
- },
- "society": {
- "std": 8
- },
- "survival": {
- "std": 10
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 1,
- "con": 3,
- "int": 0,
- "wis": 2,
- "cha": 1
- },
- "items": [
- "half plate",
- "javelin (6)",
- "maul"
- ],
- "speed": {
- "walk": 20
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [
- "If a creature Kotgar can reach with a melee attack makes a ranged attack, uses an action with the {@trait manipulate} or {@trait move} trait, or leaves a square on its turn, Kotgar can use his reaction to make a melee {@action Strike} against that creature. If his attack is a critical hit and the foe was using an action with the {@trait manipulate} trait, their action doesn't have {@trait any} effect."
- ],
- "name": "Attack of Opportunity",
- "generic": {
- "tag": "ability"
- }
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "If Kotgar has already attacked this turn and is holding a two-handed melee weapon, he can make a {@action Strike} with his two-handed melee weapon. If he hits a target that's Medium or smaller, he can push it back 5 feet, or 10 feet if his {@action Strike} was a critical hit. Kotgar can move to follow the target. Whether he hits or misses, the target is {@condition flat-footed} until the end of his current turn unless he critically fails."
- ],
- "name": "Brutish Shove"
- },
- {
- "entries": [
- "When a creature Kotgar Shoves has to stop moving because it would hit an object, it takes 4 bludgeoning damage."
- ],
- "name": "Powerful Shove"
- },
- {
- "entries": [
- "Kotgar ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell)."
- ],
- "name": "Unburdened Iron"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 21
- },
- "savingThrows": {
- "fort": {
- "std": 13
- },
- "ref": {
- "std": 9
- },
- "will": {
- "std": 10
- }
- },
- "hp": [
- {
- "hp": 60,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Kurnugian Jackal",
- "isNpc": false,
- "source": "TiO",
- "page": 61,
- "level": 6,
- "traits": [
- "uncommon",
- "ce",
- "medium",
- "beast"
- ],
- "perception": {
- "std": 17
- },
- "senses": [
- {
- "name": "low-light vision"
- },
- {
- "type": "imprecise",
- "name": "scent",
- "range": 60
- }
- ],
- "languages": {
- "languages": [
- "abyssal",
- "common"
- ]
- },
- "skills": {
- "athletics": {
- "std": 18
- },
- "diplomacy": {
- "std": 11
- },
- "intimidation": {
- "std": 13
- },
- "occultism": {
- "std": 11
- },
- "stealth": {
- "std": 18
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 5,
- "con": 4,
- "int": 1,
- "wis": 3,
- "cha": 0
- },
- "speed": {
- "walk": 35
- },
- "attacks": [],
- "spellcasting": [
- {
- "name": "Divine Innate",
- "type": "Innate",
- "tradition": "divine",
- "DC": 21,
- "entry": {
- "1": {
- "spells": [
- {
- "name": "charm"
- },
- {
- "name": "grim tendrils"
- }
- ]
- },
- "2": {
- "spells": [
- {
- "name": "hideous laughter"
- },
- {
- "name": "see invisibility"
- }
- ]
- },
- "3": {
- "spells": [
- {
- "name": "paralyze"
- }
- ]
- }
- }
- }
- ],
- "abilities": {
- "top": [
- {
- "entries": [
- "+13, {@skill Occultism} +11, {@skill Religion} +13, {@skill Stealth} +18 Str +4, Dex +5, Con +4, Int +1, Wis +3, Cha +0."
- ],
- "name": "Intimidation"
- }
- ],
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "traits": [
- "concentrate",
- "divine",
- "mental",
- "visual"
- ],
- "entries": [
- "When a target affected by the Kurnugian jackal's."
- ],
- "name": "Inflict Pain"
- },
- {
- "entries": [
- "Stare ability takes damage, the jackal can focus the power of their third eye to intensify the pain of this damage, increasing the damage dealt by {@dice 1d6}."
- ],
- "name": "Hypnotic"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "concentrate",
- "divine",
- "mental",
- "visual"
- ],
- "entries": [
- "The Kurnugian jackal opens their third eye to look at a target within 30 feet that can see the jackal. That target takes a \u20132 penalty to Will saving throws until the end of the Kurnugian jackal's next turn. The Kurnugian jackal can maintain this stare against only one opponent at a time; if the jackal uses it on a second target, it ends for the first target. The jackal can dismiss it as a free action and use their Remove Memory ability if they so choose."
- ],
- "name": "Hypnotic Stare"
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "When the Kurnugian jackal succeeds at their jaws {@action Strike}, they can use this action immediately after to automatically knock over the target, giving the target the {@condition prone} condition."
- ],
- "name": "Knockdown",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "activity": {
- "number": 1,
- "unit": "free"
- },
- "traits": [
- "concentrate",
- "divine",
- "mental"
- ],
- "entries": [
- "The Kurnugian ends their Hypnotic Stare ability early, and just before this happens, the target must succeed at a DC 24 Will saving throw or forget any {@condition hostile} activities."
- ],
- "name": "Remove Memory"
- },
- {
- "entries": [
- "Kurnugian jackal performed against it."
- ],
- "name": "the"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 23
- },
- "savingThrows": {
- "fort": {
- "std": 14
- },
- "ref": {
- "std": 17
- },
- "will": {
- "std": 11
- }
- },
- "hp": [
- {
- "hp": 98,
- "abilities": null
- }
- ],
- "weaknesses": [
- {
- "amount": 5,
- "name": "cold iron"
- }
- ]
- }
- },
- {
- "name": "Leopard",
- "isNpc": false,
- "source": "TiO",
- "page": 33,
- "level": 2,
- "traits": [
- "n",
- "medium",
- "animal"
- ],
- "perception": {
- "std": 7
- },
- "senses": [
- {
- "name": "low-light vision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 8
- },
- "athletics": {
- "std": 7
- },
- "stealth": {
- "std": 8
- }
- },
- "abilityMods": {
- "str": 3,
- "dex": 4,
- "con": 2,
- "int": -4,
- "wis": 1,
- "cha": -2
- },
- "speed": {
- "walk": 30,
- "or climb": 20
- },
- "attacks": [],
- "abilities": {
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "When the leopard succeeds at its jaws {@action Strike}, it can use this action to automatically give the target the {@condition grabbed} condition until the end of its next turn."
- ],
- "name": "Grab",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The leopard makes two claw {@action Strike||Strikes} against a creature it has {@condition grabbed}. The second attack uses the same multiple attack penalty as the first, but attacks it makes after this take a \u201310 multiple attack penalty (or a \u20138 multiple attack penalty for its claw {@action Strike})."
- ],
- "name": "Maul"
- },
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The leopard {@action Stride||Strides} and makes a {@action Strike} at the end of that movement. If the leopard successfully used {@action Hide} before this action, the target has the {@condition flat-footed} condition against this {@action Strike}."
- ],
- "name": "Pounce"
- },
- {
- "entries": [
- "The leopard deals an extra {@dice 1d4} damage to creatures that have the {@condition flat-footed} condition."
- ],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 8
- },
- "ref": {
- "std": 10
- },
- "will": {
- "std": 5
- }
- },
- "hp": [
- {
- "hp": 30,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Mimic Prankster",
- "isNpc": false,
- "source": "TiO",
- "page": 49,
- "level": 4,
- "traits": [
- "n",
- "medium",
- "aberration"
- ],
- "perception": {
- "std": 9
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 12
- },
- "deception": {
- "std": 8
- },
- "dwelling lore": {
- "std": 10
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 1,
- "con": 3,
- "int": 0,
- "wis": 1,
- "cha": 0
- },
- "speed": {
- "walk": 10
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "entries": [
- "The mimic is coated in an adhesive slime. Any creature that touches the mimic (usually from a fists {@action Strike}, the mimic's pseudopod {@action Strike}, or a {@action Grapple} or {@action Shove}) must succeed at a DC 23 Reflex save or gain the {@condition grabbed} condition. The DC to {@action Escape} is 23. A melee or thrown weapon that successfully {@action Strike||Strikes} the mimic is stuck to the mimic. A character can spend an action to attempt a DC 23 {@skill Athletics} check, removing the weapon on a success. The mimic can release a stuck creature or object by spending a single action.",
- "The adhesive dissolves 1 minute after the mimic dies, releasing all stuck objects and creatures."
- ],
- "name": "Adhesive"
- },
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [
- "If a creature touches or physically interacts with the mimic while the mimic is transformed using Mimic Object, the mimic can spend its reaction to automatically give the creature the {@condition grabbed} condition from its adhesive ability. The creature doesn't get to attempt the saving throw against this effect. The mimic then makes a pseudopod {@action Strike} against any creature adjacent to itself. Object Lesson can't be used again until the mimic escapes and takes on a new disguise."
- ],
- "name": "Object Lesson"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "concentrate"
- ],
- "entries": [
- "The mimic assumes the shape of any Medium object. This doesn't change the mimic's texture or overall size, but the mimic can alter their coloration and visual appearance. A creature must succeed at a DC 28 {@skill Perception} check to figure out that the object is really a creature."
- ],
- "name": "Mimic Object"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 20
- },
- "savingThrows": {
- "fort": {
- "std": 11
- },
- "ref": {
- "std": 9
- },
- "will": {
- "std": 9
- }
- },
- "hp": [
- {
- "hp": 75,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Morgrym Leadbuster",
- "isNpc": false,
- "source": "TiO",
- "page": 35,
- "level": 4,
- "traits": [
- "unique",
- "ne",
- "medium",
- "dwarf",
- "humanoid"
- ],
- "perception": {
- "std": 11
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 12
- },
- "crafting": {
- "std": 12
- },
- "diplomacy": {
- "std": 13,
- "against demons": 15
- },
- "intimidation": {
- "std": 15
- },
- "religion": {
- "std": 16
- },
- "society": {
- "std": 9
- },
- "survival": {
- "std": 12
- },
- "demon lore": {
- "std": 13
- }
- },
- "abilityMods": {
- "str": 3,
- "dex": 2,
- "con": 2,
- "int": 4,
- "wis": 1,
- "cha": -1
- },
- "speed": {
- "walk": 20
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+13 (+15 against demons), {@skill Intimidation} +15"
- ],
- "name": "Diplomacy"
- },
- {
- "entries": [
- "+16, {@skill Society} +9, {@skill Survival} +12 Str +3, Dex +2, Con +2, Int +4, Wis +1, Cha \u20131 Items spellbook (Advanced Arcanomnemonics), material component pouch, staff, wand of fear."
- ],
- "name": "Religion"
- }
- ],
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "traits": [
- "arcane",
- "concentrate",
- "move"
- ],
- "entries": [
- "If Morgrym is targeted by an attack and a lower-level undead creature is adjacent to him, Morgrym and the undead swap places, and the undead becomes the target of the attack."
- ],
- "name": "Necromantic Defense"
- }
- ],
- "bot": [
- {
- "entries": [
- "Morgrym can cast these wizard spells (spell DC 21, spell attack +13). 2nd Level {@spell acid arrow}, obscuring mist, resist energy; 1st Level {@spell command}, gust of wind, magic missile; Cantrips (2nd Level) daze, detect magic, ghost sound, mage hand, message, ray of frost, shield."
- ],
- "name": "Spells"
- },
- {
- "traits": [
- "arcane"
- ],
- "entries": [
- "Once per day, Morgrym can drain his bonded item's power to choose a spell that he already cast today and cast it again. Recalling this spell is instant, but he still has to spend the actions to cast the spell."
- ],
- "name": "Arcane Bond"
- },
- {
- "entries": [
- "Morgrym deals with the grim powers of life and death and has focused his magic to aid him in this endeavor. He can cast {@spell fear} as a school spell."
- ],
- "name": "Necromancer"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 19
- },
- "savingThrows": {
- "fort": {
- "std": 11
- },
- "ref": {
- "std": 9
- },
- "will": {
- "std": 14
- }
- },
- "hp": [
- {
- "hp": 50,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Ogre Warrior",
- "isNpc": false,
- "source": "TiO",
- "page": 46,
- "level": 3,
- "traits": [
- "ce",
- "large",
- "giant",
- "humanoid"
- ],
- "perception": {
- "std": 5
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "attacks": [
- {
- "range": "Melee",
- "name": "greataxe",
- "attack": 12,
- "traits": [
- "reach <10 feet>",
- "sweep"
- ],
- "damage": "{@damage 1d12+7} slashing",
- "types": [
- "slashing"
- ]
- },
- {
- "range": "Ranged",
- "name": "javelin",
- "attack": 6,
- "traits": [
- "thrown <30 feet>"
- ],
- "damage": "{@damage 1d6+7} piercing",
- "types": [
- "piercing"
- ]
- }
- ],
- "skills": {
- "athletics": {
- "std": 12
- },
- "intimidation": {
- "std": 9
- }
- },
- "abilityMods": {
- "str": 5,
- "dex": -1,
- "con": 4,
- "int": -2,
- "wis": 0,
- "cha": -2
- },
- "items": [
- "greataxe",
- "hide armor",
- "javelin (6)"
- ],
- "speed": {
- "walk": 25
- },
- "defenses": {
- "ac": {
- "std": 17
- },
- "savingThrows": {
- "fort": {
- "std": 11
- },
- "ref": {
- "std": 6
- },
- "will": {
- "std": 5
- }
- },
- "hp": [
- {
- "hp": 50,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Omblin Leadbuster",
- "isNpc": false,
- "source": "TiO",
- "page": 37,
- "level": 2,
- "traits": [
- "unique",
- "ne",
- "medium",
- "dwarf",
- "humanoid"
- ],
- "perception": {
- "std": 12
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 8
- },
- "society": {
- "std": 5
- },
- "stealth": {
- "std": 8
- },
- "survival": {
- "std": 6
- },
- "thievery": {
- "std": 8
- }
- },
- "abilityMods": {
- "str": 2,
- "dex": 4,
- "con": 2,
- "int": 1,
- "wis": 2,
- "cha": 0
- },
- "items": [
- "hand crossbow (10 bolts)",
- "leather armor",
- "rapier"
- ],
- "speed": {
- "walk": 20
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+8 Str +2, Dex +4, Con +2, Int +1, Wis +2, Cha +0 Items hand crossbow (10 bolts), leather armor, rapier."
- ],
- "name": "Thievery"
- }
- ],
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [
- "When a creature Omblin can see targets him with an attack, Omblin gains a +2 circumstance bonus to AC against the attack."
- ],
- "name": "Nimble Dodge"
- }
- ],
- "bot": [
- {
- "entries": [
- "Omblin deals an extra {@dice 1d6} to creatures that have the {@condition flat-footed} condition."
- ],
- "name": "Sneak Attack",
- "generic": {
- "tag": "ability"
- }
- },
- {
- "entries": [
- "Omblin critically hits a target and deals damage, the target is {@condition flat-footed} against his attacks until the end of his next turn."
- ],
- "name": "Unbalancing Blow When"
- },
- {
- "traits": [
- "ignores"
- ],
- "entries": [
- "the reduction to his Speed from armor and deducts 5 feet from any one penalty to his."
- ],
- "name": "Unburdened Iron Omblin"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 8
- },
- "ref": {
- "std": 10
- },
- "will": {
- "std": 8
- }
- },
- "hp": [
- {
- "hp": 30,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Orc Commander",
- "isNpc": false,
- "source": "TiO",
- "page": 41,
- "level": 2,
- "traits": [
- "ce",
- "medium",
- "humanoid",
- "orc"
- ],
- "perception": {
- "std": 11
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "athletics": {
- "std": 8
- },
- "intimidation": {
- "std": 6
- },
- "survival": {
- "std": 5
- }
- },
- "abilityMods": {
- "str": 4,
- "dex": 2,
- "con": 1,
- "int": -1,
- "wis": 1,
- "cha": 2
- },
- "items": [
- "hide armor",
- "javelin (6)",
- "maul"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "mid": [
- {
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "entries": [
- "When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the {@condition wounded|CRB|wounded 1} condition (or increases the {@condition wounded} value by 1 if they already have that condition). They can't use this ability at {@condition wounded|CRB|wounded 3}."
- ],
- "name": "Ferocity",
- "generic": {
- "tag": "ability"
- }
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
+ "page": 50,
+ "_copy": {
+ "name": "Troll",
+ "source": "BB",
+ "_mod": {
+ "*": [
+ {
+ "mode": "replaceTxt",
+ "replace": "The troll can't die",
+ "with": "She can't die"
},
- "traits": [
- "concentrate",
- "emotion",
- "mental"
- ],
- "entries": [
- "Bellowing mightily, the warchief gives themself and all orc allies within 60 feet who can hear them a +1 status bonus to attack rolls and damage rolls until the start of the orc warchief's next turn."
- ],
- "name": "Battle Cry"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 19
- },
- "savingThrows": {
- "fort": {
- "std": 7
- },
- "ref": {
- "std": 6
- },
- "will": {
- "std": 7
- }
- },
- "hp": [
- {
- "hp": 32,
- "abilities": null
- }
- ]
+ {
+ "mode": "replaceTxt",
+ "replace": "The troll",
+ "with": "Bomela",
+ "flags": "i"
+ },
+ {
+ "mode": "replaceTxt",
+ "replace": "their",
+ "with": "her"
+ },
+ {
+ "mode": "replaceTxt",
+ "replace": "they're",
+ "with": "she's"
+ }
+ ]
+ }
}
},
{
- "name": "Orc Scrapper",
- "isNpc": false,
+ "name": "Brimstone Rat",
"source": "TiO",
- "page": 40,
- "level": 1,
+ "page": 37,
+ "_copy": {
+ "name": "Rat, Giant",
+ "source": "BB",
+ "_mod": {
+ "defenses.resistances": [
+ {
+ "mode": "appendArr",
+ "items": [
+ {
+ "amount": 5,
+ "name": "fire"
+ }
+ ]
+ }
+ ]
+ }
+ }
+ },
+ {
+ "name": "Crocodile",
+ "source": "TiO",
+ "page": 11,
+ "hasImages": true,
+ "level": 2,
"traits": [
- "ce",
- "medium",
- "humanoid",
- "orc"
+ "n",
+ "large",
+ "animal"
],
"perception": {
- "std": 6
+ "std": 7
},
"senses": [
{
- "name": "darkvision"
+ "name": "low-light vision"
}
],
"skills": {
"athletics": {
- "std": 7
- },
- "intimidation": {
- "std": 4
+ "std": 8
},
- "survival": {
- "std": 4
+ "stealth": {
+ "std": 7,
+ "in water": 11
}
},
"abilityMods": {
"str": 4,
- "dex": 2,
+ "dex": 1,
"con": 3,
- "int": -1,
+ "int": -5,
"wis": 1,
- "cha": 0
+ "cha": -4
},
- "items": [
- "battle axe",
- "breastplate",
- "javelin (4)"
- ],
"speed": {
- "walk": 25
+ "walk": 20,
+ "swim": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 10,
+ "effects": [
+ "Grab"
+ ],
+ "damage": "{@damage 1d10+4} piercing plus {@ability Grab}",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "tail",
+ "attack": 10,
+ "traits": [
+ "agile"
+ ],
+ "damage": "{@damage 1d6+4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
"abilities": {
- "mid": [
+ "top": [
+ {
+ "entries": [
+ "The crocodile can hold its breath for about 2 hours."
+ ],
+ "name": "Deep Breath"
+ }
+ ],
+ "bot": [
{
"activity": {
"number": 1,
- "unit": "reaction"
+ "unit": "action"
},
"entries": [
- "When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the {@condition wounded|CRB|wounded 1} condition (or increases the {@condition wounded} value by 1 if they already have that condition). They can't use this ability at {@condition wounded|CRB|wounded 3}."
+ "When hiding in water, the crocodile can move up to 35 feet, traveling on water and land, up to a creature that doesn't see it and doesn't know where it is and make a {@action Strike} against that creature. The creature is {@condition flat-footed} against the attack."
],
- "name": "Ferocity",
+ "name": "Aquatic Ambush",
"generic": {
"tag": "ability"
}
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 8
- },
- "ref": {
- "std": 7
},
- "will": {
- "std": 4
- }
- },
- "hp": [
- {
- "hp": 23,
- "abilities": null
- }
- ]
- }
- },
- {
- "name": "Owlbear",
- "isNpc": false,
- "source": "TiO",
- "page": 47,
- "level": 4,
- "traits": [
- "n",
- "large",
- "animal"
- ],
- "perception": {
- "std": 13
- },
- "senses": [
- {
- "name": "low-light vision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 7
- },
- "athletics": {
- "std": 14
- },
- "intimidation": {
- "std": 10
- }
- },
- "abilityMods": {
- "str": 6,
- "dex": 1,
- "con": 5,
- "int": -4,
- "wis": 3,
- "cha": 0
- },
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "abilities": {
- "bot": [
{
"activity": {
"number": 1,
"unit": "action"
},
"traits": [
- "fear",
- "mental"
+ "attack"
],
"entries": [
- "Each creature within 80 feet who can hear the owlbear's screech must attempt a DC 20 Will save. The creatures can't be affected by another screech for 1 minute. On a critical success, the creature is unaffected; on a success, the creature gains the {@condition frightened|CRB|frightened 1} condition; on a failure, the creature gains the {@condition frightened|CRB|frightened 2} condition; on a critical failure, the creature gains the {@condition frightened|CRB|frightened 3} condition and must spend its next turn running away from the owlbear."
+ "The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws {@action Strike} with a +2 circumstance bonus to the attack roll against a creature it has {@condition grabbed}. If it hits, it also knocks the creature {@condition prone}. If it fails, it releases the creature."
],
- "name": "Bloodcurdling Screech"
+ "name": "Death Roll"
},
{
"activity": {
@@ -2883,112 +327,143 @@
"unit": "action"
},
"entries": [
- "When the owlbear succeeds at its talon {@action Strike}, it can use this action immediately after to automatically give the target the {@condition grabbed} condition until the end of its next turn."
+ "After succeeding at a jaws {@action Strike}, the crocodile can use this action to automatically give the target the {@condition grabbed} condition until the end of the crocodile's next turn."
],
"name": "Grab",
"generic": {
"tag": "ability"
}
- },
- {
- "activity": {
- "number": 2,
- "unit": "action"
- },
- "traits": [
- "auditory",
- "fear",
- "mental"
- ],
- "entries": [
- "The owlbear makes a Bloodcurdling Screech and {@action Stride||Strides} twice. All creatures that can hear within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech."
- ],
- "name": "Screeching Advance"
}
]
},
"defenses": {
"ac": {
- "std": 21
+ "std": 18
},
"savingThrows": {
"fort": {
- "std": 13
+ "std": 9
},
"ref": {
"std": 7
},
"will": {
- "std": 11
+ "std": 5
}
},
"hp": [
{
- "hp": 70,
- "abilities": null
+ "hp": 30
}
]
}
},
{
- "name": "Scalliwing",
- "isNpc": false,
+ "name": "Grimstone, Gargoyle Guardian",
"source": "TiO",
- "page": 62,
- "level": 3,
+ "page": 35,
+ "_copy": {
+ "name": "Gargoyle",
+ "source": "BB"
+ }
+ },
+ {
+ "name": "Hargrit Leadbuster",
+ "source": "TiO",
+ "page": 36,
+ "level": 4,
"traits": [
- "uncommon",
- "cg",
- "tiny",
- "beast",
- "couatl"
+ "unique",
+ "le",
+ "medium",
+ "dwarf",
+ "humanoid"
],
"perception": {
- "std": 12
+ "std": 16
},
"senses": [
{
"name": "darkvision"
}
],
- "languages": {
- "languages": [
- "common"
- ]
- },
"skills": {
- "acrobatics": {
+ "athletics": {
"std": 10
},
"diplomacy": {
- "std": 9
+ "std": 12,
+ "against devils": 14
},
- "nature": {
- "std": 9
+ "fiend lore": {
+ "std": 10
+ },
+ "intimidation": {
+ "std": 10
},
"religion": {
- "std": 9
+ "std": 10
}
},
"abilityMods": {
- "str": 1,
- "dex": 4,
- "con": 0,
+ "str": 2,
+ "dex": 0,
+ "con": 3,
"int": 0,
- "wis": 3,
- "cha": 3
+ "wis": 4,
+ "cha": 2
},
+ "items": [
+ "area map (showing Maunder Castle, the logging camp, logger movements, and plans of attack)",
+ "{@runeItem dagger||+1 weapon potency||+1 dagger}",
+ "{@item half plate}",
+ "religious symbol of {@deity Asmodeus}",
+ "scroll of magic weapon"
+ ],
"speed": {
- "walk": 10,
- "fly": 40
+ "walk": 20
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "dagger",
+ "attack": 14,
+ "traits": [
+ "agile",
+ "finesse",
+ "magical",
+ "versatile "
+ ],
+ "damage": "{@damage 1d4 + 4} piercing plus {@damage 1d10} fire",
+ "types": [
+ "piercing",
+ "fire"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "dagger",
+ "attack": 12,
+ "traits": [
+ "agile",
+ "finesse",
+ "magical",
+ "thrown <10 feet>",
+ "versatile "
+ ],
+ "damage": "{@damage 1d4 + 4} piercing plus {@damage 1d10} fire",
+ "types": [
+ "piercing",
+ "fire"
+ ]
+ }
+ ],
"spellcasting": [
{
- "name": "Divine Innate",
- "type": "Innate",
"tradition": "divine",
- "DC": 20,
+ "type": "Prepared",
+ "DC": 21,
+ "attack": 13,
"entry": {
"0": {
"level": 2,
@@ -2997,43 +472,44 @@
"name": "daze"
},
{
- "name": "guidance"
- },
- {
- "name": "mage hand"
+ "name": "light"
},
{
"name": "message"
},
{
- "name": "shield"
+ "name": "sigil"
}
]
},
"1": {
"spells": [
{
- "name": "command"
+ "name": "burning hands"
},
{
- "name": "heal"
+ "name": "command"
},
{
- "name": "sanctuary"
+ "name": "fear"
}
]
},
"2": {
"spells": [
+ {
+ "name": "dispel magic",
+ "amount": 2
+ },
{
"name": "heal",
"amount": 2
},
{
- "name": "invisibility",
- "notes": [
- "self only"
- ]
+ "name": "resist energy"
+ },
+ {
+ "name": "see invisibility"
}
]
}
@@ -3041,305 +517,191 @@
}
],
"abilities": {
- "top": [
- {
- "entries": [
- "+9 Str +1, Dex +4, Con +0, Int +0, Wis +3, Cha +3."
- ],
- "name": "Religion"
- }
- ],
"bot": [
{
- "activity": {
- "number": 2,
- "unit": "action"
- },
- "traits": [
- "mental",
- "visual"
- ],
"entries": [
- "The scalliwing spreads their iridescent wings and flutters them in a hypnotizing pattern. Each creature within 30 feet that can see the scalliwing must attempt a DC 20 Will save.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": "The creature is unaffected.",
- "Success": "The creature is {@condition flat-footed} until the start of its next turn.",
- "Failure": "The creature is {@condition flat-footed} until the start of its next turn, and it must spend its first action on its next turn admiring the scalliwing.",
- "Critical Failure": "The creature is {@condition flat-footed} until the start of its next turn. For 1 minute, the creature must spend its first action each turn admiring the scalliwing. This effect ends if the scalliwing attacks or uses another {@condition hostile} action against the affected creature."
- }
- }
+ "Hargrit ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell)."
],
- "name": "Wing Flash"
+ "name": "Unburdened Iron"
}
]
},
"defenses": {
"ac": {
- "std": 19
+ "std": 20
},
"savingThrows": {
"fort": {
- "std": 8
+ "std": 11
},
"ref": {
- "std": 12
+ "std": 8
},
"will": {
- "std": 11
+ "std": 14
}
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 65
}
]
}
},
{
- "name": "Sewer Ooze",
- "isNpc": false,
+ "name": "Hermonia, Harpy",
"source": "TiO",
- "page": 13,
- "level": 1,
- "traits": [
- "n",
- "medium",
- "mindless",
- "ooze"
- ],
- "perception": {
- "std": 3
- },
- "senses": [
- {
- "name": "motion sense",
- "range": 60
- },
- {
- "name": "no vision"
- }
- ],
- "skills": {
- "stealth": {
- "std": 1,
- "in sewers": 4
- }
- },
- "abilityMods": {
- "str": 2,
- "dex": -5,
- "con": 4,
- "int": -5,
- "wis": 0,
- "cha": -5
- },
- "speed": {
- "walk": 10
- },
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "A sewer ooze can sense nearby motion through vibration and air movement, allowing it to fight as well as if it could see. However, a sewer ooze can't see, so effects that depend on vision or seeing don't work on it."
- ],
- "name": "Motion Sense"
- }
- ],
- "bot": [
- {
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "entries": [
- "The sewer ooze unleashes a wave of filth, covering all creatures within 20 feet of itself. Each creature in the area must succeed at a DC 17 Reflex save or take {@damage 1d4} acid damage and take a \u201310-foot penalty to its Speeds for 1 minute (on a critical failure, the creature also falls over and gains the {@condition prone} condition). A creature can {@action Interact} to clean someone off. This decreases the Speed penalty to \u20135 feet after 1 action, or to no penalty after 2 actions. After using Filth Wave, the ooze can't use it again for 1 minute."
- ],
- "name": "Filth Wave"
- }
- ]
- },
- "defenses": {
- "ac": {
- "std": 8
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 1
- },
- "will": {
- "std": 3
- }
- },
- "hp": [
- {
- "hp": 40,
- "abilities": null
- }
- ],
- "immunities": [
- "acid",
- "mental",
- "critical hits",
- "sneak"
- ]
+ "page": 48,
+ "_copy": {
+ "name": "Harpy",
+ "source": "BB"
}
},
{
- "name": "Skeleton Guard",
- "isNpc": false,
+ "name": "Laraphis, Harpy",
"source": "TiO",
- "page": 28,
- "level": -1,
- "traits": [
- "ne",
- "medium",
- "mindless",
- "skeleton",
- "undead"
- ],
- "perception": {
- "std": 2
- },
- "senses": [
- {
- "name": "darkvision"
- }
- ],
- "skills": {
- "acrobatics": {
- "std": 6
- },
- "athletics": {
- "std": 3
+ "page": 48,
+ "_copy": {
+ "name": "Harpy",
+ "source": "BB"
+ }
+ },
+ {
+ "name": "Karstin Star-Hand, Shadow",
+ "source": "TiO",
+ "page": 29,
+ "_copy": {
+ "name": "Shadow",
+ "source": "BB",
+ "_mod": {
+ "abilities.mid": [
+ {
+ "mode": "replaceTxt",
+ "replace": "can't attempt such checks.",
+ "with": "can't use them against other creatures."
+ },
+ {
+ "mode": "replaceArr",
+ "replace": "Incorporeal",
+ "items": [
+ {
+ "name": "Incorporeal",
+ "entries": [
+ "A shadow has no body and can pass through physical objects, though it can't end its turn inside an object. Most checks that use Strength and require a body, such as {@action Grapple} and {@action Shove}, don't work against a shadow, and a shadow can't use them against other creatures."
+ ]
+ }
+ ]
+ },
+ {
+ "mode": "replaceArr",
+ "replace": "Light Vulnerability",
+ "items": [
+ {
+ "name": "Light Vulnerability",
+ "entries": [
+ "An object shedding magical light (such as from the {@spell light} spell) gains the {@trait magical} trait when used to attack the shadow."
+ ]
+ }
+ ]
+ }
+ ]
}
- },
- "abilityMods": {
- "str": 2,
- "dex": 4,
- "con": 0,
- "int": -5,
- "wis": 0,
- "cha": 0
- },
- "items": [
- "scimitar",
- "shortbow (20 arrows)"
- ],
- "speed": {
- "walk": 25
- },
- "attacks": [],
- "defenses": {
- "ac": {
- "std": 16
- },
- "savingThrows": {
- "fort": {
- "std": 2
- },
- "ref": {
- "std": 8
- },
- "will": {
- "std": 2
- }
- },
- "hp": [
- {
- "hp": 4,
- "abilities": null
- }
- ],
- "immunities": [
- "mental",
- "poison",
- "unconscious"
- ]
}
},
{
- "name": "Stinkweed Shambler",
- "isNpc": false,
+ "name": "Kotgar Leadbuster",
"source": "TiO",
- "page": 63,
- "level": 2,
+ "page": 33,
+ "level": 4,
"traits": [
- "ne",
- "small",
- "plant"
+ "unique",
+ "le",
+ "medium",
+ "dwarf",
+ "humanoid"
],
"perception": {
- "std": 8
+ "std": 12
},
"senses": [
{
- "name": "low-light vision"
+ "name": "darkvision"
}
],
- "languages": {
- "languages": [
- "sylvan (can't speak any language)"
- ]
- },
"skills": {
- "acrobatics": {
+ "athletics": {
+ "std": 12,
+ "to Shove": 14
+ },
+ "crafting": {
"std": 8
},
"intimidation": {
- "std": 6
+ "std": 9
},
- "stealth": {
+ "society": {
"std": 8
},
"survival": {
- "std": 6
+ "std": 10
}
},
"abilityMods": {
- "str": 2,
- "dex": 4,
+ "str": 4,
+ "dex": 1,
"con": 3,
- "int": -2,
+ "int": 0,
"wis": 2,
- "cha": 0
+ "cha": 1
},
+ "items": [
+ "{@item half plate}",
+ "{@item javelin} (6)",
+ "{@item maul}"
+ ],
"speed": {
- "walk": 20,
- "climb": 10
+ "walk": 20
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "maul",
+ "attack": 14,
+ "traits": [
+ "shove"
+ ],
+ "damage": "{@dice 1d12 + 8} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "javelin",
+ "attack": 11,
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "damage": "{@dice 1d6 + 8} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
"abilities": {
- "top": [
- {
- "entries": [
- "+6 Str +2, Dex +4, Con +3, Int \u20132, Wis +2, Cha +0."
- ],
- "name": "Survival"
- }
- ],
"mid": [
{
- "traits": [
- "aura",
- "olfactory"
- ],
- "entries": [
- "10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 14 Fortitude save or become {@condition flat-footed} for 1 round (and {@condition slowed|CRB|slowed 1} for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute."
- ],
- "name": "Stench"
- },
- {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
"entries": [
- "The foul smell emitted by a stinkweed shambler becomes stronger when its leaves are crushed or burned. When a stinkweed shambler takes bludgeoning or fire damage, the DC for its Stench ability increases to 18 and its {@skill Stealth} bonus decreases to +4. Both of these effects last for 1 minute."
+ "If a creature Kotgar can reach with a melee attack makes a ranged attack, uses an action with the {@trait manipulate} or {@trait move} trait, or leaves a square on its turn, Kotgar can use his reaction to make a melee {@action Strike} against that creature. If his attack is a critical hit and the foe was using an action with the {@trait manipulate} trait, their action doesn't have any effect."
],
- "name": "Stinky Leaves"
+ "name": "Attack of Opportunity",
+ "generic": {
+ "tag": "ability"
+ }
}
],
"bot": [
@@ -3349,263 +711,492 @@
"unit": "action"
},
"entries": [
- "The stinkweed shambler {@action Stride||Strides} up to half its Speed. This movement doesn't provoke reactions."
+ "If Kotgar has already attacked this turn and is holding a two-handed melee weapon, he can make a {@action Strike} with his two-handed melee weapon. If he hits a target that's Medium or smaller, he can push it back 5 feet, or 10 feet if his {@action Strike} was a critical hit. Kotgar can move to follow the target. Whether he hits or misses, the target is {@condition flat-footed} until the end of his current turn unless he critically fails."
],
- "name": "Waving Weed"
+ "name": "Brutish Shove"
},
{
"entries": [
- "A stinkweed shambler ignores {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain} from non-magical foliage."
+ "When a creature Kotgar Shoves has to stop moving because it would hit an object, it takes 4 bludgeoning damage."
],
- "name": "Woodland Stride"
+ "name": "Powerful Shove"
+ },
+ {
+ "entries": [
+ "Kotgar ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell)."
+ ],
+ "name": "Unburdened Iron"
}
]
},
"defenses": {
"ac": {
- "std": 18
+ "std": 21
},
"savingThrows": {
"fort": {
- "std": 7
+ "std": 13
},
"ref": {
- "std": 10
+ "std": 9
},
"will": {
- "std": 8
+ "std": 10
}
},
"hp": [
{
- "hp": 30,
- "abilities": null
- }
- ],
- "weaknesses": [
- {
- "amount": 4,
- "name": "fire"
+ "hp": 60
}
]
}
},
{
- "name": "Troll Enforcer",
- "isNpc": false,
+ "name": "Kurnugian Jackal",
"source": "TiO",
- "page": 50,
- "level": 5,
+ "page": 61,
+ "level": 6,
"traits": [
+ "uncommon",
"ce",
- "large",
- "giant",
- "troll"
+ "medium",
+ "beast"
],
"perception": {
- "std": 11
+ "std": 17
},
"senses": [
{
- "name": "darkvision"
+ "name": "low-light vision"
+ },
+ {
+ "type": "imprecise",
+ "name": "scent",
+ "range": 60
}
],
+ "languages": {
+ "languages": [
+ "abyssal",
+ "common"
+ ]
+ },
"skills": {
"athletics": {
- "std": 12
+ "std": 18
+ },
+ "diplomacy": {
+ "std": 11
},
"intimidation": {
- "std": 12
+ "std": 13
+ },
+ "occultism": {
+ "std": 11
+ },
+ "religion": {
+ "std": 13
+ },
+ "stealth": {
+ "std": 18
}
},
"abilityMods": {
- "str": 5,
- "dex": 2,
- "con": 6,
- "int": -2,
- "wis": 0,
- "cha": -2
+ "str": 4,
+ "dex": 5,
+ "con": 4,
+ "int": 1,
+ "wis": 3,
+ "cha": 0
},
"speed": {
- "walk": 30
+ "walk": 35
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 15,
+ "traits": [
+ "agile"
+ ],
+ "effects": [
+ "knockdown"
+ ],
+ "damage": "{@dice 2d6 + 5} piercing plus Knockdown",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
+ "spellcasting": [
+ {
+ "type": "Innate",
+ "tradition": "divine",
+ "DC": 21,
+ "entry": {
+ "1": {
+ "spells": [
+ {
+ "name": "charm"
+ },
+ {
+ "name": "grim tendrils"
+ }
+ ]
+ },
+ "2": {
+ "spells": [
+ {
+ "name": "hideous laughter"
+ },
+ {
+ "name": "see invisibility"
+ }
+ ]
+ },
+ "3": {
+ "spells": [
+ {
+ "name": "paralyze"
+ }
+ ]
+ }
+ }
+ }
+ ],
"abilities": {
"mid": [
{
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "concentrate",
+ "divine",
+ "mental",
+ "visual"
+ ],
"entries": [
- "Bomela recovers 20 Hit Points at the start of her turn unless she has taken acid or fire damage since her last turn. She can't die unless her regeneration is deactivated when she's reduced to 0 HP."
+ "When a target affected by the Kurnugian jackal's Hypnotic Stare ability takes damage, the jackal can focus the power of their third eye to intensify the pain of this damage, increasing the damage dealt by {@damage 1d6}."
],
- "name": "Regeneration",
- "generic": {
- "tag": "ability"
- }
+ "name": "Inflict Pain"
}
],
"bot": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "concentrate",
+ "divine",
+ "mental",
+ "visual"
+ ],
+ "entries": [
+ "The Kurnugian jackal opens their third eye to look at a target within 30 feet that can see the jackal. That target takes a \u20132 penalty to Will saving throws until the end of the Kurnugian jackal's next turn. The Kurnugian jackal can maintain this stare against only one opponent at a time; if the jackal uses it on a second target, it ends for the first target. The jackal can dismiss it as a free action and use their Remove Memory ability if they so choose."
+ ],
+ "name": "Hypnotic Stare"
+ },
{
"activity": {
"number": 1,
"unit": "action"
},
"entries": [
- "If Bomela succeeds at two claw {@action Strike||Strikes} against the same creature in the same turn, she can use this ability to automatically deal claw {@action Strike} damage to that creature."
+ "When the Kurnugian jackal succeeds at their jaws {@action Strike}, they can use this action immediately after to automatically knock over the target, giving the target the {@condition prone} condition."
],
- "name": "Rend",
+ "name": "Knockdown",
"generic": {
"tag": "ability"
}
+ },
+ {
+ "activity": {
+ "number": 1,
+ "unit": "free"
+ },
+ "traits": [
+ "concentrate",
+ "divine",
+ "mental"
+ ],
+ "entries": [
+ "The Kurnugian ends their Hypnotic Stare ability early, and just before this happens, the target must succeed at a DC 24 Will saving throw or forget any hostile activities the Kurnugian jackal performed against it."
+ ],
+ "name": "Remove Memory"
}
]
},
"defenses": {
"ac": {
- "std": 20
+ "std": 23
},
"savingThrows": {
"fort": {
- "std": 17
+ "std": 14
},
"ref": {
- "std": 11
+ "std": 17
},
"will": {
- "std": 7
+ "std": 11
}
},
"hp": [
{
- "hp": 115,
- "abilities": [
- "{@ability regeneration} 20 (deactivated by acid or fire)"
- ]
+ "hp": 98
}
],
"weaknesses": [
{
- "amount": 10,
- "name": "fire"
+ "amount": 5,
+ "name": "cold iron"
}
]
}
},
{
- "name": "Viper",
- "isNpc": false,
+ "name": "Lurok, Bugbear Marauder",
+ "source": "TiO",
+ "page": 30,
+ "_copy": {
+ "name": "Bugbear Marauder",
+ "source": "BB"
+ }
+ },
+ {
+ "name": "Morgrym Leadbuster",
"source": "TiO",
- "page": 32,
- "level": -1,
+ "page": 35,
+ "level": 4,
"traits": [
- "n",
- "tiny",
- "animal"
+ "unique",
+ "ne",
+ "medium",
+ "dwarf",
+ "humanoid"
],
"perception": {
- "std": 5
+ "std": 11
},
"senses": [
{
- "name": "low-light vision"
+ "name": "darkvision"
}
],
"skills": {
- "acrobatics": {
- "std": 5
- },
"athletics": {
- "std": 1,
- "to Climb": 4
+ "std": 12
},
- "stealth": {
- "std": 5
+ "crafting": {
+ "std": 12
+ },
+ "diplomacy": {
+ "std": 13,
+ "against demons": 15
+ },
+ "intimidation": {
+ "std": 15
+ },
+ "religion": {
+ "std": 16
+ },
+ "society": {
+ "std": 9
+ },
+ "survival": {
+ "std": 12
},
- "survival": {
- "std": 3
+ "demon lore": {
+ "std": 13
}
},
"abilityMods": {
- "str": -3,
- "dex": 4,
- "con": 0,
- "int": -4,
+ "str": 3,
+ "dex": 2,
+ "con": 2,
+ "int": 4,
"wis": 1,
- "cha": -2
+ "cha": -1
},
+ "items": [
+ "spellbook (Advanced Arcanomnemonics)",
+ "{@item material component pouch}",
+ "{@item staff}",
+ "wand of fear"
+ ],
"speed": {
- "walk": 20,
- "or climb": 20,
- "or swim": 20
+ "walk": 20
},
- "attacks": [],
- "abilities": {
- "top": [
- {
- "entries": [
- "+3 Str \u20133, Dex +4, Con +0, Int \u20134, Wis +1, Cha \u20132."
- ],
- "name": "Survival"
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "staff",
+ "attack": 14,
+ "damage": "{@damage 1d4 + 2} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
+ "spellcasting": [
+ {
+ "type": "Prepared",
+ "tradition": "arcane",
+ "DC": 21,
+ "attack": 13,
+ "entry": {
+ "0": {
+ "level": 2,
+ "spells": [
+ {
+ "name": "daze"
+ },
+ {
+ "name": "detect magic"
+ },
+ {
+ "name": "ghost sound"
+ },
+ {
+ "name": "mage hand"
+ },
+ {
+ "name": "message"
+ },
+ {
+ "name": "ray of frost"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
+ "1": {
+ "spells": [
+ {
+ "name": "command"
+ },
+ {
+ "name": "gust of wind"
+ },
+ {
+ "name": "magic missile"
+ }
+ ]
+ },
+ "2": {
+ "spells": [
+ {
+ "name": "acid arrow"
+ },
+ {
+ "name": "obscuring mist"
+ },
+ {
+ "name": "resist energy"
+ }
+ ]
+ }
}
- ],
+ }
+ ],
+ "abilities": {
"mid": [
{
"activity": {
"number": 1,
"unit": "reaction"
},
+ "traits": [
+ "arcane",
+ "concentrate",
+ "move"
+ ],
"entries": [
- "If a creature ends its movement adjacent to the viper or within the viper's space, the viper can use its reaction to {@action Stride}, {@action Climb}, or {@action Swim} up to 10 feet. It must end its movement in a location that isn't within 5 feet of a foe. This movement doesn't trigger reactions."
+ "If Morgrym is targeted by an attack and a lower-level undead creature is adjacent to him, Morgrym and the undead swap places, and the undead becomes the target of the attack."
],
- "name": "Slink"
+ "name": "Necromantic Defense"
}
],
"bot": [
{
"traits": [
- "poison"
+ "arcane"
+ ],
+ "entries": [
+ "Once per day, Morgrym can drain his bonded item's power to choose a spell that he already cast today and cast it again. Recalling this spell is instant, but he still has to spend the actions to cast the spell."
],
+ "name": "Arcane Bond"
+ },
+ {
"entries": [
- "A target damaged by the viper's fangs must succeed at a DC 16 Fortitude save or take {@damage 1d10} poison damage."
+ "Morgrym deals with the grim powers of life and death and has focused his magic to aid him in this endeavor. He can cast {@spell fear} as a school spell."
],
- "name": "Viper Venom"
+ "name": "Necromancer"
}
]
},
"defenses": {
"ac": {
- "std": 15
+ "std": 19
},
"savingThrows": {
"fort": {
- "std": 2
+ "std": 11
},
"ref": {
- "std": 7
+ "std": 9
},
"will": {
- "std": 5
+ "std": 14
}
},
"hp": [
{
- "hp": 8,
- "abilities": null
+ "hp": 50
}
]
}
},
{
- "name": "Web Lurker",
- "isNpc": false,
+ "name": "Mwibah",
"source": "TiO",
- "page": 17,
- "level": 3,
+ "page": 53,
+ "description": "{@creature Kurnugian jackal|tio}",
+ "_copy": {
+ "name": "Kurnugian Jackal",
+ "source": "TiO"
+ }
+ },
+ {
+ "name": "Olli",
+ "source": "TiO",
+ "page": 19,
+ "description": "CG female {@creature scalliwing|tio}",
+ "_copy": {
+ "name": "Scalliwing",
+ "source": "TiO"
+ }
+ },
+ {
+ "name": "Omblin Leadbuster",
+ "source": "TiO",
+ "page": 37,
+ "level": 2,
"traits": [
+ "unique",
"ne",
"medium",
- "aberration"
+ "dwarf",
+ "humanoid"
],
"perception": {
- "std": 10
+ "std": 12
},
"senses": [
{
@@ -3614,68 +1205,112 @@
],
"skills": {
"acrobatics": {
- "std": 9
+ "std": 8
},
- "athletics": {
- "std": 9
+ "society": {
+ "std": 5
},
- "crafting": {
+ "stealth": {
"std": 8
},
- "stealth": {
- "std": 11
+ "survival": {
+ "std": 6
+ },
+ "thievery": {
+ "std": 8
}
},
"abilityMods": {
- "str": 4,
+ "str": 2,
"dex": 4,
- "con": 3,
+ "con": 2,
"int": 1,
- "wis": 3,
- "cha": -1
+ "wis": 2,
+ "cha": 0
},
+ "items": [
+ "{@item hand crossbow} (10 {@item bolt||bolts})",
+ "{@item leather||leather armor}",
+ "{@item rapier}"
+ ],
"speed": {
- "walk": 25,
- "climb": 25
+ "walk": 20
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "deadly ",
+ "finesse"
+ ],
+ "name": "rapier",
+ "attack": 11,
+ "damage": "{@damage 1d6+4} piercing",
+ "types": [
+ "piercing"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "range increment <60 feet>",
+ "reload <1>"
+ ],
+ "name": "hand crossbow",
+ "attack": 11,
+ "damage": "{@damage 1d6+2} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
"abilities": {
- "top": [
+ "mid": [
{
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
"entries": [
- "The web lurker can speak with and understand spiders."
+ "When a creature Omblin can see targets him with an attack, Omblin gains a +2 circumstance bonus to AC against the attack."
],
- "name": "Spider Speak"
+ "name": "Nimble Dodge"
}
],
"bot": [
{
- "traits": [
- "poison"
+ "entries": [
+ "Omblin deals an extra {@damage 1d6} to creatures that have the {@condition flat-footed} condition."
],
+ "name": "Sneak Attack",
+ "generic": {
+ "tag": "ability"
+ }
+ },
+ {
"entries": [
- "A creature damaged by the web lurker's fangs must succeed at a DC 19 Fortitude save or take {@damage 1d12} poison damage and become {@condition flat-footed} for 1 round."
+ "When Omblin critically hits a target and deals damage, the target is {@condition flat-footed} against his attacks until the end of his next turn."
],
- "name": "Web Lurker Venom"
+ "name": "Unbalancing Blow"
},
{
"entries": [
- "A creature hit by the web lurker's web attack gets stuck to the nearest surface. It can't move until it successfully Escapes (DC 20)."
+ "Omblin ignores the reduction to his Speed from armor and deducts 5 feet from any one penalty to his Speed (such as from a spell)."
],
- "name": "Web Trap"
+ "name": "Unburdened Iron"
}
]
},
"defenses": {
"ac": {
- "std": 19
+ "std": 18
},
"savingThrows": {
"fort": {
- "std": 10
+ "std": 8
},
"ref": {
- "std": 11
+ "std": 10
},
"will": {
"std": 8
@@ -3683,26 +1318,25 @@
},
"hp": [
{
- "hp": 45,
- "abilities": null
+ "hp": 30
}
]
}
},
{
- "name": "Wight",
- "isNpc": false,
+ "name": "Orc Scrapper",
"source": "TiO",
- "page": 28,
- "level": 3,
+ "page": 40,
+ "hasImages": true,
+ "level": 1,
"traits": [
- "le",
+ "ce",
"medium",
- "undead",
- "wight"
+ "humanoid",
+ "orc"
],
"perception": {
- "std": 10
+ "std": 6
},
"senses": [
{
@@ -3711,50 +1345,84 @@
],
"skills": {
"athletics": {
- "std": 11
+ "std": 7
},
"intimidation": {
- "std": 9
+ "std": 4
},
- "stealth": {
- "std": 6
+ "survival": {
+ "std": 4
}
},
"abilityMods": {
"str": 4,
- "dex": 1,
- "con": 4,
- "int": 0,
- "wis": 3,
- "cha": 2
+ "dex": 2,
+ "con": 3,
+ "int": -1,
+ "wis": 1,
+ "cha": 0
},
+ "items": [
+ "{@item battle axe}",
+ "{@item breastplate}",
+ "{@item javelin} (4)"
+ ],
"speed": {
"walk": 25
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "battle axe",
+ "attack": 7,
+ "traits": [
+ "sweep"
+ ],
+ "damage": "{@damage 1d8 + 4} slashing",
+ "types": [
+ "slashing"
+ ]
+ },
+ {
+ "range": "Melee",
+ "name": "fist",
+ "attack": 7,
+ "traits": [
+ "agile",
+ "nonlethal"
+ ],
+ "damage": "{@damage 1d4 + 4} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "name": "javelin",
+ "attack": 5,
+ "traits": [
+ "thrown <30 feet>"
+ ],
+ "damage": "{@damage 1d6 + 4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
+ ],
"abilities": {
"mid": [
{
+ "name": "Ferocity",
"activity": {
"number": 1,
"unit": "reaction"
- },
- "entries": [
- "When the wight is reduced to 0 Hit Points, it can use its reaction to make a {@action Strike} before being destroyed. It doesn't gain any Hit Points from drain life on this {@action Strike}."
- ],
- "name": "Final Spite"
- }
- ],
- "bot": [
- {
- "traits": [
- "divine",
- "necromancy"
- ],
+ },
"entries": [
- "When the wight deals damage to a living creature with its claw {@action Strike}, the wight recovers 2 Hit Points and the target must succeed at a DC 17 Fortitude save or take 2 damage that can't be healed. The wight can use drain life multiple times, but a single creature can't take more than 8 unhealable damage. Each full night of rest heals 2 of the unhealable damage, and a full day of bed rest increases the recovery to 4 of the unhealable damage."
+ "When the orc is reduced to 0 Hit Points, they can use their reaction to remain conscious with 1 Hit Point, but they gain the {@condition wounded 1} condition (or increases the {@condition wounded} value by 1 if they already have that condition). The orc can't use this ability at {@condition wounded 3}."
],
- "name": "Drain Life"
+ "generic": {
+ "tag": "ability"
+ }
}
]
},
@@ -3764,170 +1432,297 @@
},
"savingThrows": {
"fort": {
- "std": 11
+ "std": 8
},
"ref": {
- "std": 6
+ "std": 7
},
"will": {
- "std": 10
+ "std": 4
}
},
"hp": [
{
- "hp": 50,
- "abilities": null
+ "hp": 23
}
- ],
- "immunities": [
- "poison",
- "unconscious"
]
}
},
{
- "name": "Wolf",
- "isNpc": false,
+ "name": "Scalliwing",
"source": "TiO",
- "page": 24,
- "level": 1,
+ "page": 62,
+ "level": 3,
"traits": [
- "n",
- "medium",
- "animal"
+ "uncommon",
+ "cg",
+ "tiny",
+ "beast",
+ "couatl"
],
"perception": {
- "std": 7
+ "std": 12
},
"senses": [
{
- "name": "low-light vision"
+ "name": "darkvision"
}
],
+ "languages": {
+ "languages": [
+ "common"
+ ]
+ },
"skills": {
"acrobatics": {
- "std": 7
+ "std": 10
},
- "athletics": {
- "std": 5
+ "diplomacy": {
+ "std": 9
},
- "stealth": {
- "std": 7
+ "nature": {
+ "std": 9
},
- "survival": {
- "std": 7
+ "religion": {
+ "std": 9
}
},
"abilityMods": {
- "str": 2,
+ "str": 1,
"dex": 4,
- "con": 1,
- "int": -4,
- "wis": 2,
- "cha": -2
+ "con": 0,
+ "int": 0,
+ "wis": 3,
+ "cha": 3
},
"speed": {
- "walk": 35
+ "walk": 10,
+ "fly": 40
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "name": "fangs",
+ "attack": 10,
+ "damage": "{@damage 1d4+1} piercing plus {@damage 1d4} {@condition persistent damage||persistent poison}",
+ "types": [
+ "piercing",
+ "persistent",
+ "poison"
+ ]
+ }
+ ],
+ "spellcasting": [
+ {
+ "type": "Innate",
+ "tradition": "divine",
+ "DC": 20,
+ "entry": {
+ "0": {
+ "level": 2,
+ "spells": [
+ {
+ "name": "daze"
+ },
+ {
+ "name": "guidance"
+ },
+ {
+ "name": "mage hand"
+ },
+ {
+ "name": "message"
+ },
+ {
+ "name": "shield"
+ }
+ ]
+ },
+ "1": {
+ "spells": [
+ {
+ "name": "command"
+ },
+ {
+ "name": "heal"
+ },
+ {
+ "name": "sanctuary"
+ }
+ ]
+ },
+ "2": {
+ "spells": [
+ {
+ "name": "heal",
+ "amount": 2
+ },
+ {
+ "name": "invisibility",
+ "notes": [
+ "self only"
+ ]
+ }
+ ]
+ }
+ }
+ }
+ ],
"abilities": {
"bot": [
- {
- "entries": [],
- "name": "Knockdown",
- "generic": {
- "tag": "ability"
- }
- },
{
"activity": {
- "number": 1,
+ "number": 2,
"unit": "action"
},
- "entries": [
- "When the wolf succeeds at its jaws {@action Strike}, it can use this action to automatically knock over the target, giving it the {@condition prone} condition."
+ "traits": [
+ "mental",
+ "visual"
],
- "name": "Knockdown",
- "generic": {
- "tag": "ability"
- }
- },
- {
"entries": [
- "If the wolf {@action Strike||Strikes} a target that at least two of the wolf's allies could reach with a melee attack, the wolf deals {@damage 1d4} extra damage with that {@action Strike}."
+ "The scalliwing spreads their iridescent wings and flutters them in a hypnotizing pattern. Each creature within 30 feet that can see the scalliwing must attempt a DC 20 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature is {@condition flat-footed} until the start of its next turn.",
+ "Failure": "The creature is {@condition flat-footed} until the start of its next turn, and it must spend its first action on its next turn admiring the scalliwing.",
+ "Critical Failure": "The creature is {@condition flat-footed} until the start of its next turn. For 1 minute, the creature must spend its first action each turn admiring the scalliwing. This effect ends if the scalliwing attacks or uses another hostile action against the affected creature."
+ }
+ }
],
- "name": "Pack Attack"
+ "name": "Wing Flash"
}
]
},
"defenses": {
"ac": {
- "std": 15
+ "std": 19
},
"savingThrows": {
"fort": {
- "std": 6
+ "std": 8
},
"ref": {
- "std": 9
+ "std": 12
},
"will": {
- "std": 5
+ "std": 11
}
},
"hp": [
{
- "hp": 24,
- "abilities": null
+ "hp": 45
}
]
}
},
{
- "name": "Zombie Shambler",
- "isNpc": false,
+ "name": "Slate, Gargoyle Prankster",
"source": "TiO",
- "page": 29,
- "level": -1,
+ "page": 49,
+ "_copy": {
+ "name": "Gargoyle",
+ "source": "BB"
+ }
+ },
+ {
+ "name": "Stinkweed Shambler",
+ "source": "TiO",
+ "page": 63,
+ "level": 2,
"traits": [
"ne",
- "medium",
- "mindless",
- "undead",
- "zombie"
+ "small",
+ "plant"
],
"perception": {
- "std": 0
+ "std": 8
},
"senses": [
{
- "name": "darkvision"
+ "name": "low-light vision"
}
],
+ "languages": {
+ "languages": [
+ "sylvan (can't speak any language)"
+ ]
+ },
"skills": {
- "athletics": {
- "std": 5
+ "acrobatics": {
+ "std": 8
+ },
+ "intimidation": {
+ "std": 6
+ },
+ "stealth": {
+ "std": 8
+ },
+ "survival": {
+ "std": 6
}
},
"abilityMods": {
- "str": 3,
- "dex": -2,
- "con": 2,
- "int": -5,
- "wis": 0,
- "cha": -2
+ "str": 2,
+ "dex": 4,
+ "con": 3,
+ "int": -2,
+ "wis": 2,
+ "cha": 0
},
"speed": {
- "walk": 25
+ "walk": 20,
+ "climb": 10
},
- "attacks": [],
+ "attacks": [
+ {
+ "range": "Melee",
+ "traits": [
+ "agile",
+ "finesse"
+ ],
+ "name": "vine",
+ "attack": 11,
+ "damage": "{@damage 1d8+2} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ },
+ {
+ "range": "Ranged",
+ "traits": [
+ "range increment <30 feet>"
+ ],
+ "name": "seedpod",
+ "attack": 11,
+ "damage": "{@damage 2d4+2} bludgeoning",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ],
"abilities": {
- "top": [
+ "mid": [
+ {
+ "traits": [
+ "aura",
+ "olfactory"
+ ],
+ "entries": [
+ "10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 14 Fortitude save or become {@condition flat-footed} for 1 round (and {@condition slowed|CRB|slowed 1} for 1 round on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute."
+ ],
+ "name": "Stench"
+ },
{
"entries": [
- "A zombie has only 2 actions on its turn, and it can't use reactions."
+ "The foul smell emitted by a stinkweed shambler becomes stronger when its leaves are crushed or burned. When a stinkweed shambler takes bludgeoning or fire damage, the DC for its Stench ability increases to 18 and its {@skill Stealth} bonus decreases to +4. Both of these effects last for 1 minute."
],
- "name": "Slow"
+ "name": "Stinky Leaves"
}
],
"bot": [
@@ -3937,50 +1732,43 @@
"unit": "action"
},
"entries": [
- "When the zombie succeeds at its jaws {@action Strike}, it can use this action to automatically give the target the {@condition grabbed} condition until the end of its next turn."
+ "The stinkweed shambler {@action Stride||Strides} up to half its Speed. This movement doesn't provoke reactions."
],
- "name": "Grab",
- "generic": {
- "tag": "ability"
- }
+ "name": "Waving Weed"
},
{
- "activity": {
- "number": 1,
- "unit": "action"
- },
"entries": [
- "If the zombie has a creature {@condition grabbed} or {@condition restrained}, it can make a special {@action Strike} against the {@condition grabbed} or {@condition restrained} creature. This {@action Strike} has an attack bonus of +7 and deals {@damage 1d8+3} piercing damage on a success."
+ "A stinkweed shambler ignores {@quickref difficult terrain||3|terrain} and {@quickref greater difficult terrain||3|terrain} from non-magical foliage."
],
- "name": "Jaws"
+ "name": "Woodland Stride"
}
]
},
"defenses": {
"ac": {
- "std": 12
+ "std": 18
},
"savingThrows": {
"fort": {
- "std": 6
+ "std": 7
},
"ref": {
- "std": 0
+ "std": 10
},
"will": {
- "std": 2
+ "std": 8
}
},
"hp": [
{
- "hp": 20,
- "abilities": null
+ "hp": 30
}
],
- "immunities": [
- "mental",
- "poison",
- "unconscious"
+ "weaknesses": [
+ {
+ "amount": 4,
+ "name": "fire"
+ }
]
}
}
diff --git a/data/bestiary/creatures-tok.json b/data/bestiary/creatures-tok.json
new file mode 100644
index 0000000000..a9c23c9f55
--- /dev/null
+++ b/data/bestiary/creatures-tok.json
@@ -0,0 +1,52 @@
+{
+ "_meta": {
+ "dependencies": {
+ "creature": [
+ "B1"
+ ]
+ }
+ },
+ "creature": [
+ {
+ "name": "Gusa",
+ "source": "ToK",
+ "page": 7,
+ "description": "Male {@creature fungus leshy}",
+ "_copy": {
+ "name": "Fungus Leshy",
+ "source": "B1"
+ }
+ },
+ {
+ "name": "River Devil",
+ "source": "ToK",
+ "page": 7,
+ "description": "Weak {@creature sea devil scout}",
+ "_copy": {
+ "name": "Sea Devil Scout",
+ "source": "B1",
+ "creatureAdjustment": "Weak"
+ }
+ },
+ {
+ "name": "Jubo",
+ "source": "ToK",
+ "page": 8,
+ "description": "{@creature Crocodile}",
+ "_copy": {
+ "name": "Crocodile",
+ "source": "B1"
+ }
+ },
+ {
+ "name": "Ngaja",
+ "source": "ToK",
+ "page": 8,
+ "description": "{@creature Sea hag}",
+ "_copy": {
+ "name": "Sea hag",
+ "source": "B1"
+ }
+ }
+ ]
+}
diff --git a/data/bestiary/fluff-creatures-b1.json b/data/bestiary/fluff-creatures-b1.json
index c20c98d2ce..f8cb1cec1a 100644
--- a/data/bestiary/fluff-creatures-b1.json
+++ b/data/bestiary/fluff-creatures-b1.json
@@ -7577,7 +7577,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The lich taps into its phylactery's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's phylactery doesn't need to be present for the lich to use this ability."
diff --git a/data/bestiary/fluff-creatures-bb.json b/data/bestiary/fluff-creatures-bb.json
new file mode 100644
index 0000000000..9824cb93e6
--- /dev/null
+++ b/data/bestiary/fluff-creatures-bb.json
@@ -0,0 +1,754 @@
+{
+ "_meta": {
+ "internalCopies": [
+ "creatureFluff"
+ ]
+ },
+ "creatureFluff": [
+ {
+ "name": "Animated Armor",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Animated Armor",
+ "collapsible": true,
+ "entries": [
+ "Objects can be given a semblance of life through the use of rituals or other strange magic, turning them into animated objects. These objects move, work, and fight based on the commands given to them by their creators, who usually set them on guard duty or have them perform menial labor.",
+ "Suits of animated armor might serve as guardians, but sometimes high-end martial academies use them as training partners. They're most often found in wizards' laboratories and ancient dungeons."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Basilisk",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Basilisk",
+ "entries": [
+ "A basilisk is an eight-legged reptile that can turn creatures to stone just by looking at them."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Basilisk.png"
+ ]
+ },
+ {
+ "name": "Boar",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Boar",
+ "entries": [
+ "Foul-tempered and tough, boars are far more dangerous than domesticated pigs. These omnivorous mammals are hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. In some cultures, boars are trained to become much more aggressive for use as war beasts and guardians. When such boars escape back into the wild, they can become true terrors of the region."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Boar_Boar.png"
+ ]
+ },
+ {
+ "name": "Bugbear Marauder",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Bugbear Marauder",
+ "collapsible": true,
+ "entries": [
+ "These stealthy and cruel creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaking boards, inspiring dread, suspicion, and fear in those they torment."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Cat, Leopard",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Cat, Leopard",
+ "collapsible": true,
+ "entries": [
+ "Leopards range from the iconic yellow with black spots to black panthers and white-furred, black-spotted snow leopards."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Centipede, Giant",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Centipede, Giant",
+ "collapsible": true,
+ "entries": [
+ "Centipedes are relatively common arthropods that live, hunt, and scavenge amid dung and detritus. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles.",
+ "Most giant centipedes (known as sewer centipedes when found in cities) nest in small groups but hunt alone. Attempts to domesticate giant centipedes to use as guardians or pets generally end poorly, but some goblin and kobold societies have developed effective methods of utilizing these vermin as guardians. Some societies roast and eat centipedes, often with pungent peppers, as a savory delicacy, although care must be taken in preparing the meal to avoid contaminating the flesh with the creature's venom."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Centipede_GiantCentipede.png"
+ ]
+ },
+ {
+ "name": "Doppelganger",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Doppelganger",
+ "collapsible": true,
+ "entries": [
+ "Doppelgangers can transform into perfect copies of other creatures but have indeterminate forms in their natural states."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Doppelganger.png"
+ ]
+ },
+ {
+ "name": "Drow Warrior",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Drow Warrior",
+ "collapsible": true,
+ "entries": [
+ "Drow are the descendants of elves corrupted by a great evil when they fled deep underground long ago."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Drow_DrowFighter.png"
+ ]
+ },
+ {
+ "name": "Drow Priestess",
+ "source": "BB",
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Drow_DrowPriestess.png"
+ ]
+ },
+ {
+ "name": "Drow Sneak",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Drow Sneak",
+ "collapsible": true,
+ "entries": [
+ "Loners at heart, drow sneaks trust no one\u2014least of all fellow drow. These drow rely on awareness and adaptation to survive the cutthroat nature of their society."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Elemental, Brine Shark",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Elemental, Brine Shark",
+ "collapsible": true,
+ "entries": [
+ "Water elementals roam the endless oceans of the Plane of Water. They can be brought to the world with summoning magic or through natural disasters like floods or hurricanes. Though water elementals can be very destructive, they aren't always malicious. Just as water can bring life to those in need, its waves can pound shores and its rains flood cities. Water elementals are similarly difficult to predict.",
+ "Brine sharks, fierce but among the weaker water elementals, take forms resembling sharks made entirely of water. When encountered, they're usually on their own or following the commands of a spellcaster who summoned them to this plane."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Elemental, Cinder Rat",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Elemental, Cinder Rat",
+ "collapsible": true,
+ "entries": [
+ "Fire elementals are destructive manifestations of the Plane of Fire. They sometimes come to the world in powerful places of heat and flame where elemental vortexes form, such as in volcanoes.",
+ "Cinder rats are oversized rodents made of smoldering charcoal and elemental fire. Noxious fumes continually bellow from their flaming flesh. Much like terrestrial rats, cinder rats seek out secluded dens and can quickly multiply in number if left unchecked."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Elemental, Sod Hound",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Elemental, Sod Hound",
+ "collapsible": true,
+ "entries": [
+ "Earth elementals such as sod hounds make excellent bodyguards for spelunkers and are ideal protectors of important subterranean locations, such as vaults and treasuries. Coming from the Plane of Earth, they can appear in caverns deep underground or in other stony environments.",
+ "Sod hounds take the form of mossy canines made of packed dirt and pebbles. They can band together with other sod hounds, traveling as a pack. They're loyal to a fault, eagerly following their summoners' commands."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Elemental, Zephyr Hawk",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Elemental, Zephyr Hawk",
+ "collapsible": true,
+ "entries": [
+ "Air elementals, such as the zephyr hawk, appear in a variety of sizes and shapes. From the Plane of Air, zephyr hawks are often summoned to be used as airborne messengers. Air elementals can also arrive spontaneously during powerful storms and tornadoes where elemental vortexes form.",
+ "Zephyr hawks appear to be made of clouds, with distinct shapes that give them the appearance of having the wings and beaks of birds. When one sees clouds that resemble animals, they're often unknowingly observing air elementals. Zephyr hawks sometimes drift among wind currents in great flocks called casts."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Gargoyle",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Gargoyle",
+ "collapsible": true,
+ "entries": [
+ "Gargoyles are monstrous hunters made entirely of stone. They look like decorative statues and use this as camouflage to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with batlike wings, but individual gargoyles vary a great deal, with some appearing more or less humanoid and others resembling something else entirely.",
+ "Though most hunt alone, they sometimes form into groups called \"wings.\" All the monstrous statues atop an old building could actually be living gargoyles."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Gargoyle.png"
+ ]
+ },
+ {
+ "name": "Ghoul",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Ghoul",
+ "collapsible": true,
+ "entries": [
+ "The flesh-eating undead known as ghouls haunt sinister locations such as lonely graveyards and ruined crypts, making meals of corpses. Legends say that even those who survive a ghoul attack risk contracting a fever that eventually transforms them into ghouls."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Ghoul_Ghoul.png"
+ ]
+ },
+ {
+ "name": "Goblin Commando",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Goblin Commando",
+ "collapsible": true,
+ "entries": [
+ "Most goblin communities teeter in a state of barely controlled disarray\u2014a collective of creatures operating largely on gut instinct rarely follows any clear direction. Even goblin leaders tend to be impulsive, irresponsible, and generally just not that good at actually leading.",
+ "In theory, goblin commandos lead goblin raids. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming glory from their kin."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Goblin Igniter",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Goblin Igniter",
+ "collapsible": true,
+ "entries": [
+ "Goblins find fire totally fascinating. It makes light. It's great for cooking. It's a fun toy! Some goblins take their people's admiration of fire a little bit too far and into the realm of deadly obsession.",
+ "Goblins who turn their attentions to magic so they can learn to make fire from nothing are known as goblin igniters. These flame fanatics can be a great boon to a band of goblin raiders eager to torch their enemies and wreak havoc. More often, however, their presence is a double-edged sword. In the heat of the moment, goblin igniters sometimes lose sight of their goals and simply set fire to anything that will burn\u2014including their own allies!"
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Goblin_GoblinPyro.png"
+ ]
+ },
+ {
+ "name": "Goblin Warrior",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Goblin Warrior",
+ "collapsible": true,
+ "entries": [
+ "The frontline fighters of goblin tribes prefer to fight in large groups\u2014especially when they can outnumber their foes at least three to one. One doesn't need intense training or great toughness to become a goblin warrior. Anyone can aspire to this role, or be drafted into it during an emergency.",
+ "Goblin warriors delight in wreaking havoc. They think nothing of slaughtering livestock, stealing infants, or burning down buildings purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call \"longshanks.\" What the goblins lack in consistency, long-term planning, and good sense, they make up for in sheer bravery and commitment."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Goblin_GoblinWarrior.png"
+ ]
+ },
+ {
+ "name": "Gremlin, Pugwampi",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Gremlin, Pugwampi",
+ "collapsible": true,
+ "entries": [
+ "Gremlins are cruel fey tricksters and saboteurs who enjoy causing inventive destructiveness. Dog-faced pugwampis are craven, and they take great joy in the accidents and missteps caused by the ill fortune they magically project."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Hell Hound",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Hell Hound",
+ "collapsible": true,
+ "entries": [
+ "Temperamental and quick to aggressive behavior, hell hounds are fiendish canines from a hellish plane. They're skilled hunters and can breath supernatural gouts of flame from their maws. A hell hound's appearance leaves no doubts as to its infernal origins\u2014flesh the color of burning pitch, teeth as sharp as any fiend's pitchfork, and a shroud of ever-burning hellfire are all trademark features. Though they can't speak, they understand the Infernal language of Hell."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/HellHound_HellHound.png"
+ ]
+ },
+ {
+ "name": "Harpy",
+ "source": "BB",
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Harpy.png"
+ ]
+ },
+ {
+ "name": "Hobgoblin Warrior",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Hobgoblin Warrior",
+ "collapsible": true,
+ "entries": [
+ "Hobgoblins are singularly devoted to war, and their entire civilization is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Highly organized, they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Hobgoblin_HobgoblinSoldier.png"
+ ]
+ },
+ {
+ "name": "Kobold Dragon Mage",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Kobold Dragon Mage",
+ "collapsible": true,
+ "entries": [
+ "Kobolds are small, reptilian humanoids with physical similarities to dragons. They lurk in dark places, usually tunnels and mines, and use their cunning to even the playing field between themselves and stronger creatures. Kobold dragon mages use magic to carry out their schemes. The presence of one in a kobold warren is powerful evidence for the kobolds' claim to draconic heritage."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Kobold Scout",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Kobold Scout",
+ "collapsible": true,
+ "entries": [
+ "Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, trained for stalking and the hunt. They're charged with bringing back food and valuable goods to the community. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without putting themselves at much risk."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Kobold Trapmaster",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Kobold Trapmaster",
+ "collapsible": true,
+ "entries": [
+ "Kobold trapmasters are the masterminds behind crafting and implementing wily traps in kobold lairs, and are widely respected among their kind."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Kobold Warrior",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Kobold Warrior",
+ "collapsible": true,
+ "entries": [
+ "A typical kobold trains with simple weaponry. Kobolds are capable of landing sneaky strikes against unsuspecting foes, but they're just as quick to scamper off to safety if their group wouldn't outnumber their enemies at least two to one.",
+ "Kobolds believe in pragmatism, and a defeated kobold would rather surrender than face death. One might even abandon their kobold kin and concede to serve the victor if the alternative is an untimely demise."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Mimic",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Mimic",
+ "collapsible": true,
+ "entries": [
+ "Mimics are voracious eaters, who ambush their prey through their uncanny ability to mimic the forms of common furniture."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Mimic.png"
+ ]
+ },
+ {
+ "name": "Ogre Warrior",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Ogre Warrior",
+ "collapsible": true,
+ "entries": [
+ "Ogres embody cruelty and brutish, amoral violence. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. They typically enjoy remorseless violence in all of its forms. Although they prefer to vent their violent urges on smaller humanoids\u2014the smaller, the better\u2014ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp.",
+ "Always eager for mayhem and murder, ogre warriors are quick to turn on their kin when there's a shortage of smaller folk to torment, so those who lead ogres do their best to keep them constantly distracted with new opportunities for raids and ruin. An ogre's deficits in both patience and intelligence make them easy to trick, giving cunning captives many ways to get the better of them."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Ooze, Sewer",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Ooze, Sewer",
+ "collapsible": true,
+ "entries": [
+ "These amorphous masses of sewage and detritus make their way through filthy culverts beneath cities. Some grow to enormous sizes and have insatiable appetites."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Orc Commander",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Orc Commander",
+ "collapsible": true,
+ "entries": [
+ "When orcs raid, the strongest is chosen as the leader. Bonds of blood are especially strong among orcs, and the mightiest orc holds are typically made up of siblings who have chosen a strong commander to protect their kinfolk."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Orc_OrcWarchief.png"
+ ]
+ },
+ {
+ "name": "Orc Scrapper",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Orc Scrapper",
+ "collapsible": true,
+ "entries": [
+ "Orcs are proud, strong humanoids that live by the rule that might makes right. They amass in warbands both large and small, conquering territory and robbing those unlucky enough to cross their path. Countless small settlements, outposts, and forts have fallen at the hands of orc raiders, whose sheer destructiveness leaves an indelible mark on the lands they conquer. The furious and undisciplined rank-and-file scrappers make up the bulk of an orc warband."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Orc_OrcBrute.png"
+ ]
+ },
+ {
+ "name": "Orc Trooper",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Orc Trooper",
+ "collapsible": true,
+ "entries": [
+ "The typical orc trooper is a violent combatant familiar to many adventurers. Orc warriors fight for their holds, for riches, and\u2014perhaps most of all\u2014for glory. Proving their own strength improves their station within their orc hold, so battle is a crucial part of life for any orc who aspires to one day lead or go down in history."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Owlbear",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Owlbear",
+ "collapsible": true,
+ "entries": [
+ "The owlbear is a territorial predator with the body of a brown bear but the head\u2014and resultant keen senses\u2014of an owl."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Owlbear.png"
+ ]
+ },
+ {
+ "name": "Rat, Giant",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Rat, Giant",
+ "collapsible": true,
+ "entries": [
+ "Giant rats are enormous versions of the common vermin. They're typically found in abundant numbers, but since they can't fit in the nooks where ordinary rats typically hide, they're much easier to locate and exterminate. In fact, finding and slaying a giant rat is a rite of passage for many an adventurer. Such tasks get tiresome quickly, so many veterans subcontract extermination to new adventurers.",
+ "Giant rats mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves, forests, or hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.",
+ "Although their bite alone isn't lethal except to the very weak, some giant rats carry a dangerous disease common to rodents around the world\u2014a pestilence more than capable of ravaging rural communities. The rats are merely carriers with no risk of succumbing to the disease themselves."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Rat_GiantRat.png"
+ ]
+ },
+ {
+ "name": "Shadow",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Shadow",
+ "collapsible": true,
+ "entries": [
+ "Undead shadows feed on those who stray from the light."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Shadow_Shadow.png"
+ ]
+ },
+ {
+ "name": "Skeleton Guard",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Skeleton Guard",
+ "collapsible": true,
+ "entries": [
+ "Made from bones held together by foul necromancy, skeletons can often be found haunting old dungeons and patrolling forgotten cemeteries. Many evil masterminds prefer to keep eternally vigilant undead as minions to avoid the upkeep required to feed and satisfy the psychological needs of living guardians.",
+ "Simple skeleton guards remain the most common skeletal minions. These skeletons are mindless, meaning they can't truly reason but can execute their basic guard duties of watching out for and attacking intruders. A group of several skeletons defending the same location usually consists of melee fighters and archers who shoot arrows from afar."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Skeleton, Skeletal Giant",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Skeleton, Skeletal Giant",
+ "collapsible": true,
+ "entries": [
+ "The reanimated bones of giants make excellent necromantic thralls, and the skeletal giants made out of bull-headed minotaurs are no exception. Mindless skeletons use similar tactics, so using a bigger, more durable skeleton is the only way a necromancer can obtain a more powerful thrall."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Snake, Giant Viper",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Snake, Giant Viper",
+ "collapsible": true,
+ "entries": [
+ "Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.",
+ "The giant viper's fangs, nearly as long as daggers, easily inspire fear. The venom injected by a giant viper can cause severe blood clotting and inflict tremendous damage."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Snake_Viper.png"
+ ]
+ },
+ {
+ "name": "Snake, Viper",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Snake, Viper",
+ "collapsible": true,
+ "entries": [
+ "Each member of this family of venomous snakes has long, hinged fangs that inject potent venom in their prey. Different vipers inject different types of venom, which might result in paralysis, extreme pain and swelling, blood clotting, or even the sudden stopping of the victim's heart.",
+ "Though far less of an imposing physical threat than a giant viper, a common viper poses far more danger than its size would suggest. A viper mainly hunts small mammals or lizards but will attack a humanoid it perceives as a threat."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Spider, Giant",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Spider, Giant",
+ "collapsible": true,
+ "entries": [
+ "Few everyday vermin inspire as much dread as the infamous spider. Giant spiders vary in size. The human-sized versions, sometimes called hunting spiders, are the most common type of giant spider, though not the largest."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Troll",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Troll",
+ "collapsible": true,
+ "entries": [
+ "Common trolls are dim-witted, gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. A troll's endless hunger drives them to consume all variety of living creatures, and this ravenous eating fuels a troll's legendary regenerative abilities. Trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Troll_Troll.png"
+ ]
+ },
+ {
+ "name": "Web Lurker",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Web Lurker",
+ "collapsible": true,
+ "entries": [
+ "Web lurkers, sometimes called ettercaps, are spidery monsters that dwell within the lairs of spiders and swarms, and actively cultivate and shepherd such vermin. Web lurkers hunt in forests, swamps, or scrubby hill lands. They construct structures from their webs high up in trees or within craggy, high canyons, and they surround their territory with traps constructed of the same webbing and natural material."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/WebLurker.png"
+ ]
+ },
+ {
+ "name": "Wight",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Wight",
+ "collapsible": true,
+ "entries": [
+ "Wights are undead humanoids that can drain the life from living creatures with but a touch. They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased. Wights lurk in burial grounds, catacombs, or other places of the dead, where few living visitors dare to go."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Wight.png"
+ ]
+ },
+ {
+ "name": "Wolf",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Wolf",
+ "collapsible": true,
+ "entries": [
+ "Wolves live and hunt in packs. Contrary to popular belief, these packs aren't led by the strongest in the group, but typically consist of a mated pair, their pups, and juvenile offspring from previous mating seasons. Offspring generally leave their parents' pack upon reaching maturity, at which point they seek out mates of their own to form their own packs elsewhere. Wolves don't typically view humanoids as prey animals, but extraordinary circumstances can lead wolves to attack people, especially in winter months and other situations where traditional prey (such as deer and elk) are scarce. Some beings, such as powerful vampires, can call upon wolves to aid them in combat."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Wolf_Wolf.png"
+ ]
+ },
+ {
+ "name": "Xulgath Boss",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Xulgath Boss",
+ "collapsible": true,
+ "entries": [
+ "Xulgath bosses exhibit greater strength and more affinity for violence than other members of a xulgath community."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Xulgath_XulgathSkulker.png"
+ ]
+ },
+ {
+ "name": "Xulgath Warrior",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Xulgath Warrior",
+ "collapsible": true,
+ "entries": [
+ "Reptilian humanoids living underground, xulgaths (known as troglodytes to many surface dwellers) attack intruders in their territory on sight. They live in familial communities, battling rival groups and other aggressive underground inhabitants to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders. A typical xulgath has dull gray, dark gray, or ashen scales with a long tail and bony protrusions down the length of their spine."
+ ]
+ }
+ ],
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Xulgath_XulgathWarrior.png"
+ ]
+ },
+ {
+ "name": "Zombie Shambler",
+ "source": "BB",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Zombie Shambler",
+ "collapsible": true,
+ "entries": [
+ "A zombie's only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they're destroyed. A zombie shambler is a slow- moving horror most dangerous in larger groups. Among the living dead, zombies are most often used as fodder, wearing down defenses before more powerful undead arrive to deal the killing blow. Zombies can be commanded by intelligent undead and powerful necromancers."
+ ]
+ }
+ ]
+ }
+ ]
+}
diff --git a/data/bestiary/fluff-creatures-lomm.json b/data/bestiary/fluff-creatures-lomm.json
index 681dde0362..b1526df870 100644
--- a/data/bestiary/fluff-creatures-lomm.json
+++ b/data/bestiary/fluff-creatures-lomm.json
@@ -514,7 +514,6 @@
],
"frequency": {
"unit": "hour",
- "freq": 1,
"number": "once"
},
"entries": [
diff --git a/data/bestiary/fluff-creatures-tio.json b/data/bestiary/fluff-creatures-tio.json
new file mode 100644
index 0000000000..0039c96461
--- /dev/null
+++ b/data/bestiary/fluff-creatures-tio.json
@@ -0,0 +1,69 @@
+{
+ "creatureFluff": [
+ {
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Crocodile.png"
+ ],
+ "source": "TiO",
+ "name": "Crocodile",
+ "entries": []
+ },
+ {
+ "images": [
+ "https://2e.aonprd.com/Images/Monsters/Orc_OrcBrute.png"
+ ],
+ "source": "TiO",
+ "name": "Orc Scrapper",
+ "entries": []
+ },
+ {
+ "name": "Kurnugian Jackal",
+ "source": "TiO",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Kurnugian Jackal",
+ "collapsible": true,
+ "entries": [
+ "Under specific planar conjunctions, Lamashtu bestows an unholy gift upon a jackal on the Material Plane. When that jackal bears a litter, one pup is born with a third eye in the center of its forehead. If the pup can survive to maturity, this jackal gains superior intelligence and psychic abilities, becoming a full-fledged Kurnugian jackal, so named after the Mother of Monsters' Abyssal realm. With increased cleverness comes an appetite to sow chaos in the name of Lamashtu. When a Kurnugian jackal reaches the pinnacle of their power, they appear twice as large as a regular jackal and far more cunning.",
+ "A Kurnugian jackal enjoys stalking the outskirts of settlements, looking for lone individuals they can ambush. Once they spot their prey, they open their third eye to hypnotize and lure their target in. Often, a Kurnugian jackal leads victims into the wilderness and then releases their hold, leaving the victims lost with no memory of how they got there. Most succumb to exposure or the dangers of local wildlife as the jackal looks on gleefully. They seem to gain sustenance from their victims' predicament but also feast on the deceased victims' flesh. If their prey reaches safety, the Kurnugian jackal repeats the process on subsequent nights.",
+ "Some Kurnugian jackals are adopted as objects of worship by Lamashtan cults, and others gather followers on their own. Their resemblance to Lamashtu's religious symbol affords them a great deal of reverence, and they sometimes claim to speak directly for the Mother of Monsters. A cult with a Kurnugian jackal often acts more boldly than one without."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Scalliwing",
+ "source": "TiO",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Scalliwing",
+ "collapsible": true,
+ "entries": [
+ "Couatls are large, brightly colored serpents with feathered wings. Good-natured, these creatures aid mortals and oppose evildoers, but sighting one presents a momentous occasion\u2014these magnificent, albeit reclusive creatures rarely appear.",
+ "The smallest members of the couatl family, Scalliwings resemble their larger kin but are roughly the size of a house cat, and a irascible mischievous streak tempers their kindly nature. While most couatls seek to right the world's wrongs or guide mortal civilization toward societal advancement, scalliwings work on a more individual level. They claim their role is to teach goodhearted spellcasters the ways of magic, and indeed they sometimes serve\u2014or \"assist,\" as they're swift to correct\u2014such spellcasters as familiars.",
+ "With iridescent scales and bright feathers, scalliwings are remarkably pretty creatures. They seem well aware of this fact and use their appearance to ingratiate themselves with others. This beauty makes some of them slightly self-aggrandizing, but other scalliwings find that their small size and relatively weak defenses put them at the mercy of cruel, larger creatures who seek to imprison them as beautiful pets and trophies. While scalliwings might cheerfully reside in a single residence indefinitely of their own volition, captive scalliwings have orchestrated devious escapes, coordinating their efforts with other creatures to cause spectacular property damage in the process.",
+ "Scalliwings measure about 2 feet long from nose to tail with wingspans of about the same length. They have life spans nearly as long as a human's. While a scalliwing appears slightly more common than their larger, reclusive kin, many mortals live entire lifetimes without ever encountering a scalliwing."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Stinkweed Shambler",
+ "source": "TiO",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Stinkweed Shambler",
+ "collapsible": true,
+ "entries": [
+ "Stinkweed shamblers are animate masses of foul vegetation that grow from necrotic soil where ghasts, disease-ridden zombies, or other putrid undead creatures have fallen. At a site where numerous undead creatures have been destroyed, an infestation of up to a dozen stinkweed shamblers might arise. Such \"rot-mates\" work well together, sharing a preternatural coordination. Stinkweed shamblers grow quickly, initially appearing as fast-growing green shoots with light-green leaves but soon growing into a humanoid form that can pull itself free from the ground and slowly move about on its own. Stinkweed shamblers' leaves are the source of their unpleasant smell, which is most pungent when the leaves are crushed or squeezed. Stinkweed shamblers are covered with several small, white flowers, each of which grows into the shape of a tiny skull.",
+ "Stinkweed shamblers are nasty creatures, but their methods are uncomplicated. They like to capture and torment larger creatures such as livestock and humanoids. Aware that they aren't particularly strong and that their smell can give them away, stinkweed shamblers like to set simple traps such as deadfalls or pits. Their perverse fun ceases only when their prey has died from numerous injuries. Stinkweed shamblers don't consume their victims and in fact lack mouths; they gain all the sustenance they need from sunlight but also seem to derive some nutritional satisfaction from the pain that their torments engender.",
+ "Most stinkweed shamblers grow to be about 3 feet tall and weigh only 30 pounds."
+ ]
+ }
+ ]
+ }
+ ]
+}
diff --git a/data/bestiary/fluff-index.json b/data/bestiary/fluff-index.json
index acec3daea8..a1ceaac169 100644
--- a/data/bestiary/fluff-index.json
+++ b/data/bestiary/fluff-index.json
@@ -38,5 +38,7 @@
"AoA4": "fluff-creatures-aoa4.json",
"AoE4": "fluff-creatures-aoe4.json",
"AoE1": "fluff-creatures-aoe1.json",
- "SoT3": "fluff-creatures-sot3.json"
+ "SoT3": "fluff-creatures-sot3.json",
+ "BB": "fluff-creatures-bb.json",
+ "TiO": "fluff-creatures-tio.json"
}
diff --git a/data/bestiary/index.json b/data/bestiary/index.json
index 5d2b7b8f31..61ce38ecd1 100644
--- a/data/bestiary/index.json
+++ b/data/bestiary/index.json
@@ -46,5 +46,10 @@
"OoA2": "creatures-ooa2.json",
"OoA3": "creatures-ooa3.json",
"DA": "creatures-da.json",
- "NGD": "creatures-ngd.json"
+ "NGD": "creatures-ngd.json",
+ "BB": "creatures-bb.json",
+ "POS1": "creatures-pos1.json",
+ "AFoF": "creatures-afof.json",
+ "TaL": "creatures-tal.json",
+ "ToK": "creatures-tok.json"
}
diff --git a/data/book/book-crb.json b/data/book/book-crb.json
index e412dd894e..a936df703c 100644
--- a/data/book/book-crb.json
+++ b/data/book/book-crb.json
@@ -12280,10 +12280,9 @@
"{@action Cast a Spell}"
],
"frequency": {
- "freq": 1,
+ "number": "once ",
"unit": "day",
- "overcharge": true,
- "number": "once "
+ "overcharge": true
},
"entries": [
"You cast a {@spell heal} spell at the indicated level."
diff --git a/data/book/book-gmg.json b/data/book/book-gmg.json
index 61c417496f..0bc66ef285 100644
--- a/data/book/book-gmg.json
+++ b/data/book/book-gmg.json
@@ -3058,9 +3058,6 @@
"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",
@@ -3477,7 +3474,7 @@
"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}."
+ "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}."
]
},
{
@@ -11826,7 +11823,7 @@
"{@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.",
+ "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.",
diff --git a/data/book/book-logm.json b/data/book/book-logm.json
index fba69b5462..5aa4f2a29d 100644
--- a/data/book/book-logm.json
+++ b/data/book/book-logm.json
@@ -44,12 +44,10 @@
"name": "The Role of the Gods",
"source": "LOGM",
"page": 7,
- "entries": [
- "As befits a reality in which gods and magic are demonstrable, the deities of the Pathfinder setting are not aloof constructs whose power merely provides options for character creation. They are deeply involved in the fabric of reality, shaping the course of Golarion's people in particular. Ascension to godhood is a real and living thing on Golarion; deities including {@deity Arazni|LOGM}, {@deity Cayden Cailean}, {@deity Iomedae}, {@deity Norgorber}, and most recently {@deity Casandalee|LOGM} were mortals on Golarion who ascended to become deities. Others, such as {@deity Abadar} and {@deity Sarenrae}, have their homes in other planes and predate Golarion's existence, yet they nevertheless take an active interest in its workings.",
- "Political upheavals can favor particular gods, and some show deities' direct influence. Cheliax's pact with {@deity Asmodeus} has inarguably extended his diabolical influence across the Inner Sea region. The success of the undead nation of Geb is a boon to {@deity Urgathoa}, while simultaneously offering endless worry to {@deity Pharasma} and her legions of psychopomps. The destruction of Lastwall was a blow to {@deity Iomedae}, greatly reducing her influence in that region. While these gods also have myriad extraplanar and extra-worldly concerns beyond mortal consideration, they are still\u2014to varying degrees and at various times\u2014deeply invested in the dramas playing out across Golarion, and they manifest their will accordingly.",
- "Despite a long and deep divine connection to Golarion, it is extremely rare for a god to appear in the world. The gift of divine power is the most common way in which the gods influence mortal (as well as undead and immortal) lives on the planet. Divine intercession, through the granting of boons and curses, is another way in which the gods spread their influence. Golarion's deities don't spend the majority of their time doling out curses and boons, nor does every god pay attention to every mortal\u2014no god has that much time amid their plots and alliances playing out on an extraplanar scale. Yet when their attention is attracted through particular merit or outrage, or when it fits into a larger objective, they may intercede to bless or to curse a mortal who has drawn their attention. Finally, a god might speak to a mortal through a dream, portent, or singular religious experience. Such moments can shape a character's deepest values and motives, and they are entirely at the GM's discretion.",
- "Campaigns set on worlds other than Golarion can still use the rules and information found in this book to deepen religious themes. The gods exert their influence across the multiverse, and they might enact dramas similar to those described here on any world of the GM's creation. Alternatively, different gods might take the center stage in another world's pantheon, or they might have entirely different relationships. On a different world, {@deity Rovagug} might be the primary deity and principal villain behind truly monstrous schemes, and {@deity Nethys}\u2014in his role as a destroyer\u2014might support the Rough Beast."
- ]
+ "reference": {
+ "auto": true
+ },
+ "entries": []
},
{
"type": "pf2-h2",
diff --git a/data/book/book-lowg.json b/data/book/book-lowg.json
index f4330b175c..2bcd37ed44 100644
--- a/data/book/book-lowg.json
+++ b/data/book/book-lowg.json
@@ -99,17 +99,24 @@
"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",
+ "reference": {
+ "auto": true
+ },
+ "page": 6,
+ "entries": []
+ },
{
"type": "pf2-h2",
"source": "LOWG",
"page": 6,
"name": "The World of Golarion",
+ "reference": {
+ "index": 0
+ },
"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",
diff --git a/data/book/book-som.json b/data/book/book-som.json
index 0def075c5f..6c2a8b2383 100644
--- a/data/book/book-som.json
+++ b/data/book/book-som.json
@@ -982,7 +982,7 @@
"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.",
+ "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|TV} 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",
@@ -2323,8 +2323,7 @@
],
"cast": {
"number": 1,
- "unit": "day",
- "entry": "1 day"
+ "unit": "day"
},
"cost": "magical foci worth a total value of 50 gp × the spell level × the target's level",
"secondaryCasters": {
@@ -2389,8 +2388,7 @@
],
"cast": {
"number": 1,
- "unit": "day",
- "entry": "1 day"
+ "unit": "day"
},
"cost": "magical foci worth 100 gp × the spell level × the node's level",
"secondaryCasters": {
diff --git a/data/changelog.json b/data/changelog.json
index f5a6d5a4ab..5cec2a5ca2 100644
--- a/data/changelog.json
+++ b/data/changelog.json
@@ -272,6 +272,12 @@
"ver": "0.7.12",
"date": "2023-03-20",
"txt": "- Fixed Hazards not showing Strikes.\n- (Typos/Tags)"
+ },
+ {
+ "ver": "0.8.0",
+ "title": "Quesadilla Day",
+ "date": "2023-04-19",
+ "txt": "- Added Treasure Vault\n- Removed Fluff and Books\n- Added support for direct Item Category parsing in Text Converter\n- (Typos/Tags)\n- (Thanks to @Jnosh for the following!)\n- Added the following sources:\n - Beginner Box\n - A Fistful of Flowers\n - Torment and Legacy\n - Pathfinder One-Shot: Sundered Waves\n - Threshold of Knowledge\n- Fixed creature scaler being run when disabled, leading to erroneous stats.\n- Minor improvements to creature statblock rendering:\n - show notes on individual skills\n - fix display of multiple ACs and AC abilities\n - show ability cost entries\n - support ability entries on individual saving throws\n - add skills notes & languages notes to add non-standard entries to the respective lists\n - Allow activity entries for creature attacks again to enable the rare case of attacks that take multiple actions.\n - show creature ability prerequisites\n - improve support for multiple HP entries on creatures (e.g. Hydra) and add support for HP notes\n - add support for a note property on creature spellcasting entries (e.g. Manticore Paaridar)\n - add support for a note property on creature abilities (e.g. Mafika Ayuwari)\n - add support for troop thresholds on creatures\n _copy improvements:\n - Extend property path support to additional _copy modifier modes\n - add a new _copy mode that sets object properties\n - add ability to apply Weak/Elite adjustment to creatures during _copy\n- add text converter support for:\n - creature skill notes\n - language notes\n - per saving throw abilities\n - troop thresholds\n- (And I mean a **lot** of Typos/Tags)"
}
]
}
diff --git a/data/class/class-alchemist.json b/data/class/class-alchemist.json
index 9a5701ca25..84d690fb72 100644
--- a/data/class/class-alchemist.json
+++ b/data/class/class-alchemist.json
@@ -1071,7 +1071,7 @@
"type": "item",
"name": "Chirurgeon",
"entries": [
- "Choose two {@filter 11yj level or lower elixirs with the healing trait|items||Level=[1;11]|type=|category=elixir|effect=healing}."
+ "Choose two {@filter 11th level or lower elixirs with the healing trait|items||Level=[1;11]|type=|category=elixir|effect=healing}."
]
}
]
diff --git a/data/class/class-barbarian.json b/data/class/class-barbarian.json
index bb93eda27a..d7a94e4c47 100644
--- a/data/class/class-barbarian.json
+++ b/data/class/class-barbarian.json
@@ -1069,7 +1069,7 @@
"type": "pf2-h4",
"name": "Spirit Rage (Instinct Ability)",
"entries": [
- "While raging, you can increase the additional damage from {@action Rage} from 2 to 3 and change its damage type to negative or positive, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the ghost touch property rune, which makes it more effective against incorporeal creatures, and your {@action Rage} action gains the divine and necromancy traits, plus negative or positive, as appropriate."
+ "While raging, you can increase the additional damage from {@action Rage} from 2 to 3 and change its damage type to negative or positive, instead of the damage type for your weapon or unarmed attack (choose each time you Rage). If you choose to deal negative or positive damage, your weapon or unarmed attack gains the effects of the {@item ghost touch} property rune, which makes it more effective against incorporeal creatures, and your {@action Rage} action gains the divine and necromancy traits, plus negative or positive, as appropriate."
]
}
]
diff --git a/data/class/class-gunslinger.json b/data/class/class-gunslinger.json
index 2094067fc3..3498cec937 100644
--- a/data/class/class-gunslinger.json
+++ b/data/class/class-gunslinger.json
@@ -1115,7 +1115,7 @@
{
"type": "item",
"entries": [
- "{@b Deeds} {@i Initial} {@action Spring the Trap|LOIL}; {@i Advanced} {@action Wind Them Up|LOIL}; {@i Greater} {@action Drive Them Down|LOIL}"
+ "{@b Deeds} {@i Initial} {@action Spring the Trap|LOIL}; {@i Advanced} {@action Wind Them Up|LOIL}; {@i Greater} {@action Break Them Down|LOIL}"
]
},
{
diff --git a/data/class/class-magus.json b/data/class/class-magus.json
index adff35536d..8549b76ead 100644
--- a/data/class/class-magus.json
+++ b/data/class/class-magus.json
@@ -1031,7 +1031,7 @@
"source": "SoM",
"type": "pf2-h4",
"entries": [
- "Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.",
+ "Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a {@item greataxe}, {@item greatsword}, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.",
"When you enter {@action Arcane Cascade|SoM} stance and at the start of each of your turns while you're in that stance, if you're wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).",
"{@b Conflux Spell} {@spell thunderous strike|SoM}"
]
diff --git a/data/companionsfamiliars.json b/data/companionsfamiliars.json
index 976314d791..71cdd85141 100644
--- a/data/companionsfamiliars.json
+++ b/data/companionsfamiliars.json
@@ -1328,7 +1328,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The riding drake breathes a 30-foot cone of fire, dealing {@damage 1d6 + floor((#$prompt_number:min=2,title=Character Level,default=2$#)/2)d6|1d6} fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized."
@@ -1383,7 +1383,7 @@
"speed": {
"walk": 30
},
- "support": "Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your scorpion's reach also deal {@damage 1d6} {@condition persistent damage ||persistent poison damage}. If your scorpion is nimble or savage, the {@condition persistent damage ||persistent poison damage} increases to {@damage 2d6}.",
+ "support": "Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your {@action Strike||Strikes} that damage a creature in your scorpion's reach also deal {@damage 1d6} {@condition persistent damage||persistent poison damage}. If your scorpion is nimble or savage, the {@condition persistent damage||persistent poison damage} increases to {@damage 2d6}.",
"maneuver": {
"name": "Grab and Sting",
"source": "APG",
@@ -1678,7 +1678,7 @@
"page": 80,
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"activity": {
"number": 1,
@@ -1934,7 +1934,7 @@
"divination"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"range": {
@@ -2188,7 +2188,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of {@spell glitterdust} except the creature isn't {@condition dazzled}, and it can remove its {@condition blindness} by spending a single action, which has the {@trait manipulate} trait, to wipe off the ink from their face."
@@ -2249,7 +2249,7 @@
},
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its {@action Intimidation} checks, and any creature in the familiar's square has {@condition concealed||concealment}, though creatures in the square can't use this {@condition concealed||concealment} to {@action Hide} or {@action Sneak}. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time."
@@ -2301,7 +2301,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"requirements": "The dweomercat cub was targeted by a spell or was within the area of a spell as it was cast since its last turn",
"entries": [
@@ -2394,7 +2394,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is {@condition stupefied||stupefied 2} and {@condition slowed||slowed 1} for {@dice 1d4} rounds; on a critical failure, the duration is 1 minute."
@@ -2447,7 +2447,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by {@spell wish} or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result."
@@ -2492,7 +2492,7 @@
},
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be {@condition fascinated} for 1 round. A nosoi can use a 2-action activity, which has the {@trait auditory}, {@trait concentrate}, {@trait divine}, {@trait enchantment}, and {@trait mental} traits, to force affected creatures to attempt another Will save; on a failure, they are {@condition fascinated} for an additional round. A creature that succeeds at any save or has its {@condition fascinated||fascination} broken is temporarily immune for 24 hours. Despite being a {@trait mental} effect, this ability affects {@trait mindless} {@trait undead}. {@trait Psychopomp||Psychopomps} are immune to this ability."
@@ -2616,7 +2616,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the {@action Strike} is successful, the target is {@condition enfeebled 1} and its shadow disappears. After 24 hours, the {@condition enfeebled} condition ends, and they regain their shadow once more. Any effect that reduces or removes the {@condition enfeebled} condition restores their shadow as well.",
@@ -2669,6 +2669,15 @@
}
],
"familiarAbility": [
+ {
+ "name": "Alchemical Gut",
+ "source": "TV",
+ "page": 41,
+ "type": "Familiar",
+ "entries": [
+ "Choose one alchemical item with a level no higher than yours that has the {@trait distilling} trait. Your familiar can act as the chosen item by swallowing consumables to be affected, which takes two {@action Interact} actions on its part and one from you. Instead of taking the normal time to distill the consumable, however, your familiar regurgitates the distilled item 1 round later."
+ ]
+ },
{
"name": "Mask Freeze",
"source": "LOCG",
@@ -3689,7 +3698,7 @@
"name": "Construct Heart",
"type": "initial",
"entries": [
- "Your construct eidolon has a link directly to your life force, which renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects. It doesn't have a construct's normal immunities, but does gain a +2 circumstance bonus to saving throws against {@trait death} effects, {@trait disease}, {@trait necromancy}, and {@trait poison} effects, as well as effects causing the {@condition fatigued} or {@condition sickened} conditions. Additionally, its astral essence bleeds off slowly, and it only needs to succeed at a DC {@flatDC 10} flat check to remove {@condition persistent damage ||persistent bleed damage} (or DC {@flatDC 5} after receiving particularly effective aid)."
+ "Your construct eidolon has a link directly to your life force, which renders it a living creature and therefore susceptible to many ailments that bother only the living, though it does possess some resistances to these effects. It doesn't have a construct's normal immunities, but does gain a +2 circumstance bonus to saving throws against {@trait death} effects, {@trait disease}, {@trait necromancy}, and {@trait poison} effects, as well as effects causing the {@condition fatigued} or {@condition sickened} conditions. Additionally, its astral essence bleeds off slowly, and it only needs to succeed at a DC {@flatDC 10} flat check to remove {@condition persistent damage||persistent bleed damage} (or DC {@flatDC 5} after receiving particularly effective aid)."
]
},
{
@@ -3830,7 +3839,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
}
}
]
diff --git a/data/creaturetemplates.json b/data/creaturetemplates.json
index fce2c5dbf5..6a8d092985 100644
--- a/data/creaturetemplates.json
+++ b/data/creaturetemplates.json
@@ -285,7 +285,7 @@
"unit": "reaction"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "The secret society member is reduced to 0 Hit Points",
@@ -300,7 +300,7 @@
"unit": "free"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -314,7 +314,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -580,7 +580,7 @@
"possession"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1246,7 +1246,7 @@
"healing"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "week"
},
"trigger": "The primeval cryptid would be reduced to 0 Hit Points",
@@ -1837,7 +1837,7 @@
]
},
{
- "name": "Paralysis",
+ "name": "Swift Leap",
"activity": {
"number": 1,
"unit": "action"
@@ -2480,7 +2480,7 @@
"necromancy"
],
"entries": [
- "When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
+ "When a ghost is destroyed, it re-forms after {@dice 2d4} days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting."
]
},
{
@@ -2565,7 +2565,7 @@
"number": 1
},
"entries": [
- "The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object (pages 20\u201321). This animated object's level can be no higher than the ghost's level \u2013 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds."
+ "The ghost possesses an object of size {@trait Large} or smaller within 20 feet, making it an animated object (pages 20\u201321). This animated object's level can be no higher than the ghost's level \u2013 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for {@dice 1d4} rounds."
]
},
{
@@ -2947,7 +2947,7 @@
"number": 1
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2961,7 +2961,7 @@
"number": 1
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"traits": [
diff --git a/data/deities.json b/data/deities.json
index 0ade655cee..c0e3f80b9b 100644
--- a/data/deities.json
+++ b/data/deities.json
@@ -15833,9 +15833,11 @@
"name": "The Godclaw",
"source": "LOGM",
"pantheonMembers": [
- "Torag|CRB",
"Abadar|CRB",
- "Asmodeus|CRB"
+ "Asmodeus|CRB",
+ "Iomedae|CRB",
+ "Irori|CRB",
+ "Torag|CRB"
],
"areasOfConcern": [
"discipline",
diff --git a/data/feats/feats-aoa6.json b/data/feats/feats-aoa6.json
index 5cf35e221f..10e64d6507 100644
--- a/data/feats/feats-aoa6.json
+++ b/data/feats/feats-aoa6.json
@@ -85,7 +85,7 @@
"prerequisites": "{@action Debilitating Strike}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You apply a debilitation to a creature.",
"entries": [
diff --git a/data/feats/feats-aoe1.json b/data/feats/feats-aoe1.json
index 20b0abd513..d935087f09 100644
--- a/data/feats/feats-aoe1.json
+++ b/data/feats/feats-aoe1.json
@@ -39,7 +39,7 @@
"prerequisites": "{@feat Edgewatch Detective Dedication|AoE1}",
"frequency": {
"unit": "day",
- "freq": 3
+ "number": 3
},
"entries": [
"You focus your attention on a single creature within 30 feet. That creature must attempt a Will save against your {@skill Perception} DC. On a failure, the creature finds itself unable to speak any deliberate and intentional lies and takes a \u20132 penalty to {@skill Deception} checks. On a critical failure, the penalty to {@skill Deception} checks is \u20134. This effect lasts for 10 minutes as long as you are within 30 feet of the target and the target is aware that you are using the ability against it.",
diff --git a/data/feats/feats-apg.json b/data/feats/feats-apg.json
index 9a14e6df72..570cfeeb8c 100644
--- a/data/feats/feats-apg.json
+++ b/data/feats/feats-apg.json
@@ -100,7 +100,7 @@
],
"prerequisites": "claw unarmed attack",
"entries": [
- "Your claws carry your mother's hag magic. When you critically hit with a claw {@action Strike}, the target takes an additional {@damage 1d4} {@condition persistent damage ||persistent mental damage}."
+ "Your claws carry your mother's hag magic. When you critically hit with a claw {@action Strike}, the target takes an additional {@damage 1d4} {@condition persistent damage||persistent mental damage}."
]
},
{
@@ -440,7 +440,7 @@
],
"prerequisites": "claw unarmed attack",
"entries": [
- "Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw {@action Strike|CRB|Strikes} deal an additional {@damage 1d4} {@condition persistent damage ||persistent poison damage} on a critical hit."
+ "Your claws carry an irritant that is harmless to you but can be damaging to others. Your claw {@action Strike|CRB|Strikes} deal an additional {@damage 1d4} {@condition persistent damage||persistent poison damage} on a critical hit."
]
},
{
@@ -484,7 +484,7 @@
"prerequisites": "ki spells",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You {@action Cast a Spell} that has the {@trait monk} trait.",
"entries": [
@@ -525,7 +525,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You attempt a saving throw while adjacent to one or more allies, but you haven't rolled yet.",
"entries": [
@@ -819,7 +819,7 @@
"prerequisites": "{@feat Archaeologist Dedication|APG}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You fail a check against a trap, such as a {@skill Thievery} check to {@action Disable a Device||Disable} the trap or a Reflex save to avoid its effects.",
"entries": [
@@ -995,7 +995,7 @@
"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You modify an arrow or bolt to bring death to your target in a single potent hit. Make a bow {@action Strike}. On a hit, you deal an additional {@damage 10d10} precision damage. On a critical hit, the target must also succeed at a Fortitude saving throw against your class DC or spell DC, whichever is higher, or be immediately slain; this save has the {@trait death} and {@trait incapacitation} traits."
@@ -1236,7 +1236,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute",
"recurs": true,
"interval": 10
@@ -1670,7 +1670,7 @@
"prerequisites": "{@feat Beastmaster Dedication|APG}, Call Companion",
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"You quickly call in a primal projection of a non-active companion to provide the companion's support benefit. The projection arrives in an unoccupied square of your choice within 30 feet of you, grants you its support benefit, and then disappears on your next turn. The projection has the same AC and saving throw modifiers as the real companion, and if it would take any damage before your next turn, it disappears and the support benefit ends immediately."
@@ -1709,7 +1709,7 @@
],
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"requirements": "Your most recent action was to cast a noncantrip spell.",
"entries": [
@@ -1798,7 +1798,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature within 30 feet you can see would succeed at a save.",
"entries": [
@@ -1841,7 +1841,7 @@
"swashbuckler"
],
"entries": [
- "Your blow inflicts profuse bleeding. Make a slashing or piercing {@action Strike} with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes {@condition persistent damage ||persistent bleed damage} equal to your precise strike finisher damage."
+ "Your blow inflicts profuse bleeding. Make a slashing or piercing {@action Strike} with a weapon or unarmed attack that allows you to add your precise strike damage. If you hit, the target also takes {@condition persistent damage||persistent bleed damage} equal to your precise strike finisher damage."
]
},
{
@@ -1948,7 +1948,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"When you focus your magic on an ally, you can remove harmful conditions. If your next action is to {@action Cast a Spell} from a spell slot, and that spell targets only a single ally, you can also attempt to remove a harmful condition from that ally. The condition must be one that could be removed by your {@feat Mercy} feat, including those granted by later feats such as {@feat Greater Mercy}. Attempt a {@quickref counteract|CRB|3|counteracting} check based on the spell's DC and level. This effect is in addition to the normal effects of your spell."
@@ -1991,7 +1991,7 @@
],
"prerequisites": "fangs unarmed attack",
"entries": [
- "You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs {@action Strike|CRB|Strikes} deal an additional {@damage 1d4} {@condition persistent damage ||persistent bleed damage} on a critical hit."
+ "You emulate your vampiric parent's techniques for drawing blood from a victim. Your fangs {@action Strike|CRB|Strikes} deal an additional {@damage 1d4} {@condition persistent damage||persistent bleed damage} on a critical hit."
]
},
{
@@ -2041,7 +2041,7 @@
{
"type": "list",
"items": [
- "{@bold Debilitation} The target takes {@damage 3d6} {@condition persistent damage ||persistent bleed damage}."
+ "{@bold Debilitation} The target takes {@damage 3d6} {@condition persistent damage||persistent bleed damage}."
]
}
]
@@ -2109,7 +2109,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You lose the {@condition dying} condition.",
"entries": [
@@ -2261,7 +2261,7 @@
"prerequisites": "{@feat Marshal Dedication|APG}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"You call out a quick cadence, guiding your allies into a more efficient rhythm. Each willing ally within your marshal's aura is {@condition quickened} until the end of their next turn, and they can use the extra action only to {@action Stride}. At the end of each ally's turn, if they used the extra action, they then become {@condition slowed 1} until the end of their following turn."
@@ -2413,7 +2413,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You fail a Reflex saving throw.",
"entries": [
@@ -2445,7 +2445,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "An ally within 30 feet would be reduced to 0 HP but not immediately killed.",
"entries": [
@@ -2741,7 +2741,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"With effort, you can call forth magical wings from your back, similar in appearance to those of your celestial forebears.",
@@ -2983,11 +2983,11 @@
"prerequisites": "{@feat Cobra Stance|APG}, expert in unarmed attacks",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"requirements": "You are in Cobra Stance.",
"entries": [
- "You lash out with devious intent and the power to envenom your foe. Make a cobra fang {@action Strike}. Your reach with this {@action Strike} is 5 feet greater than normal. If this {@action Strike} hits, the target takes {@damage 1d4} {@condition persistent damage ||persistent poison damage} per weapon damage die."
+ "You lash out with devious intent and the power to envenom your foe. Make a cobra fang {@action Strike}. Your reach with this {@action Strike} is 5 feet greater than normal. If this {@action Strike} hits, the target takes {@damage 1d4} {@condition persistent damage||persistent poison damage} per weapon damage die."
],
"special": [
"If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2."
@@ -3196,7 +3196,7 @@
"prerequisites": "master in {@skill Nature}, {@skill Occultism}, or {@skill Religion}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You have learned rites or meditations that enable you to perceive minor, {@condition invisible} spirits within a place. Choose {@skill Nature}, {@skill Occultism}, or {@skill Religion} when you select this feat.",
@@ -3466,6 +3466,11 @@
},
{
"name": "Cringe",
+ "otherSources": {
+ "Reprinted": [
+ "LTiBA|10"
+ ]
+ },
"source": "APG",
"page": 14,
"activity": {
@@ -3896,7 +3901,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You begin your turn and have no Focus Points in your pool.",
"entries": [
@@ -4965,7 +4970,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature within 60 feet uses a {@trait fortune} or {@trait misfortune} effect.",
"entries": [
@@ -5370,7 +5375,7 @@
"{@bold Forest} Gain a +2 circumstance bonus to saves against {@trait disease} and {@trait poison} effects.",
"{@bold Mountain} Gain a +1 circumstance bonus to Reflex saves.",
"{@bold Plains} Gain a +1 circumstance bonus to Will saves.",
- "{@bold Swamp} Remove one source of {@condition persistent damage ||persistent bleed damage}.",
+ "{@bold Swamp} Remove one source of {@condition persistent damage||persistent bleed damage}.",
"{@bold Underground} Gain a +1 circumstance bonus to {@skill Perception}."
]
}
@@ -5446,7 +5451,7 @@
],
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"requirements": "Your most recent action was to cast a non-cantrip spell that dealt energy damage.",
"entries": [
@@ -5468,7 +5473,7 @@
"prerequisites": "You've sworn to an oath against a specific type of creature.",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You call on your oath to embolden you in combat. When you Enforce your Oath, select one creature you can see that you've sworn to defeat as part of your oath. You gain a +1 status bonus to AC and saves against attacks and effects by the chosen creature. You also gain a +1 status bonus to attack rolls against the chosen creature. However, your dedication to Enforcing your Oath draws your focus away from all other foes. While you are Enforcing your Oath, you take a \u20131 status penalty to AC, attack rolls, and saves against all other creatures until you stop Enforcing your Oath.",
@@ -6235,7 +6240,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings."
@@ -6392,7 +6397,7 @@
"prerequisites": "{@feat Dual-Weapon Warrior Dedication|APG}",
"requirements": "Your last action was a Double Slice, and both attacks hit the target.",
"entries": [
- "When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes {@damage 1d8} {@condition persistent damage ||persistent bleed damage} per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum {@dice 4d8} for a major striking weapon). The target becomes {@condition flat-footed}, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn."
+ "When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes {@damage 1d8} {@condition persistent damage||persistent bleed damage} per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum {@dice 4d8} for a major striking weapon). The target becomes {@condition flat-footed}, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn."
]
},
{
@@ -6618,7 +6623,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You've learned to forestall the effects of your curse somewhat. If the next action you use is to cast a {@trait revelation} spell, the severity of your curse doesn't increase."
@@ -6660,7 +6665,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You can transform into a harmless bat. You gain the effects of a 4th-level {@spell pest form}, except you always transform into a bat."
@@ -7424,7 +7429,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You craft an {@item elixir of life (generic)||elixir of life} using {@action Quick Alchemy}, and that elixir is at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -7495,7 +7500,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level {@spell zealous conviction}, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the {@trait auditory} trait or {@trait visual} trait, depending on how you inspire your allies."
@@ -7652,7 +7657,7 @@
"gnome"
],
"frequency": {
- "freq": 2,
+ "number": 2,
"unit": "week"
},
"entries": [
@@ -7780,7 +7785,7 @@
],
"requirements": "You are wielding a melee weapon that deals piercing damage.",
"entries": [
- "You impale your enemy and hold them in place with your weapon. Make a melee {@action Strike} with the required weapon. If the {@action Strike} hits and deals damage, your target is {@condition grabbed} until they successfully {@action Escape}, you attack with the required weapon, or you {@action Release} the required weapon, whichever comes first. When the target is no longer {@condition grabbed}, they take {@condition persistent damage ||persistent bleed damage} equal to the number of weapon damage dice."
+ "You impale your enemy and hold them in place with your weapon. Make a melee {@action Strike} with the required weapon. If the {@action Strike} hits and deals damage, your target is {@condition grabbed} until they successfully {@action Escape}, you attack with the required weapon, or you {@action Release} the required weapon, whichever comes first. When the target is no longer {@condition grabbed}, they take {@condition persistent damage||persistent bleed damage} equal to the number of weapon damage dice."
]
},
{
@@ -8236,7 +8241,7 @@
"prerequisites": "at least one arcane or occult innate spell gained from a gnome heritage or gnome ancestry feat",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are attacked by a foe.",
"entries": [
@@ -8273,7 +8278,7 @@
],
"prerequisites": "divine ally (blade), tenets of evil",
"entries": [
- "Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes {@condition persistent damage ||persistent bleed damage} equal to two of the weapon's damage dice."
+ "Your blade ally thirsts for the blood of your foes. Whenever you critically hit an enemy with the weapon inhabited by your blade ally while dealing extra damage from your champion's reaction, the target takes {@condition persistent damage||persistent bleed damage} equal to two of the weapon's damage dice."
]
},
{
@@ -8362,7 +8367,7 @@
"prerequisites": "tyrant cause",
"entries": [
"Disobeying your {@action Iron Command|APG} has lasting consequences.",
- "If an enemy refuses to kneel to you, you can deal {@condition persistent damage ||persistent mental damage} instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged."
+ "If an enemy refuses to kneel to you, you can deal {@condition persistent damage||persistent mental damage} instead of normal mental damage. You must decide whether the mental damage will be persistent before your enemy chooses whether to kneel or not. The amount of damage is unchanged."
]
},
{
@@ -8467,7 +8472,7 @@
"prerequisites": "ki spells, {@feat Master of Many Styles}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"You center yourself with the universe and draw upon its vast power. You cast a single action ki spell with the {@trait stance} trait, without spending a Focus Point."
@@ -8552,6 +8557,11 @@
},
{
"name": "Kobold Lore",
+ "otherSources": {
+ "Reprinted": [
+ "LTiBA|10"
+ ]
+ },
"source": "APG",
"page": 14,
"level": 1,
@@ -9046,7 +9056,7 @@
"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You imbue your ammunition with eldritch power. When you select this feat, choose three types of {@filter common magical ammunition of 4th level or lower from the Core Rulebook or this book|items||source=crb;apg|Level=[0;4]|type=!generic variant|category=ammunition|rarity=common|item=magical}. Your GM might allow you to choose from other types of magical ammunition, such as uncommon ammunition, or ammunition from other books.",
@@ -10552,7 +10562,7 @@
"prerequisites": "{@feat Martial Artist Dedication|APG}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You {@action Stride}; this movement doesn't trigger reactions. You can {@action Strike} up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks."
@@ -10738,7 +10748,7 @@
"prerequisites": "{@feat Eldritch Archer Dedication|APG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You can concentrate an immense amount of magic to create a piece of ammunition that phases through everything but your target. Make a bow {@action Strike} against a foe who is {@condition observed} or {@condition hidden} to you (but not {@condition undetected}). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers stop the arrow. The shot ignores all cover, the {@condition concealed} condition, the {@condition hidden} condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The {@action Strike}'s damage can't be reduced with a {@feat Shield Block} reaction using a non-magical shield."
@@ -11290,7 +11300,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You fail a saving throw against a {@trait mental} effect.",
"entries": [
@@ -11387,7 +11397,7 @@
],
"prerequisites": "{@feat Verdant Weapon|APG}",
"entries": [
- "Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as {@item cold iron (generic)||cold iron} and {@item silver (generic)||silver}. If you critically hit a creature that has a weakness to cold iron or silver, the target takes {@damage 1d6} {@condition persistent damage ||persistent bleed damage} as the primal energies within your weapon slow its natural healing."
+ "Your verdant weapon can cut through the resistances of magical creatures. The weapon is treated as {@item cold iron (generic)||cold iron} and {@item silver (generic)||silver}. If you critically hit a creature that has a weakness to cold iron or silver, the target takes {@damage 1d6} {@condition persistent damage||persistent bleed damage} as the primal energies within your weapon slow its natural healing."
]
},
{
@@ -11528,7 +11538,7 @@
"prerequisites": "{@feat Cheek Pouches|APG}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You are adept at quickly moving items into your cheek pouches. You {@action Interact} to store one held item in your cheek pouches (provided it fits)."
@@ -11569,7 +11579,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"If your next action is to cast an oracle cantrip or an oracle spell that is at least 2 levels lower than the highest-level oracle spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
@@ -11592,7 +11602,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"If your next action is to cast a witch cantrip or a witch spell that is at least 2 levels lower than the highest-level witch spell slot you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
@@ -11790,7 +11800,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You blind or dazzle a creature.",
"entries": [
@@ -11952,7 +11962,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Despite a lifetime filled with questionable decisions, you've managed to survive, as though you have uncanny luck that lets you avoid the consequences of your own actions. For the remainder of your turn, if you roll a failure or critical failure on a saving throw against a harmful effect, you get a success instead. Further, enemies and hazards that would damage you this turn roll the minimum possible damage.",
@@ -12021,7 +12031,7 @@
"traits": [
"swashbuckler"
],
- "prerequisites": "{@action Opportune Riposte||APG}",
+ "prerequisites": "{@action Opportune Riposte|APG}",
"entries": [
"You can riposte almost without a thought. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to perform an Opportune Riposte."
]
@@ -12082,7 +12092,7 @@
"prerequisites": "harmful font or healing font",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"If your next action is to use your divine font to cast a 3-action {@spell heal} or {@spell harm} spell to damage creatures, you can harness the residual energy to counterbalance opposing forces. You use your {@spell heal} or {@spell harm} spell to attempt to counteract one effect in the spell's area with the {@trait chaotic}, {@trait evil}, {@trait good}, or {@trait lawful} trait. The chosen trait must oppose one component of your deity's alignment; if your deity is neutral, you can choose any one trait."
@@ -12578,11 +12588,16 @@
],
"prerequisites": "{@class Investigator|APG|forensic medicine|forensic medicine} methodology",
"entries": [
- "Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to {@action Devise a Stratagem|APG|Devising a Stratagem}, if your attack dealt piercing or slashing damage, you also deal {@damage 1d6} {@condition persistent damage ||persistent bleed damage} to your target."
+ "Your stratagems benefit from your precise knowledge of anatomy. When you critically hit with an attack on which you substituted your attack roll due to {@action Devise a Stratagem|APG|Devising a Stratagem}, if your attack dealt piercing or slashing damage, you also deal {@damage 1d6} {@condition persistent damage||persistent bleed damage} to your target."
]
},
{
"name": "Scamper",
+ "otherSources": {
+ "Reprinted": [
+ "LTiBA|10"
+ ]
+ },
"source": "APG",
"page": 14,
"activity": {
@@ -13146,7 +13161,7 @@
"prerequisites": "legendary {@skill Stealth}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You successfully use {@skill Stealth} to {@action Hide} and become {@condition hidden} from all your current foes, or use {@skill Stealth} to {@action Sneak} and become {@condition undetected} to all your current foes.",
"entries": [
@@ -13497,7 +13512,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"requirements": "You haven't acted yet on your turn.",
"entries": [
@@ -13738,7 +13753,7 @@
"prerequisites": "skyborn tengu heritage",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"To be a tengu is to be unburdened by the concerns of the world below. You grow a pair of magical wings or expand your existing ones. For 5 minutes, you gain a fly Speed equal to your land Speed or 20 feet, whichever is greater."
@@ -14039,7 +14054,7 @@
"prerequisites": "spirit instinct",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You fail, but don't critically fail, a {@skill Perception} check or a skill check.",
"entries": [
@@ -14730,7 +14745,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "An ally you can see falls to 0 Hit Points.",
"entries": [
@@ -14828,7 +14843,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A foe takes a {@condition hostile} action against you in combat.",
"entries": [
@@ -15574,7 +15589,7 @@
"prerequisites": "{@feat Monastic Archer Stance|APG}, {@feat Stunning Fist}",
"requirements": "You are in Monastic Archer Stance and wielding a bow usable with that stance.",
"entries": [
- "You string three arrows to your bow and fire them all at once. Make three ranged {@action Strike|CRB|Strikes} against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional \u20132 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a {@action Flurry of Blows}. If all three {@action Strike|CRB|Strikes} hit, the target takes {@damage 3d6} {@condition persistent damage ||persistent bleed damage}."
+ "You string three arrows to your bow and fire them all at once. Make three ranged {@action Strike|CRB|Strikes} against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional \u20132 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Fist benefit applies to Triangle Shot, even though it isn't a {@action Flurry of Blows}. If all three {@action Strike|CRB|Strikes} hit, the target takes {@damage 3d6} {@condition persistent damage||persistent bleed damage}."
]
},
{
@@ -15676,7 +15691,7 @@
"prerequisites": "{@feat Acrobat Dedication|APG}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"requirements": "Your most recent action was to {@action Tumble Through} or Tumbling {@action Strike}, and you successfully moved through an enemy's space.",
"entries": [
@@ -16093,7 +16108,8 @@
"level": 2,
"featType": {
"archetype": [
- "Vigilante"
+ "Vigilante",
+ "Gray Gardener"
]
},
"traits": [
@@ -16525,7 +16541,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You carefully consider your case and narrow down some of the details. When you {@action Pursue a Lead|APG}, you can spend 10 minutes instead of 1 minute to ask two questions of the GM as you complete the activity. The GM must answer truthfully with \"yes\" or \"no,\" though if the answer would be misleading or have no practical application to your investigation the GM can answer \"immaterial.\" You can't use Whodunnit? more than once for the same lead, even across different days.",
diff --git a/data/feats/feats-av3.json b/data/feats/feats-av3.json
index d45e08e801..0672c5e15b 100644
--- a/data/feats/feats-av3.json
+++ b/data/feats/feats-av3.json
@@ -25,7 +25,7 @@
},
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You {@action Interact} to draw a hand crossbow and {@action Strike} with it, or you {@action Strike} with a loaded hand crossbow you're already holding and then {@action Interact} to stow it."
@@ -76,7 +76,7 @@
"prerequisites": "{@feat Drow Shootist Dedication|AV3}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"requirements": "You're holding an unloaded {@item hand crossbow}.",
"entries": [
diff --git a/data/feats/feats-botd.json b/data/feats/feats-botd.json
index d520884080..174daaf035 100644
--- a/data/feats/feats-botd.json
+++ b/data/feats/feats-botd.json
@@ -97,7 +97,7 @@
],
"prerequisites": "{@feat Undead Master Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -131,7 +131,7 @@
],
"prerequisites": "{@feat Ghost Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -168,7 +168,7 @@
},
"prerequisites": "{@feat Ghost Dedication|BotD}",
"entries": [
- "Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the {@item ghost touch} rune (or any other source that acts like a ghost touch rune). This resistance increases to 2 if the source is non-magical.",
+ "Your ghostly form becomes innately weaker but also gains resistance to many forms of damage. Your maximum HP is reduced by your level. You gain resistance 1 to all damage except for force, positive, and any damage done by a weapon with the {@item ghost touch} rune (or any other source that acts like a {@item ghost touch} rune). This resistance increases to 2 if the source is non-magical.",
"At 10th level, the resistance increases to 2, or 4 if the source is non-magical. At 16th level, the resistance increases to 3, or 5 if the source is non-magical."
]
},
@@ -209,7 +209,7 @@
],
"prerequisites": "{@feat Ghost Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -238,7 +238,7 @@
],
"prerequisites": "master in {@skill Acrobatics}, {@feat Ghost Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -516,7 +516,7 @@
],
"prerequisites": "{@feat Mummy Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -538,7 +538,7 @@
],
"prerequisites": "{@feat Mummy Dedication|BotD}",
"entries": [
- "You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist {@action Strike}, negative energy binds to it; this is a {@trait curse} and a {@trait disease}. The creature takes {@damage 2d6} {@condition persistent damage ||persistent negative damage}. While the creature has this {@condition persistent damage}, it's also {@condition stupefied||stupefied 1}. The {@condition persistent damage} increases to {@dice 3d6} at 14th level and {@dice 4d6} at 20th level. This is a critical specialization effect."
+ "You've learned to harness the supernatural curse that animates you, imbuing your most powerful attacks with a terrible curse. When you critically hit with a fist {@action Strike}, negative energy binds to it; this is a {@trait curse} and a {@trait disease}. The creature takes {@damage 2d6} {@condition persistent damage||persistent negative damage}. While the creature has this {@condition persistent damage}, it's also {@condition stupefied||stupefied 1}. The {@condition persistent damage} increases to {@dice 3d6} at 14th level and {@dice 4d6} at 20th level. This is a critical specialization effect."
],
"leadsTo": [
"Channel Rot|BotD"
@@ -566,7 +566,7 @@
],
"prerequisites": "{@feat Mummy Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -636,7 +636,7 @@
],
"prerequisites": "{@feat Mummy Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -678,7 +678,7 @@
"skeleton"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -1077,7 +1077,7 @@
],
"prerequisites": "{@feat Zombie Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"trigger": "You would be reduced to 0 HP.",
@@ -1243,8 +1243,8 @@
],
"prerequisites": "{@feat Vampire Dedication|BotD}",
"entries": [
- "You aim for your victim's prominent arteries. Your fangs {@action Strike} deals an additional {@damage 1d6} {@condition persistent damage ||persistent bleed damage} on a critical hit.",
- "At 14th level, the {@condition persistent damage ||persistent bleed damage} increases to {@dice 2d6}, and at 20th level, the {@condition persistent damage ||persistent bleed damage} increases to {@dice 3d6}."
+ "You aim for your victim's prominent arteries. Your fangs {@action Strike} deals an additional {@damage 1d6} {@condition persistent damage||persistent bleed damage} on a critical hit.",
+ "At 14th level, the {@condition persistent damage||persistent bleed damage} increases to {@dice 2d6}, and at 20th level, the {@condition persistent damage||persistent bleed damage} increases to {@dice 3d6}."
]
},
{
@@ -1270,7 +1270,7 @@
],
"prerequisites": "{@feat Vampire Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -1299,7 +1299,7 @@
],
"prerequisites": "{@feat Vampire Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1394,7 +1394,7 @@
"transmutation"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1445,7 +1445,7 @@
],
"prerequisites": "{@feat Mummy Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -1783,7 +1783,7 @@
"type": "list",
"items": [
"{@b Floating} You can float but are still tethered to the ground. Replace your land Speed with an equal fly Speed. You can't rise more than a few inches above the ground when you {@action Fly}. This means you can move above many types of difficult or hazardous terrain without moving slowly or being damaged, even though you can't fly without limit. You can {@action Leap}, {@action High Jump}, {@action Long Jump}, and take similar actions, and use your fly Speed for any calculations that would normally require your land Speed.",
- "{@b Items} You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the {@trait invested} trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally\u2014you can {@action Interact} with them, {@action Release} them, and so on. Your incorporated weapons gain the benefits of the ghost touch property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you.",
+ "{@b Items} You can transmute physical items to make them part of your incorporeal form. This requires spending 10 minutes with the items within reach, during which you transform the items into part of your form; you can return items you already have incorporated to a corporeal state at the same time. The items retain all their runes and other abilities, need to be invested normally if they have the {@trait invested} trait, and need to be worn, held, or stowed appropriately. Once you've incorporated the items, you and other incorporeal creatures can use them normally\u2014you can {@action Interact} with them, {@action Release} them, and so on. Your incorporated weapons gain the benefits of the {@item ghost touch} property rune, allowing you to use them normally against both corporeal and incorporeal creatures. Incorporated items become corporeal again only if you transmute them back or are destroyed, in which case, they drop to the ground under you.",
"{@b Attacks} Your unarmed attacks become magical and deal negative damage instead of their normal type.",
"{@b Strength} Unlike most incorporeal creatures, your Strength modifier is not \u20135; you keep the same Strength score you had before you became a ghost, though you can only attempt Strength-based skill checks\u2014typically {@skill Athletics} checks\u2014against other incorporeal creatures, as normal for an incorporeal creature. Against incorporeal creatures, use your Strength normally to determine the results of {@skill Athletics} checks, {@action Strike||Strikes} with melee weapons, and any other checks or damage rolls dependent on Strength.",
"{@b Ties that Bind} When you become a ghost, work with your GM to choose a bound site and unfinished business, both of which matter for your character's story, as well as some ghost archetype feats. Your bound site tethers you to the physical world and is typically either a location important to you in life or the place where you died. Unfinished business keeps you from passing to the afterlife. If someone resolves your unfinished business, you decide whether to accept the change and pass on, or to fight it. If you pass on, you get a few minutes to say your goodbyes, and then move into the River of Souls and the afterlife. Your character ceases to be. If you fight the change, you remain, though you and the GM might determine a new unfinished business. If you are physically destroyed, you cease your existence as a ghost but still might not be able to pass on to the afterlife if your unfinished business is incomplete. In this liminal state, you might come across strange energies and become another sort of creature, or anchor to a summoner and become an eidolon."
@@ -2243,7 +2243,7 @@
],
"prerequisites": "{@feat Soul Warden Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"requirements": "Your spiral is glowing.",
@@ -2273,7 +2273,7 @@
],
"prerequisites": "{@feat Soul Warden Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -2300,7 +2300,7 @@
],
"prerequisites": "{@feat Psychopomp Familiar|BotD}",
"entries": [
- "Your psychopomp's continued service in {@deity Pharasma}'s name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the Psychopomp Familiar feat or the following ability.",
+ "Your psychopomp's continued service in {@deity Pharasma}'s name brings it favor from the goddess. It might change appearance to look like a different, more powerful kind of psychopomp. You can select four familiar or master abilities each day, instead of two, but two must be from the {@feat Psychopomp Familiar|BotD} feat or the following ability.",
{
"type": "list",
"items": [
@@ -2344,7 +2344,7 @@
],
"prerequisites": "{@feat Spiral Sworn|BotD}",
"entries": [
- "Your prayers encompass your companions, granting you the ability to share {@deity Pharasma}'s blessings. When you use Spiral Sworn, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action."
+ "Your prayers encompass your companions, granting you the ability to share {@deity Pharasma}'s blessings. When you use {@feat Spiral Sworn|BotD}, you can spend 2 actions instead of 1 to grant the benefits to all allies who are in the light of your spiral when you take the action."
]
},
{
@@ -2383,7 +2383,7 @@
],
"prerequisites": "{@feat Undead Slayer Dedication|BotD}",
"entries": [
- "You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of nondetection, using your {@skill Religion} modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane {@skill Perception} must succeed against either your {@skill Religion} DC or the normal DC to find the sanctum, whichever is higher."
+ "You establish a safe house where you can prepare for your hunt. The sanctum is roughly the size of a 20-foot cube. This sanctum is in a location you have access to and can be part of a larger structure, such as the basement of a temple or hidden room of a library. Setting up or moving your sanctum takes a week of downtime. Your sanctum protects objects and people inside it from magical detection and the prying eyes of undead. This has the effects of {@spell nondetection}, using your {@skill Religion} modifier for the counteract DC and half your level rounded up for the counteract level. Additionally, undead attempting to locate the entrance to your sanctum via mundane {@skill Perception} must succeed against either your {@skill Religion} DC or the normal DC to find the sanctum, whichever is higher."
]
},
{
@@ -2528,9 +2528,9 @@
"oracle",
"wizard"
],
- "prerequisites": "able to create or control undead; {@class cleric} with a negative font, {@class oracle|apg} of {@class oracle|apg|bones|bones}, or {@class wizard||necromancer|necromancy} {@class wizard}",
+ "prerequisites": "able to create or control undead; {@class cleric} with a negative font, {@class oracle|apg} of {@class oracle|apg|bones|bones}, or {@class wizard||necromancer wizard|necromancy}",
"entries": [
- "Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30‑foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them {@condition controlled}."
+ "Your presence has a bolstering effect on your undead minions. Undead creatures under your control and within a 30-foot emanation around you gain a +2 status bonus to saving throws to resist positive damage and to Will saving throws to resist effects that would make them {@condition controlled}."
],
"special": [
"This feat has the trait matching your spellcasting tradition."
@@ -2697,7 +2697,7 @@
],
"prerequisites": "{@feat Reanimator Dedication|BotD}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"requirements": "You have cast {@spell animate dead|APG} this turn.",
diff --git a/data/feats/feats-crb.json b/data/feats/feats-crb.json
index ca5ef3057a..9ace358b78 100644
--- a/data/feats/feats-crb.json
+++ b/data/feats/feats-crb.json
@@ -607,7 +607,7 @@
"prerequisites": "chaotic, evil, good, or lawful deity",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You bring a weapon into metaphysical concordance with your deity's beliefs. When you select this feat, choose chaotic, evil, good, or lawful. Your choice must match one of your deity's alignment components. This action has the trait corresponding to the chosen alignment component.",
@@ -1677,7 +1677,7 @@
],
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"requirements": "Your most recent action was to cast a non-cantrip spell.",
"entries": [
@@ -1709,7 +1709,7 @@
],
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"requirements": "Your most recent action was to cast a non-cantrip spell.",
"entries": [
@@ -1848,7 +1848,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"Your inborn magical nature lets you redirect ambient energies to fuel your spells. If your next action is to {@action Cast a Spell} of 5th level or lower that has no duration, you don't expend the spell's slot when you cast it."
@@ -2106,7 +2106,7 @@
"goblin"
],
"entries": [
- "Fire fascinates you. Your spells and {@trait alchemical} items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any {@condition persistent damage ||persistent fire damage} you deal."
+ "Fire fascinates you. Your spells and {@trait alchemical} items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any {@condition persistent damage||persistent fire damage} you deal."
]
},
{
@@ -2709,7 +2709,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You use {@action Quick Alchemy} to craft an alchemical item that has the {@trait elixir} trait and is at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -3075,7 +3075,7 @@
"cleric"
],
"entries": [
- "Your positive energy sets undead alight. When you use a {@spell heal} spell to damage undead, each undead that takes damage also takes {@condition persistent damage ||persistent fire damage} equal to the spell's level."
+ "Your positive energy sets undead alight. When you use a {@spell heal} spell to damage undead, each undead that takes damage also takes {@condition persistent damage||persistent fire damage} equal to the spell's level."
]
},
{
@@ -3228,7 +3228,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -3303,7 +3303,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "A physical attack would reduce you to 0 Hit Points.",
"entries": [
@@ -3410,7 +3410,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your training allows you to shrug off your foes' spells and conditions when the need is dire. Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to {@quickref counteract|CRB|3|counteracting} the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check)",
@@ -3582,7 +3582,7 @@
"negative"
],
"entries": [
- "Make an unarmed {@action Strike}. If it deals damage to a living creature, you block that creature's inner life force. The creature takes {@damage 2d6} {@condition persistent damage ||persistent negative damage} and is {@condition enfeebled 1} until the {@condition persistent damage} ends. If you're 18th level or higher, this deals {@damage 3d6} {@condition persistent damage ||persistent negative damage} instead."
+ "Make an unarmed {@action Strike}. If it deals damage to a living creature, you block that creature's inner life force. The creature takes {@damage 2d6} {@condition persistent damage||persistent negative damage} and is {@condition enfeebled 1} until the {@condition persistent damage} ends. If you're 18th level or higher, this deals {@damage 3d6} {@condition persistent damage||persistent negative damage} instead."
]
},
{
@@ -3835,7 +3835,7 @@
],
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"trigger": "You finish {@action Cast a Spell||Casting a Spell} using one of your divine spell slots on your turn.",
"entries": [
@@ -4677,7 +4677,7 @@
"prerequisites": "focus pool, at least one innate spell from a gnome heritage or ancestry feat that shares a tradition with at least one of your focus spells",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The magic within you provides increased energy you can use to focus. You regain 1 Focus Point, up to your usual maximum."
@@ -5099,7 +5099,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You craft an alchemical bomb using {@action Quick Alchemy} that's at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -6314,7 +6314,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You fail a skill check or saving throw.",
"entries": [
@@ -6558,7 +6558,7 @@
"prerequisites": "legendary in {@skill Stealth}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You successfully use {@skill Stealth} to {@action Hide} and become {@condition hidden} from all of your current foes, or use {@skill Stealth} to {@action Sneak} and become {@condition undetected} to all your current foes.",
"entries": [
@@ -6637,7 +6637,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"requirements": "You are wielding a ranged weapon with {@trait reload||reload 0}.",
"entries": [
@@ -6847,7 +6847,7 @@
"flourish",
"open"
],
- "requirements": "You are wielding a ranged weapon with the {@trait volley} trait and reload <0>.",
+ "requirements": "You are wielding a ranged weapon with the {@trait volley} trait and {@trait reload||reload 0}.",
"entries": [
"You fire a volley at all foes in an area. Make one {@action Strike} with a \u20132 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets.",
"Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks."
@@ -7101,7 +7101,7 @@
"prerequisites": "{@feat Clever Improviser}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You attempt a check using a skill you're untrained in.",
"entries": [
@@ -7872,7 +7872,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"entries": [
"You can cast your spells effortlessly by tapping into the leylines of the world. If your next action is to {@action Cast a Spell} of 5th level or lower that has no duration, you don't expend the prepared spell as you cast it."
@@ -7954,7 +7954,7 @@
"prerequisites": "arcane bond, arcane school",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You have linked your bonded item to the well of energy that powers your school spells. When you {@action Drain Bonded Item||Drain your Bonded Item} to cast a spell of your arcane school, you also regain 1 Focus Point."
@@ -8463,7 +8463,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You craft an {@item elixir of life (generic)||elixir of life} using {@action Quick Alchemy}, and that elixir is at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -8577,7 +8577,7 @@
],
"frequency": {
"recurs": true,
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -9224,7 +9224,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You would be reduced to 0 Hit Points but not immediately killed.",
"entries": [
@@ -10002,7 +10002,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"You stomp the ground with such force that it creates a minor earthquake, with the effects of the {@spell earthquake} spell."
@@ -10302,7 +10302,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"If your next action is to cast a bard cantrip or a bard spell that is at least 2 levels lower than the highest level bard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
@@ -10325,7 +10325,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a sorcerer cantrip or a sorcerer spell that is at least 2 levels lower than the highest level sorcerer spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
@@ -10348,7 +10348,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"In a mentally strenuous process, you modify your casting of a spell to take less time. If your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower than the highest level wizard spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action)."
@@ -11777,7 +11777,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.",
"entries": [
@@ -12368,7 +12368,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb, and that bomb's level is at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -12970,7 +12970,7 @@
"prerequisites": "{@feat Tiger Stance}",
"requirements": "You are in Tiger Stance.",
"entries": [
- "You make a fierce swipe with both hands. Make a tiger claw {@action Strike}. It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the {@condition persistent damage ||persistent bleed damage} from your tiger claw."
+ "You make a fierce swipe with both hands. Make a tiger claw {@action Strike}. It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the {@condition persistent damage||persistent bleed damage} from your tiger claw."
]
},
{
@@ -12988,7 +12988,7 @@
],
"requirements": "You are unarmored.",
"entries": [
- "You enter the stance of a tiger and can make tiger claw attacks. These deal {@damage 1d8} slashing damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait finesse}, {@trait nonlethal}, and {@trait unarmed} traits. On a critical success with your tiger claws, if you deal damage, the target takes {@damage 1d4} {@condition persistent damage ||persistent bleed damage}.",
+ "You enter the stance of a tiger and can make tiger claw attacks. These deal {@damage 1d8} slashing damage; are in the {@group brawling} group; and have the {@trait agile}, {@trait finesse}, {@trait nonlethal}, and {@trait unarmed} traits. On a critical success with your tiger claws, if you deal damage, the target takes {@damage 1d4} {@condition persistent damage||persistent bleed damage}.",
"As long as your Speed is at least 20 feet while in Tiger Stance, you can {@action Step} 10 feet."
],
"leadsTo": [
@@ -13399,7 +13399,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"requirements": "You are wielding two melee weapons, each in a different hand.",
"entries": [
@@ -13658,7 +13658,7 @@
"prerequisites": "{@feat Expert Longevity}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You've perfected your ability to keep up with all the skills you've learned over your long life, so you're almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with {@feat Ancestral Longevity} and {@feat Expert Longevity}."
@@ -14440,7 +14440,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: {@action Stand}, {@action Step}, and {@action Stride}. You can't use the same action twice."
diff --git a/data/feats/feats-da.json b/data/feats/feats-da.json
index 07253b15d4..0d0e4bcafa 100644
--- a/data/feats/feats-da.json
+++ b/data/feats/feats-da.json
@@ -23,7 +23,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"trigger": "You're about to attempt a saving throw against a {@trait linguistic} effect",
@@ -56,7 +56,7 @@
"concentrate"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -105,7 +105,7 @@
"fortune"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"trigger": "You attempt a check to remove or counteract an effect with the {@condition confused}, {@condition controlled}, {@condition fascinated}, {@condition immobilized}, {@condition paralyzed}, or {@condition restrained} conditions",
@@ -215,7 +215,7 @@
],
"prerequisites": "You've been brought to 0 Hit Points by an enemy that has the {@trait fire} trait or an enemy's ability that has the {@trait fire} trait.",
"entries": [
- "A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature {@action Strike||Strikes} you with a melee attack or touches you, it takes {@damage 1d6} {@condition persistent damage ||persistent fire damage}. You gain the Thermal Eruption action.",
+ "A sweltering heat and sparks of flame that take the form of tiny copies of you surround your body. You're hot to the touch, gaining resistance 5 to cold and fire. Whenever an adjacent creature {@action Strike||Strikes} you with a melee attack or touches you, it takes {@damage 1d6} {@condition persistent damage||persistent fire damage}. You gain the Thermal Eruption action.",
{
"name": "Thermal Eruption[two-actions]",
"traits": [
@@ -224,7 +224,7 @@
"primal"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -256,7 +256,7 @@
"water"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"requirements": "You're on land and adjacent to a body of water",
@@ -399,7 +399,7 @@
],
"prerequisites": "expert in {@skill Occultism}, expert in {@skill Survival}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"requirements": "You must be in either natural terrain or in abandoned or relatively unused artificial terrain (such as a darkened alley or haunted house).",
@@ -510,7 +510,7 @@
],
"prerequisites": "expert in {@skill Occultism}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -540,7 +540,7 @@
],
"prerequisites": "expert in {@skill Occultism}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -566,13 +566,13 @@
"prerequisites": "expert in {@skill Medicine}",
"entries": [
"You firmly believe in the technique of strengthening one's life force, spiritual energies, and bodily fluids through the application of colored light. When using a torch, lantern, or other artificial light source to illuminate an area of dim light or darker, you use a combination of alchemical reagents, medicinal components, and colored lenses to turn that light one of seven colors, allowing you to help an ally recover from {@condition persistent damage}. You give that target an assisted recovery, but the target can be anywhere within the bright light of the light source instead of needing to be adjacent to you.",
- "Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of {@condition persistent damage} from which you help the target recover. Color Description Red You increase blood flow to heat the body, attempting to end {@condition persistent damage ||persistent cold damage}.",
- "Orange You cancel out electric charge, attempting to end {@condition persistent damage ||persistent electricity damage}.",
- "Yellow You reduce pain and mental stress, attempting to end {@condition persistent damage ||persistent mental damage}.",
- "Green You promote blood flow in a way that helps clot wounds, attempting to end {@condition persistent damage ||persistent bleed damage}.",
- "Blue You cool the body, attempting to end {@condition persistent damage ||persistent fire damage}.",
- "Indigo You render acids inert, attempting to end {@condition persistent damage ||persistent acid damage}.",
- "Violet You purify the body, attempting to end {@condition persistent damage ||persistent poison damage}."
+ "Ambient bright light (like sunlight) drowns out your artificial illumination and prevents you from using Chromotherapy. The color of the light you choose determines the type of {@condition persistent damage} from which you help the target recover. Color Description Red You increase blood flow to heat the body, attempting to end {@condition persistent damage||persistent cold damage}.",
+ "Orange You cancel out electric charge, attempting to end {@condition persistent damage||persistent electricity damage}.",
+ "Yellow You reduce pain and mental stress, attempting to end {@condition persistent damage||persistent mental damage}.",
+ "Green You promote blood flow in a way that helps clot wounds, attempting to end {@condition persistent damage||persistent bleed damage}.",
+ "Blue You cool the body, attempting to end {@condition persistent damage||persistent fire damage}.",
+ "Indigo You render acids inert, attempting to end {@condition persistent damage||persistent acid damage}.",
+ "Violet You purify the body, attempting to end {@condition persistent damage||persistent poison damage}."
]
},
{
@@ -681,7 +681,7 @@
],
"prerequisites": "master in {@skill Intimidation}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You are targeted by or are in the area of a mental spell or effect.",
@@ -828,7 +828,7 @@
"entries": [
"Sharp shards of bone tear forth from your elbows, wrists, or other parts of your body. For 1 minute, you can make bone spike unarmed {@action Strike||Strikes}, which deal {@damage 1d6} piercing damage and have the versatile S and sweep trails. When you take the Bone Spikes action, you can choose one weapon on your person and duplicate its weapon runes onto your bone spikes (with the exception of any runes that couldn't apply to the bone spears).",
"{@b Awakening} Your bones grow longer, lashing flexibly at range. While you have bone spikes, you can {@action Interact} to give your bone spikes reach <10 feet> until the end of the current turn.",
- "{@b Awakening} Grooves in your bone spikes form a channel for venom. Your bone spikes deal {@damage 1d4} {@condition persistent damage ||persistent poison damage}, which increases to {@dice 2d4} at 10th level and {@dice 3d4} at 18th level."
+ "{@b Awakening} Grooves in your bone spikes form a channel for venom. Your bone spikes deal {@damage 1d4} {@condition persistent damage||persistent poison damage}, which increases to {@dice 2d4} at 10th level and {@dice 3d4} at 18th level."
]
},
{
@@ -849,7 +849,7 @@
"entries": [
"Your limbs tense as you deliver a mighty swing. Make a melee {@action Strike}. If it hits, you deal an extra die of weapon damage and push the target back by 5 feet. If you're at least 10th level, increase this to two extra dice and push the target by 10 feet, and if you're at least 18th level, increase it to three extra dice and push the target by 15 feet.",
"{@b Awakening} On a critical hit, you push the target back double the normal distance and knock it {@condition prone}.",
- "{@b Awakening} On a hit, you deal {@damage 1d6} {@condition persistent damage ||persistent bleed damage}. This increases to {@dice 2d6} at 10th level and {@dice 3d6} at 18th level."
+ "{@b Awakening} On a hit, you deal {@damage 1d6} {@condition persistent damage||persistent bleed damage}. This increases to {@dice 2d6} at 10th level and {@dice 3d6} at 18th level."
]
},
{
@@ -984,12 +984,12 @@
"concentrate"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You would take mental damage or be affected by a {@trait mental} effect",
"entries": [
- "You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, {@condition persistent damage ||persistent mental damage}, or other repeated effects."
+ "You gain a +2 circumstance bonus to Will saves and resistance to mental damage equal to your level against the triggering effect. This applies only to the initial effect, not successive saves, {@condition persistent damage||persistent mental damage}, or other repeated effects."
],
"type": "ability"
}
@@ -1022,7 +1022,7 @@
"visual"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You would be hit by a {@action Strike}",
@@ -1083,7 +1083,7 @@
"visual"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -1106,7 +1106,7 @@
"reflection"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"trigger": "You're about to attempt a saving throw against a {@trait mental} effect.",
@@ -1158,7 +1158,7 @@
],
"prerequisites": "{@feat Morph-Risen|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"requirements": "You hit a creature with a melee {@action Strike} on your last action.",
@@ -1200,7 +1200,7 @@
],
"prerequisites": "{@feat Mirror-Risen|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"requirements": "You're within 5 feet of a mirrored surface.",
@@ -1411,7 +1411,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -1648,7 +1648,7 @@
],
"prerequisites": "{@feat Time Mage Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -1705,7 +1705,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"featType": {
@@ -1733,7 +1733,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"featType": {
@@ -1781,7 +1781,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"featType": {
@@ -1807,7 +1807,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"featType": {
@@ -1834,7 +1834,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"featType": {
@@ -1878,7 +1878,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"featType": {
@@ -1905,7 +1905,7 @@
],
"prerequisites": "{@feat Chronoskimmer Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -2019,7 +2019,7 @@
],
"prerequisites": "{@feat Psychic Duelist Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2130,11 +2130,11 @@
],
"prerequisites": "{@feat Mind Smith Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
- "You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a ghost touch property rune for 1 minute."
+ "You alter your weapon's phase so it can more easily strike incorporeal creatures. Your mind weapon gains the effects of a {@item ghost touch} property rune for 1 minute."
]
},
{
@@ -2569,7 +2569,7 @@
"archetype"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2599,7 +2599,7 @@
],
"prerequisites": "{@feat Time Mage Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2701,9 +2701,9 @@
"archetype",
"skill"
],
- "prerequisites": "{@feat Curse Maelstrom Dedication|DA}, trained in",
+ "prerequisites": "{@feat Curse Maelstrom Dedication|DA}, trained in {@skill Occultism} or {@skill Lore||Curse Lore}",
"entries": [
- "{@skill Occultism} or {@skill Lore||Curse Lore} Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to {@action Identify Magic} on a cursed item or a spell that has the {@trait curse} trait."
+ "Perhaps due to the curse within you, curses occasionally perceive you as an extension of themselves and readily reveal themselves to you. You gain a +2 circumstance bonus to checks to {@action Identify Magic} on a cursed item or a spell that has the {@trait curse} trait."
]
},
{
@@ -2868,7 +2868,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -3237,7 +3237,7 @@
],
"prerequisites": "{@feat Alter Ego Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -3351,7 +3351,7 @@
],
"prerequisites": "{@feat Living Vessel Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -3408,7 +3408,7 @@
],
"prerequisites": "{@feat Living Vessel Dedication|DA}, your entity is a fey",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -3460,7 +3460,7 @@
],
"prerequisites": "{@feat Living Vessel Dedication|DA}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -3529,7 +3529,7 @@
"manipulate"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "You are holding your implement",
@@ -4096,7 +4096,7 @@
"thaumaturge"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -4422,7 +4422,7 @@
"psychic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -4498,7 +4498,7 @@
"psychic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "turn"
},
"requirements": "Your most recent action was to {@action Cast a Spell} or to {@action Unleash Psyche|DA|Unleash your Psyche}.",
@@ -4608,7 +4608,7 @@
"psychic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"trigger": "You cast a psi cantrip.",
@@ -4874,7 +4874,7 @@
"psychic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "A spell you cast has no effect because you critically failed all your spell attack rolls or because all targets critically succeeded at their saving throws.",
@@ -5015,7 +5015,7 @@
"teleportation"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"requirements": "You used your most recent action to {@action Cast a Spell}.",
@@ -5057,7 +5057,7 @@
"psychic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"trigger": "You successfully reduce one or more non-mindless enemies to 0 Hit Points with a spell.",
@@ -5138,7 +5138,7 @@
"psychic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
diff --git a/data/feats/feats-ec3.json b/data/feats/feats-ec3.json
index 82dc8301cd..195aa5997c 100644
--- a/data/feats/feats-ec3.json
+++ b/data/feats/feats-ec3.json
@@ -74,7 +74,7 @@
"requirements": "You are standing on dirt, sand, snow, or similar particulate material.",
"entries": [
"Your hands work as effectively as shovels when you need to dig a quick hole.",
- "You dig a shallow pit in the square you currently occupy, turning the square into {@quickref difficult terrain||3|terrain} (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking {@condition persistent damage ||persistent fire damage} can immediately attempt an additional flat DC 15 check to end the {@condition persistent damage}."
+ "You dig a shallow pit in the square you currently occupy, turning the square into {@quickref difficult terrain||3|terrain} (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking {@condition persistent damage||persistent fire damage} can immediately attempt an additional flat DC 15 check to end the {@condition persistent damage}."
]
},
{
@@ -187,7 +187,7 @@
"requirements": "You were within the area of an inhaled poison within the last minute",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You sharply exhale the poison that previously surrounded you in a 15-foot cone. Creatures in the area are affected by the poison; the poison's DC and effects are unchanged."
@@ -283,7 +283,7 @@
"prerequisites": "{@feat Golem Grafter Dedication|EC3}",
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"entries": [
"You've replaced your heart with one made of animated quicksilver and living adamantine. You reduce your {@condition slowed} condition by 1. Alternatively, if you are not {@condition slowed}, you are {@condition quickened|CRB|quickened 1} during your next turn, and can use your extra action to {@action Stride} or {@action Strike}."
diff --git a/data/feats/feats-ec6.json b/data/feats/feats-ec6.json
index e8d658e924..db973c1764 100644
--- a/data/feats/feats-ec6.json
+++ b/data/feats/feats-ec6.json
@@ -33,7 +33,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You use {@action Quick Alchemy} to craft an alchemical bomb that deals splash damage and is at least 2 levels lower than your advanced alchemy level.",
"entries": [
@@ -202,7 +202,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You apply an effect from your blood magic that lasts for 1 round.",
"entries": [
@@ -224,7 +224,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You take damage or cast a primal spell.",
"entries": [
diff --git a/data/feats/feats-frp1.json b/data/feats/feats-frp1.json
index 558030f5bc..7f1ef607fe 100644
--- a/data/feats/feats-frp1.json
+++ b/data/feats/feats-frp1.json
@@ -160,7 +160,7 @@
],
"prerequisites": "trained in {@skill Occultism} or {@skill Religion}",
"entries": [
- "You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack {@action Strike||Strikes} become magical. Against incorporeal creatures, they also gain the effects of a ghost touch property rune."
+ "You have trained as a ghost eater, a hunter specialized in the destruction of spirits. You know how to channel your own spiritual energy to harm spirits. Your weapon and unarmed attack {@action Strike||Strikes} become magical. Against incorporeal creatures, they also gain the effects of a {@item ghost touch} property rune."
],
"special": [
"You cannot select another dedication feat until you have gained two other feats from this archetype."
diff --git a/data/feats/feats-frp3.json b/data/feats/feats-frp3.json
index 0ffcab7538..27e93042ce 100644
--- a/data/feats/feats-frp3.json
+++ b/data/feats/feats-frp3.json
@@ -15,7 +15,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"Your firsthand experience of the subjective nature of time and space has given you new observational insights. Your mind processes information so quickly that time appears to stop for all creatures but you. You can take up to 9 actions in 3 sets of up to 3 actions each. During this time, you can use purely mental and observational abilities such as {@action Recall Knowledge}, {@action Seek}, and {@action Devise a Stratagem|APG}, and you can use an action to move a mental projection of yourself to a location within a 60- foot radius to observe objects more closely and from different angles, though you can't affect your surroundings in any way (for instance, you could move your mental projection more closely to a distant door to read a minute inscription on its handle, but you could not open it to observe the other side)",
@@ -37,7 +37,7 @@
],
"prerequisites": "expert in {@skill Performance}",
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"entries": [
@@ -182,7 +182,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You would be reduced to 0 Hit Points.",
"entries": [
@@ -210,7 +210,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Your turn starts or your oracular curse would advance.",
"entries": [
@@ -340,7 +340,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"Though creating demiplanes usually requires lengthy rituals, you know how to establish minor planar effects in imitation of Syndara's masterpieces. If your next action is to {@action Cast a Spell} of at least 5th level from your spell slots that affects an area, you can apply one of the following planar effects to a 20-foot burst centered within the spell's area.",
diff --git a/data/feats/feats-g&g.json b/data/feats/feats-g&g.json
index c0fe38cf32..afc6d4ab31 100644
--- a/data/feats/feats-g&g.json
+++ b/data/feats/feats-g&g.json
@@ -173,7 +173,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You redirect energy from your core to ports on your back or feet, allowing you to fly for a short time. You can maintain this redirected energy for 5 minutes. You gain a fly Speed equal to your Speed while redirecting the energy.",
@@ -865,9 +865,9 @@
"flourish",
"gunslinger"
],
- "requirements": "You're wielding a loaded firearm and you or an adjacent ally are taking {@condition persistent damage ||persistent bleed damage}.",
+ "requirements": "You're wielding a loaded firearm and you or an adjacent ally are taking {@condition persistent damage||persistent bleed damage}.",
"entries": [
- "You use the smoking barrel of your firearm to sear shut a bleeding wound. Make a {@action Strike} with your firearm. You then press the heated barrel to the wounds of you or an ally within reach that is taking {@condition persistent damage ||persistent bleed damage}, giving an immediate flat check to end the bleed with the lower DC for particularly effective assistance (Core Rulebook 62)."
+ "You use the smoking barrel of your firearm to sear shut a bleeding wound. Make a {@action Strike} with your firearm. You then press the heated barrel to the wounds of you or an ally within reach that is taking {@condition persistent damage||persistent bleed damage}, giving an immediate flat check to end the bleed with the lower DC for particularly effective assistance (Core Rulebook 62)."
]
},
{
@@ -891,7 +891,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"You fire your gun once, creating a devastating and unpredictable chain of events; perhaps your bullet strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone.",
@@ -1124,7 +1124,7 @@
"prerequisites": "{@feat Beast Gunner Dedication|G&G}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You create a direct magical connection with your beast gun, allowing you to guide the beast gun's next shot by taking control of the projectile directly, steering it through the air, and swerving and veering it to continue to hit target after target. Make a beast gun {@action Strike} against a creature within the first range increment. On a hit, the shot tears through the target and continues toward another target you can see. You make a {@action Strike} against this new target. The new target must be no farther from the previous target than a distance equal to the beast gun's range increment. For example, the new target must be within 150 feet of the previous target when attacking with a drake rifle. On a hit, you can direct the bullet toward a new target.",
@@ -1187,12 +1187,12 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your body transforms into a powerful magical cannon.",
"While immobile as a cannon, you can fire blasts of energy directly from your core, devastating your foes. You become {@condition immobilized} until you use an {@action Interact} action to revert back to your standard form. While in your cannon form, the only actions you can use are to {@action Strike} with an energy blast unarmed attack or to {@action Interact} to revert back to your standard form. You can remain in your cannon form for up to 1 minute or until you take the action to revert back to your standard form, whichever comes first.",
- "Energy blasts are a special ranged unarmed attack. You can only make energy blast {@action Strike||Strikes} while you're in your cannon form. Your energy blasts deal {@damage 3d8} fire damage and {@damage 3d6} force damage, which increases to {@damage 4d8} fire damage and {@damage 3d6} force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 {@condition persistent damage ||persistent fire damage}.",
+ "Energy blasts are a special ranged unarmed attack. You can only make energy blast {@action Strike||Strikes} while you're in your cannon form. Your energy blasts deal {@damage 3d8} fire damage and {@damage 3d6} force damage, which increases to {@damage 4d8} fire damage and {@damage 3d6} force damage at level 20. You gain the item bonus to attack rolls with your energy blasts from the highest potency rune on any handwraps of mighty blows you are wearing or any weapon you are wielding, but striking and property runes have no effect on your energy blasts. Energy blasts have a range increment of 120 feet. On a critical hit with an energy blast, the target takes 10 {@condition persistent damage||persistent fire damage}.",
"Your energy blast doesn't add critical specialization effects.",
"If it matters for an effect dependent on weapon damage dice, an energy blast's number of weapon damage dice is three, or four at level 20."
]
@@ -1211,7 +1211,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You have the {@condition dying} condition and are about to attempt a recovery check.",
"entries": [
@@ -1264,7 +1264,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"requirements": "You're wielding a loaded firearm or crossbow.",
"entries": [
@@ -1288,7 +1288,7 @@
"prerequisites": "master in {@skill Crafting}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You misfire with a firearm or you roll a failure on a {@action Strike} with a ranged weapon",
"access": "You are from Dongun Hold or Alkenstar.",
@@ -1323,7 +1323,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"requirements": "You're wielding a loaded firearm or crossbow and are not {@condition fatigued}.",
"entries": [
@@ -1590,7 +1590,7 @@
"prerequisites": "{@feat Beast Gunner Dedication|G&G}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"requirements": "You're wielding your bonded beast gun.",
"entries": [
@@ -1786,7 +1786,7 @@
"automaton"
],
"entries": [
- "You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals {@damage 1d4} fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes {@condition persistent damage ||persistent fire damage} equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects.",
+ "You can channel your core's power through the magical gem that serves as your eye. You gain an energy beam ranged unarmed attack that deals {@damage 1d4} fire damage. The energy beam has a range increment of 20 feet. On a critical hit, the target takes {@condition persistent damage||persistent fire damage} equal to the number of weapon damage dice. Your eye beam does not add critical specialization effects.",
"{@b Enhancement} You channel greater power. Increase the damage die of your energy beam by one step, from {@dice 1d4} to {@dice 1d6}."
]
},
@@ -2142,7 +2142,7 @@
],
"access": "You are from Dongun Hold or Alkenstar.",
"entries": [
- "You've grown up around a forge and are well-suited to dealing with smoke and flame. Your flat check to remove {@condition persistent damage ||persistent fire damage} is DC 10 instead of DC 15, which is reduced to DC 5 with appropriate assistance. In addition, if you roll a success on a saving throw against suffocation or choking due to smoke or ash, you get a critical success instead."
+ "You've grown up around a forge and are well-suited to dealing with smoke and flame. Your flat check to remove {@condition persistent damage||persistent fire damage} is DC 10 instead of DC 15, which is reduced to DC 5 with appropriate assistance. In addition, if you roll a success on a saving throw against suffocation or choking due to smoke or ash, you get a critical success instead."
]
},
{
@@ -2263,7 +2263,7 @@
"prerequisites": "{@feat Overwatch Dedication|G&G}, master in {@skill Perception}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "An enemy within your overwatch field attempts an attack against an ally who is also within your overwatch field.",
"entries": [
@@ -2287,7 +2287,7 @@
"prerequisites": "worshipper of {@deity Torag} or {@deity Angradd|LOGM}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You attempt a ranged {@action Strike}.",
"access": "You are from Dongun Hold or Alkenstar.",
@@ -2338,7 +2338,7 @@
"prerequisites": "{@feat Spellshot Dedication|G&G}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You channel potent magic into your next shot, empowering it with a blast of crackling energy. Choose acid, cold, electricity, or fire. If you hit with your next attack roll using a firearm or crossbow before the end of your turn, you deal {@damage 1d6} additional damage of this type. At 12th level, this increases to {@damage 2d6} additional damage, and at 18th level, it increases to {@damage 3d6} additional damage."
@@ -2515,7 +2515,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You fail a Fortitude or Will save.",
"entries": [
@@ -2658,7 +2658,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"You don't just tinker with your own innovation, you fiddle with your allies' weapons as well (for their benefit, of course). Choose an ally in your reach and one of their weapons. Attempt a {@skill Crafting} check against a high DC for your level.",
@@ -2741,7 +2741,7 @@
"prerequisites": "trained in {@skill Deception}, {@feat Unexpected Sharpshooter Dedication|G&G}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"requirements": "Your previous action was a ranged weapon {@action Strike} that missed a foe within 60 feet.",
"entries": [
@@ -2901,7 +2901,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"Need to balance on a razor's edge, force open an iron door, or persuade a dragon to negotiate? Never fear! No matter the situation, you always have just the thing. You attempt a skill action that takes 1 minute or less to complete, using the same number of actions or amount of time as normal. However, as you take the action, describe a device you pull out and use to accomplish the skill. The specifics of how you accomplish this are up to you, but they should fit the challenge at hand.",
@@ -2990,7 +2990,7 @@
"prerequisites": "{@feat Unexpected Sharpshooter Dedication|G&G}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature targets you with an attack, even if you aren't aware of it.",
"entries": [
@@ -3289,7 +3289,7 @@
"prerequisites": "construct companion",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "Your construct companion would become {@condition confused} or {@condition controlled}.",
"entries": [
@@ -3481,7 +3481,7 @@
"prerequisites": "{@feat Spellshot Dedication|G&G}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You can aim your bullets not just in three normal dimensions, but in additional dimensions as well, allowing you to fire a magical shot that phases through everything but your target. Make a crossbow or firearm {@action Strike} against a foe who's {@condition observed} or {@condition hidden} to you (but not {@condition undetected}). The ammunition travels to your target in a straight line, passing through any non-magical barriers or walls in its way, though magical barriers and {@trait force} effects stop the bullet. The shot ignores all cover, the {@condition concealed} condition, the {@condition hidden} condition, and circumstance bonuses to AC from shields. It has a +4 status bonus to hit creatures wearing any type of armor. The {@action Strike}'s damage can't be reduced with a Shield Block reaction using a non-magical shield."
@@ -3771,7 +3771,7 @@
"prerequisites": "sharpshooter automaton",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Throughout the day, your body produces powerful projectiles within your chassis. You fire them all at once in either a 30-foot cone or a 10-foot emanation. Foes in the area take {@damage 6d6} piercing damage. This increases to {@dice 7d6} at 12th level, {@dice 8d6} at 15th level, and {@dice 9d6} at 18th level.",
@@ -4137,7 +4137,7 @@
"unstable"
],
"entries": [
- "They told you there was no way that explosions could heal people, but they were fools... Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains {@dice 1d10} Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of {@condition persistent damage ||persistent bleed damage}, with the DC reduction from appropriate assistance.",
+ "They told you there was no way that explosions could heal people, but they were fools... Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains {@dice 1d10} Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of {@condition persistent damage||persistent bleed damage}, with the DC reduction from appropriate assistance.",
"At 3rd level, and every 2 levels thereafter, increase the healing by {@dice 1d10}."
],
"special": [
@@ -4383,7 +4383,7 @@
"prerequisites": "expert in {@skill Crafting}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"access": "You are from Dongun Hold or Alkenstar.",
"entries": [
@@ -4403,6 +4403,7 @@
]
},
"traits": [
+ "uncommon",
"archetype",
"class",
"dedication"
@@ -4424,7 +4425,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You conjure an ordinary level-0 bolt or bullet out of thin air and then immediately Interact to load it into your weapon. If the bolt or bullet isn't fired before the end of your turn, the effect is wasted."
@@ -4724,7 +4725,7 @@
"prerequisites": "master in {@skill Deception}, {@feat Unexpected Sharpshooter Dedication|G&G}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"requirements": "Either you used {@action Accidental Shot|g&g} and hit your opponent with the {@action Strike} this turn, or you used {@feat Lucky Escape|g&g} since your last turn and the triggering attack missed you.",
"entries": [
@@ -4990,7 +4991,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity.",
@@ -5006,7 +5007,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You make a {@action Strike} with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being {@condition concealed} or {@condition hidden}."
diff --git a/data/feats/feats-loag.json b/data/feats/feats-loag.json
index 10de2f0461..09e00cc0f1 100644
--- a/data/feats/feats-loag.json
+++ b/data/feats/feats-loag.json
@@ -79,7 +79,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature targets you with an attack or other targeted effect, and you can see the attacker.",
"entries": [
@@ -100,7 +100,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You take acid, electricity, or sonic damage.",
"entries": [
@@ -313,7 +313,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"If you and up to four other creatures are in contact with a body of water deep enough for you to fully submerge, you can spend 10 minutes adapting the creatures to that specific body of water. This allows them to breathe normally while within that body of water and protects them from deep ocean pressure. These effects last until the creatures are no longer in contact with that body of water or until you use this ability again, whichever comes first for each creature."
@@ -448,7 +448,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Your turn begins.",
"entries": [
@@ -540,11 +540,11 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature that has blood and is not at its maximum Hit Points hits you with a melee {@action Strike}",
"entries": [
- "You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes {@damage 1d6} {@condition persistent damage ||persistent acid damage} and is {@condition sickened 1} by the pain. On a critical failure, it instead takes {@damage 2d6} {@condition persistent damage ||persistent acid damage} and is {@condition sickened 2}."
+ "You channel salt and brine from your blood into the creature's wounds. The creature must attempt a Fortitude save using your class DC or spell DC, whichever is higher. On a failure, the creature takes {@damage 1d6} {@condition persistent damage||persistent acid damage} and is {@condition sickened 1} by the pain. On a critical failure, it instead takes {@damage 2d6} {@condition persistent damage||persistent acid damage} and is {@condition sickened 2}."
]
}
]
@@ -568,7 +568,7 @@
"prerequisites": "expert in {@skill Performance}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You've spent many an evening learning songs and tales featuring calacas, death's wandering minstrels. You dramatically unleash a stunning blast of sound by smashing an instrument you hold or belting out a discordant note. This has the effects of synaptic pulse, but the effect is auditory rather than mental. The DC is either your class DC or spell DC, whichever is higher."
@@ -615,7 +615,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "An adjacent and willing ally would be reduced to 0 HP but not killed.",
"entries": [
@@ -651,7 +651,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"The life-giving energy that flows in your blood revitalizes you. You recover {@dice 4d6} Hit Points and gain 10 temporary Hit Points for 1 minute.",
@@ -675,7 +675,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A living creature within 60 feet would die.",
"entries": [
@@ -808,7 +808,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You would die as a result of a failed saving throw or recovery check.",
"entries": [
@@ -832,7 +832,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You tap into the Godmind's collective cognitive well, rapidly parsing near-infinite variables to read your surroundings. For 1 minute, you gain precise motion sense out to 60 feet, you can see {@condition invisible} creatures and objects, and you gain the effects of a 9th-level {@spell true seeing}."
@@ -854,7 +854,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your next fire spell leaves embers in its wake. If your next action is to {@action Cast a Spell} with an area and the {@trait fire} trait, for 1 minute, your spell's area becomes {@quickref difficult terrain||3|terrain} as well as hazardous terrain, dealing 1 fire damage for each square a creature moves through."
@@ -870,7 +870,7 @@
"lineage"
],
"entries": [
- "The fire of your elemental ancestor manifests like {@condition dying} embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from {@condition persistent damage ||persistent acid}, bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance)."
+ "The fire of your elemental ancestor manifests like {@condition dying} embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid. The DC for you to recover from {@condition persistent damage||persistent acid}, bleed, and poison damage is 10 instead of 15 (or 5 if you have particularly effective assistance)."
]
},
{
@@ -918,7 +918,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You secrete a cloak of concentrated poison that harms any who dare attack you. For 1 minute, any creature that touches you or damages you with an unarmed attack or melee weapon without the {@trait reach} trait takes {@damage 3d6} poison damage."
@@ -957,7 +957,7 @@
"fleshwarp"
],
"entries": [
- "An acidic ooze coats your limbs. Your unarmed attacks deal an additional {@damage 1d4} {@condition persistent damage ||persistent acid damage} on a critical hit."
+ "An acidic ooze coats your limbs. Your unarmed attacks deal an additional {@damage 1d4} {@condition persistent damage||persistent acid damage} on a critical hit."
]
},
{
@@ -1086,7 +1086,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You've learned to disperse the crystalline motes coating your body as a haze. You become {@condition concealed}, though you can't use this concealment to {@action Hide} or {@action Sneak}, as normal for concealment where your position is still obvious. The motes stay within an inch of your skin, move with you, and last for a number of rounds equal to half your level."
@@ -1173,7 +1173,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are about to gain the {@condition dying} condition as a result of another creature's attack or ability, and that creature is within your melee reach.",
"entries": [
@@ -1404,7 +1404,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You shroud your arms and held weapons in elemental magic. Choose one element.",
@@ -1577,7 +1577,7 @@
"prerequisites": "{@feat Evanescent Wings|LOAG}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You stoke your magic to energize your wings, temporarily transforming them into glowing, majestic forms. For 1 minute, you gain a fly Speed of 30 feet."
@@ -1660,7 +1660,7 @@
],
"frequency": {
"recurs": true,
- "freq": 1,
+ "number": 1,
"unit": "minute",
"interval": 10
},
@@ -1728,7 +1728,7 @@
"prerequisites": "{@feat Adhyabhau|LOAG}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You deal mental damage.",
"entries": [
@@ -1766,7 +1766,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"With heavy wing beats, you whip up a furious gust and direct it at your opponents. This air blast has the effects of gust of wind with a DC equal to your class DC or spell DC, whichever is higher."
@@ -1851,14 +1851,14 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance. Reality buckles and twists under your sudden power\u2014each tiefling has a unique transformation, but it might include sulfurous flames, choruses of shrieks, or twisting, serpentine lightning. Every creature within 10 feet of you is {@condition deafened} and {@condition dazzled} for 1 round unless they succeed at a Fortitude save using your class DC or spell DC, whichever is higher. Your final form has the effects of divine vessel for a deity that shares an alignment with your fiendish lineage. Your final form resembles a creature from your fiendish lineage, and you remain in that form for 1 minute. While in your final form, you can cast {@spell chilling darkness}, fireball, and lightning bolt as 6th-level divine innate spells, once each per use of this feat.",
+ "You embrace your monstrous blood and make it your own, screaming out to the heavens and hells alike in rage, pain, and defiance. Reality buckles and twists under your sudden power\u2014each tiefling has a unique transformation, but it might include sulfurous flames, choruses of shrieks, or twisting, serpentine lightning. Every creature within 10 feet of you is {@condition deafened} and {@condition dazzled} for 1 round unless they succeed at a Fortitude save using your class DC or spell DC, whichever is higher. Your final form has the effects of divine vessel for a deity that shares an alignment with your fiendish lineage. Your final form resembles a creature from your fiendish lineage, and you remain in that form for 1 minute. While in your final form, you can cast {@spell chilling darkness}, {@spell fireball}, and {@spell lightning bolt} as 6th-level divine innate spells, once each per use of this feat.",
"When you emerge from your final form, you become {@condition drained 3}. In addition, if you have this feat, you gain weakness 10 to good even when not in your final form, and you take good damage even if you aren't evil."
],
"special": [
- "At the GM's discretion, the specific elements of this feat can be adjusted to better fit the tiefling's lineage\u2014for example, a GM might decide that a particular beastbrood tiefling could cast a 6th-level {@spell phantasmal killer} instead of fireball."
+ "At the GM's discretion, the specific elements of this feat can be adjusted to better fit the tiefling's lineage\u2014for example, a GM might decide that a particular beastbrood tiefling could cast a 6th-level {@spell phantasmal killer} instead of {@spell fireball}."
]
},
{
@@ -1916,7 +1916,7 @@
"prerequisites": "{@feat Emberkin|LOAG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your peri lineage has opened your mind to fire's raw, purging essence. You can spend 1 minute in focused preparation, then enter a fire your size or larger to instantly teleport to any fire that is your size or larger up to 5 miles away. You take no damage from entering or exiting fires when using this ability. Once you enter the fire, you instantly know the rough locations of other large fires within range and can exit from the original fire, if you prefer. You can't carry extradimensional spaces with you when you teleport; if you attempt to do so, the activity fails."
@@ -1936,7 +1936,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You can fly through the air in short bursts at half your land Speed. If you don't end your movement on solid ground, you fall at the end of your turn."
@@ -2010,7 +2010,7 @@
"prerequisites": "{@feat Shield Block}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You reinforce your shield with a rocky outgrowth of metal and stone. You Raise your Shield. If you use the {@feat Shield Block} reaction before your next turn, add your character level to your shield's Hardness when determining how much damage is blocked."
@@ -2030,7 +2030,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You always have time for a joke or prank. You {@action Create a Diversion}, {@action Conceal an Object}, or {@action Hide}. All creatures who witnessed your Fox Trick then wise up to it, becoming temporarily immune to your Fox Trick for 24 hours."
@@ -2106,7 +2106,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature you are aware of damages you with a melee {@action Strike}.",
"entries": [
@@ -2238,7 +2238,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You are descended from the einherji, the worthy warriors of chaos. You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a {@action Strike}, whichever comes first. For the duration, the first time each round you successfully {@action Strike} a creature of your level or higher, you regain Hit Points equal to half your level."
@@ -2315,7 +2315,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are about to attempt a skill check or saving throw.",
"entries": [
@@ -2338,7 +2338,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "A creature within 60 feet is about to attempt an attack roll or skill check.",
"entries": [
@@ -2372,7 +2372,7 @@
"prerequisites": "{@feat Winglets|LOAG}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You can fly a little! You {@action Fly} up to half your Speed. If you don't end your movement on solid ground, you fall at the end of your turn."
@@ -2414,7 +2414,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "An effect would deal fire damage to you, even if you resist all the damage.",
"entries": [
@@ -2482,7 +2482,7 @@
"prerequisites": "{@feat Storm's Lash|APG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You critically hit a foe with a {@action Strike} with a slashing weapon.",
"entries": [
@@ -2574,7 +2574,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You would critically fail a skill check or suffer an effect with the {@trait misfortune} trait.",
"entries": [
@@ -2648,7 +2648,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You Disable a hazard.",
"requirements": "The hazard isn't {@condition broken}.",
@@ -2670,7 +2670,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"requirements": "You're afflicted by a disease or poison, or are taking {@condition persistent damage}.",
"entries": [
@@ -2756,7 +2756,7 @@
"prerequisites": "{@feat Brine May|APG}, {@feat Snow May|LOAG}, {@feat Veil May|LOAG}, or {@feat Virga May|LOAG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You summon an aura of shimmering heat, flurrying snow, crashing waves, or swirling wind and lightning. For 1 minute, you gain concealment against creatures more than 5 feet away, and any creature that ends its turn within 5 feet of you suffers {@dice 1d12} damage (basic Reflex save using your class DC or spell DC, whichever is higher). At 13th and 17th level, this damage increases by {@damage 1d12}. A veil may changeling deals fire damage, a snow may changeling deals cold damage, a brine may changeling deals bludgeoning damage and the effect gains the {@trait water} trait, and a virga may changeling deals electricity damage."
@@ -2803,7 +2803,7 @@
"lizardfolk"
],
"entries": [
- "Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from iruxi heritages or ancestry feats gain the effects of a ghost touch property rune (Core Rulebook 584)."
+ "Your iruxi unarmed attacks channel the spiritual energy of your ancestors. Any unarmed attacks you acquire from iruxi heritages or ancestry feats gain the effects of a {@item ghost touch} property rune (Core Rulebook 584)."
]
},
{
@@ -2857,7 +2857,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You unfold your wings for travel and can keep them unfolded for 10 minutes. You gain a fly Speed equal to your land Speed while your wings are unfurled. If you have Fledgling Flight, you gain a +10-foot status bonus to your fly Speed with Juvenile Flight. As normal, since your fly Speed is derived from your land Speed, this status bonus isn't cumulative with a status bonus to your land Speed, if you have one."
@@ -2998,7 +2998,7 @@
"lineage"
],
"entries": [
- "Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an {@trait agile}, {@trait finesse}, {@trait unarmed} attack in the {@group brawling} weapon group that deals {@damage 1d4} piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes {@damage 1d6} {@condition persistent damage ||persistent fire damage}; you gain a bonus on this {@condition persistent damage} equal to your item bonus to attack rolls on unarmed attacks."
+ "Your elemental lineage manifests as magma and molten rock, and you can focus the magma into your hand to attack your foes. You gain a magma spike unarmed attack, which requires a free hand to use. This is an {@trait agile}, {@trait finesse}, {@trait unarmed} attack in the {@group brawling} weapon group that deals {@damage 1d4} piercing damage, as well as 1 additional fire damage. Instead of the normal critical specialization effect, the target takes {@damage 1d6} {@condition persistent damage||persistent fire damage}; you gain a bonus on this {@condition persistent damage} equal to your item bonus to attack rolls on unarmed attacks."
]
},
{
@@ -3118,7 +3118,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You cast a non-cantrip occult spell or an innate spell from a changeling ancestry feat.",
"entries": [
@@ -3233,7 +3233,7 @@
"prerequisites": "{@feat Orc Warmask|LOAG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You fail a saving throw against an effect from your warmask's magical tradition.",
"requirements": "You're wearing your warmask.",
@@ -3360,7 +3360,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "An adjacent ally is hit by an attack.",
"entries": [
@@ -3411,7 +3411,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your nanites fly out of your body, swarming around you in a cloud. You become {@condition concealed} for a number of rounds equal to half your level. You can't use this concealment to {@action Hide} or {@action Sneak}, as normal for concealment that makes your position obvious. While Nanite Shroud is active, you can't use other abilities that require the use of your nanites."
@@ -3432,7 +3432,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "You attempt a skill check requiring three actions or fewer.",
"entries": [
@@ -3562,7 +3562,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You have a connection to olethroses, the enigmatic psychopomps who successfully swayed the yamaraj to permit the creation of the first duskwalkers. You place a finger on fate's scales by wrapping silk around your bow. The first time this turn that you hit a creature with a {@action Strike} using a weapon in the bow group you've modified in this way, that creature takes an additional 60 damage (basic Fortitude save using your class DC or spell DC, whichever is higher) as the arrow works to cut short their very destiny. This additional damage is of the same type as the initial attack dealt. If you hit more than one creature at the same time, choose one to suffer the effect of your decree."
@@ -3733,7 +3733,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You would take bludgeoning, piercing, or slashing damage.",
"entries": [
@@ -3793,7 +3793,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You call on your celestial forebears to rid your body of all toxins and impurities. For each disease or poison currently affecting you, attempt a {@skill Religion} check to counteract that disease or poison. As normal, your counteract level is equal to half your level, rounded up."
@@ -3848,7 +3848,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your skin glows with intensity. Creatures within 10 feet who can see you must succeed at a Fortitude save against your class DC or spell DC, whichever is higher.",
@@ -3939,7 +3939,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You call out to your allies and push them to give their all in combat. All allies within 30 feet that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become {@condition quickened} for 1 minute but can only use the extra action to {@action Step}, {@action Stride}, or {@action Strike}."
@@ -4046,7 +4046,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You surround your body with a thin layer of water drawn from the moisture in the air. You can spend one hour resting to rehydrate your gills and skin, which counts as submerging your body in water. At the GM's discretion, incredibly dry areas, such as deserts, might not have enough moisture in the air for your Rehydration to work."
@@ -4067,7 +4067,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You trigger your body's repair programming, causing your body's nanites to heal your wounds. You gain fast healing equal to half your level for 1 minute. While {@action Repair} Module is active, you can't use other abilities that require the use of your nanites."
@@ -4112,7 +4112,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You have the {@condition dying} condition and are about to attempt a recovery check.",
"entries": [
@@ -4209,7 +4209,7 @@
"orc"
],
"entries": [
- "Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end {@condition persistent damage ||persistent bleed damage} is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance."
+ "Glorious, storied scars cover and protect much of your body. Your DC on flat checks to end {@condition persistent damage||persistent bleed damage} is reduced from 15 to 10, or from 10 to 5 after receiving especially appropriate assistance."
]
},
{
@@ -4254,7 +4254,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You make a weapon unbearable to hold. Attempt an {@skill Athletics} check to {@action Disarm} a target creature. You don't need to have a hand free to make this {@action Disarm} attempt. If the {@action Disarm} attempt succeeds, the target takes {@damage 4d6} fire damage unless it drops the weapon, and on a critical success, it takes {@damage 4d6} fire damage and drops the weapon. If you're legendary in {@skill Athletics}, this increases to {@damage 8d6} fire damage."
@@ -4345,7 +4345,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You draw on your connection with the Shadow Plane to see through all but the deepest darkness. You gain {@ability darkvision||greater darkvision} for 1 minute."
@@ -4422,7 +4422,7 @@
"prerequisites": "tailless alternate form",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You wear many faces, even those that don't belong to you. When you Change Shape into your tailless form, you gain the effects of 3rd-level {@spell illusory disguise} for 1 hour or until you shift back, except it's a {@trait transmutation} effect rather than an illusion."
@@ -4809,7 +4809,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You unleash a cloud of pollen or similar spores. All creatures in a 10-foot emanation around you must attempt a Fortitude save using your class DC or spell DC (whichever is higher) with the following results. Plants and fungi are immune to this effect.",
@@ -4907,7 +4907,7 @@
"undine"
],
"entries": [
- "You transform your fire spells into steam, making them more effective underwater. If your next action is to {@action Cast a Spell} with the {@trait fire} trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause {@condition persistent damage ||persistent fire damage}, nor do they add other effects that would apply to fire but not steam (at the GM's discretion)."
+ "You transform your fire spells into steam, making them more effective underwater. If your next action is to {@action Cast a Spell} with the {@trait fire} trait, you can cast it underwater. When you do so, it takes the form of scalding steam. Underwater creatures do not gain the normal fire resistance for being underwater against this spell, but they don't light things on fire or cause {@condition persistent damage||persistent fire damage}, nor do they add other effects that would apply to fire but not steam (at the GM's discretion)."
]
},
{
@@ -5038,7 +5038,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "You, or a strix ally you can see, are damaged by an enemy's critical hit.",
"entries": [
@@ -5200,7 +5200,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You cast one of the spells contained in your tengu feather fan. {@action Activate an Item||Activating} the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day."
@@ -5235,7 +5235,7 @@
],
"prerequisites": "{@feat Seedpod|LOCG} (Character Guide 54)",
"entries": [
- "When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod {@action Strike}, vines twist and stab your foe, dealing {@damage 1d4} {@condition persistent damage ||persistent piercing damage}."
+ "When your seedpods strike a felling blow, they burst into viciously thorny vines. When you critically succeed at a seedpod {@action Strike}, vines twist and stab your foe, dealing {@damage 1d4} {@condition persistent damage||persistent piercing damage}."
]
},
{
@@ -5281,7 +5281,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You conjure the force of the tides to gain a +4 circumstance bonus to AC until the end of your next turn. Any allies adjacent to you during the duration gain a +2 circumstance bonus to AC as long as they remain adjacent to you. You can Sustain the effect to a maximum duration of 5 rounds. When a creature receiving a circumstance bonus to AC from Tidal Shield would take damage from an attack, as a reaction, you can reduce the damage to that creature by 40; after you do so, Tidal Shield ends."
@@ -5355,7 +5355,7 @@
],
"frequency": {
"recurs": true,
- "freq": 1,
+ "number": 1,
"unit": "minute",
"interval": 10
},
@@ -5693,7 +5693,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "An ally within 30 feet takes damage that would otherwise reduce them to 0 Hit Points and give them the {@condition dying} condition.",
"entries": [
@@ -5783,7 +5783,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You can strain to call forth feathered or cloudy wings from your back. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings."
@@ -5832,10 +5832,10 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "You have been granted a sliver of the power of the yamaraj, the magistrates of the dead who agreed to allow duskwalkers to exist at all. You exhale a blast of icy wind and ravenous insects. This is a 30-foot cone that deals {@damage 14d6} slashing damage and {@damage 4d6} {@condition persistent damage ||persistent slashing damage} (basic Reflex save using your class DC or spell DC, whichever is higher). On a critical failure, targets also become {@condition sickened 2}."
+ "You have been granted a sliver of the power of the yamaraj, the magistrates of the dead who agreed to allow duskwalkers to exist at all. You exhale a blast of icy wind and ravenous insects. This is a 30-foot cone that deals {@damage 14d6} slashing damage and {@damage 4d6} {@condition persistent damage||persistent slashing damage} (basic Reflex save using your class DC or spell DC, whichever is higher). On a critical failure, targets also become {@condition sickened 2}."
]
}
]
diff --git a/data/feats/feats-locg.json b/data/feats/feats-locg.json
index 66df970518..b79b0b1f4b 100644
--- a/data/feats/feats-locg.json
+++ b/data/feats/feats-locg.json
@@ -21,7 +21,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "You critically succeed at a saving throw against a foe's spell, and that spell is of a level you can normally cast.",
"entries": [
@@ -203,7 +203,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "An ally within 30 feet gains the {@condition dying} condition.",
"access": "mountain dwarf ethnicity",
@@ -416,7 +416,7 @@
"prerequisites": "{@feat Magaambyan Attendant Dedication|LOCG}, Cascade Bearers affiliation",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"requirements": "You haven't yet acted on your turn.",
"entries": [
@@ -647,7 +647,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "You take damage that would reduce you to 0 Hit Points.",
"entries": [
@@ -789,7 +789,7 @@
"prerequisites": "{@feat Gnome Obsession}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your desire for stimulation has led you from one pursuit to another and granted you a smattering of expertise with myriad crafts and professions. You reflect on snippets you've learned to temporarily become trained in one {@skill Lore} skill of your choice. This proficiency lasts for 10 minutes or until you critically fail a check with that skill. Since this training is temporary, you can't use it as a prerequisite for a permanent character option like a feat or a skill increase."
@@ -1665,7 +1665,7 @@
"level": 6,
"featType": {
"archetype": [
- "Hellknight Armiger"
+ "Hellknight Signifer"
]
},
"traits": [
@@ -1780,7 +1780,7 @@
],
"prerequisites": "{@feat Fang Sharpener|LOCG}",
"entries": [
- "You'll eat anything and anyone. Whenever you inflict {@condition persistent damage ||persistent bleed damage} with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute."
+ "You'll eat anything and anyone. Whenever you inflict {@condition persistent damage||persistent bleed damage} with your jaws unarmed attack, you gain temporary Hit Points equal to half your level for 1 minute."
]
},
{
@@ -1858,7 +1858,7 @@
"prerequisites": "{@feat Illusion Sense}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "Your turn begins.",
"entries": [
@@ -2073,7 +2073,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You roll a critical failure on a saving throw against an {@trait emotion} effect.",
"access": "Vudrani ethnicity",
@@ -2156,7 +2156,7 @@
],
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You cast an innate spell from a gnome heritage or ancestry feat.",
"entries": [
@@ -2739,7 +2739,7 @@
"human"
],
"frequency": {
- "freq": 3,
+ "number": 3,
"unit": "day"
},
"requirements": "You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can't use this action that day.",
@@ -2761,7 +2761,7 @@
],
"prerequisites": "{@feat Torch Goblin|LOCG}",
"entries": [
- "Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking {@condition persistent damage ||persistent fire damage}, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals {@damage 1d6} fire damage."
+ "Your bodily fluids burn with surprising volatility, as if you ran on oil instead of blood. As long as you are taking {@condition persistent damage||persistent fire damage}, you gain a boiling spit ranged unarmed attack with a range of 30 feet that deals {@damage 1d6} fire damage."
]
},
{
@@ -3423,7 +3423,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You succeed at a skill check to {@action Recall Knowledge} to identify a creature.",
"entries": [
@@ -3459,7 +3459,7 @@
"prerequisites": "{@ancestry goblin|crb|charhide goblin |charhide goblin} heritage",
"entries": [
"You've spent enough time on fire that you know how to use it to your advantage.",
- "You can light yourself thoroughly on fire with a held torch, a bottle of alchemist's fire, or a similar incendiary, dealing yourself {@damage 1d6} {@condition persistent damage ||persistent fire damage}. As long as you are suffering {@condition persistent damage ||persistent fire damage}, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes {@damage 1d6} fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the {@condition persistent damage ||persistent fire damage} each round, as normal."
+ "You can light yourself thoroughly on fire with a held torch, a bottle of alchemist's fire, or a similar incendiary, dealing yourself {@damage 1d6} {@condition persistent damage||persistent fire damage}. As long as you are suffering {@condition persistent damage||persistent fire damage}, all your melee attacks against adjacent creatures deal an additional 1 fire damage per weapon damage die. Any creature that successfully Grapples, Shoves, or Trips you takes {@damage 1d6} fire damage; if it uses a weapon for that action, the weapon takes the damage instead. You must still attempt the flat check to remove the {@condition persistent damage||persistent fire damage} each round, as normal."
],
"leadsTo": [
"Scalding Spit|LOCG"
@@ -3671,7 +3671,7 @@
],
"prerequisites": "chameleon gnome heritage",
"frequency": {
- "freq": 1,
+ "number": 1,
"recurs": true,
"interval": 10,
"unit": "minute"
diff --git a/data/feats/feats-logm.json b/data/feats/feats-logm.json
index 4ea2608c2b..ff5da6e7e5 100644
--- a/data/feats/feats-logm.json
+++ b/data/feats/feats-logm.json
@@ -202,7 +202,7 @@
"prerequisites": "{@feat Diehard}, you have died at least once",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your past has left you numb to death's call. The first time each day that you regain Hit Points while you are {@condition dying}, you regain additional Hit Points equal to your level, and you neither gain the {@condition wounded} condition nor increase the value of this condition."
@@ -230,7 +230,7 @@
"prerequisites": "master in {@skill Religion}, you follow a deity",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You call upon your deity to grant you their protective blessing. Attempt a DC 30 {@skill Religion} check. If you have legendary proficiency in {@skill Religion}, you can instead attempt a DC 40 {@skill Religion} check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success).",
diff --git a/data/feats/feats-loil.json b/data/feats/feats-loil.json
index 74cd4123d3..0a7372592a 100644
--- a/data/feats/feats-loil.json
+++ b/data/feats/feats-loil.json
@@ -139,7 +139,7 @@
"undine"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -168,7 +168,7 @@
"undine"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "A creature hits you with a melee {@action Strike}.",
@@ -227,7 +227,7 @@
],
"prerequisites": "{@feat Beastbrood|LOAG}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"requirements": "You're {@condition hidden} to at least one enemy.",
@@ -256,7 +256,7 @@
],
"prerequisites": "{@feat Faultspawn|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -326,7 +326,7 @@
],
"prerequisites": "{@feat Faultspawn|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -488,7 +488,7 @@
"ghoran"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -538,7 +538,7 @@
],
"prerequisites": "Endless Memories",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -572,7 +572,7 @@
"poison"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -619,7 +619,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"trigger": "You attempt a skill check requiring 3 actions or fewer.",
@@ -799,7 +799,7 @@
],
"prerequisites": "focus pool, at least one innate spell from a kashrishi heritage or ancestry feat that shares a tradition with at least one of your focus spells",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -833,7 +833,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "Your turn begins, and you're {@condition grabbed} or {@condition restrained}.",
@@ -867,7 +867,7 @@
"kashrishi"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You have the {@condition dying} condition and are about to attempt a recovery check.",
@@ -920,7 +920,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1005,7 +1005,7 @@
"visual"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -1052,12 +1052,12 @@
"nagaji"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
"You claw open the top layer of your scales and peel off the premature shed in order to remove harmful substances from your skin.",
- "You immediately end all {@condition persistent damage} from effects that coat your skin (such as fire and most {@condition persistent damage ||persistent acid damage}). If you're suffering from an effect other than {@condition persistent damage} that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect."
+ "You immediately end all {@condition persistent damage} from effects that coat your skin (such as fire and most {@condition persistent damage||persistent acid damage}). If you're suffering from an effect other than {@condition persistent damage} that depends on continuous contact with your skin, and if that effect allows a saving throw, immediately attempt a new saving throw against that effect."
]
},
{
@@ -1069,7 +1069,7 @@
"nagaji"
],
"entries": [
- "You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals {@damage 1d4} poison damage. On a critical hit, the target takes {@condition persistent damage ||persistent poison damage} equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect."
+ "You've learned the art of lobbing toxic spittle at vulnerable spots on your foes, especially the eyes. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals {@damage 1d4} poison damage. On a critical hit, the target takes {@condition persistent damage||persistent poison damage} equal to the number of weapon damage dice. Your spit doesn't have a weapon group, nor a critical specialization effect."
],
"special": [
"If you have the hooded nagaji heritage, in addition to your venomous spit's normal critical hit effect, the target is also {@condition dazzled} until the start of your next turn."
@@ -1089,7 +1089,7 @@
],
"prerequisites": "you possess a {@action Strike} from a nagaji heritage or ancestry feat that deals poison damage",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -1123,7 +1123,7 @@
"nagaji"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -1203,7 +1203,7 @@
"occult"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -1353,7 +1353,7 @@
"vanara"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "An adjacent creature you can see fails an attack roll against you.",
@@ -1446,7 +1446,7 @@
"vanara"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"trigger": "An adjacent {@condition observed} creature succeeds at an attack roll against you.",
@@ -1721,7 +1721,7 @@
"visual"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"requirements": "trained in {@skill Performance}",
@@ -1760,8 +1760,8 @@
{
"type": "affliction",
"name": "Moderate Vishkanyan Venom",
- "freq": {
- "freq": 10,
+ "number": {
+ "number": 10,
"unit": "minute"
},
"note": "Level 9",
@@ -1817,7 +1817,7 @@
"vishkanya"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -1946,7 +1946,7 @@
],
"prerequisites": "trained in {@skill Medicine}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2175,8 +2175,8 @@
{
"type": "affliction",
"name": "Greater Vishkanyan Venom",
- "freq": {
- "freq": 1,
+ "number": {
+ "number": 1,
"unit": "minute"
},
"note": "Level 17",
@@ -2248,7 +2248,7 @@
],
"prerequisites": "way of the triggerbrand",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"requirements": "You're wielding a combination weapon.",
@@ -2261,20 +2261,36 @@
"name": "Shieldmarshal Dedication",
"source": "LOIL",
"page": 109,
+ "featType": {
+ "archetype": [
+ "Shieldmarshal"
+ ]
+ },
"level": 2,
"traits": [
+ "uncommon",
"archetype",
"dedication"
],
"entries": [
"Your elite shieldmarshal training makes you equally at home in the squalor of Smokeside and the splendor of Skyside. You're intimately familiar with the city's labyrinthine streets and statutes. You become trained in {@skill Society}; if you were already trained, you become an expert in {@skill Society} instead.",
"In urban environments, you can attempt {@skill Society} checks to {@action Sense Direction}. You also gain the Courtly Graces and {@feat Streetwise} skill feats."
+ ],
+ "leadsTo": [
+ "Consolidated Overlay Panopticon|LOIL",
+ "Equitable Defense|LOIL",
+ "Counterclockwork Focus|LOIL"
]
},
{
"name": "Consolidated Overlay Panopticon",
"source": "LOIL",
"page": 109,
+ "featType": {
+ "archetype": [
+ "Shieldmarshal"
+ ]
+ },
"activity": {
"number": 1,
"unit": "action"
@@ -2283,9 +2299,9 @@
"traits": [
"archetype"
],
- "prerequisites": "Shieldmarshal Dedication",
+ "prerequisites": "{@feat Shieldmarshal Dedication|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
@@ -2296,6 +2312,11 @@
"name": "Equitable Defense",
"source": "LOIL",
"page": 109,
+ "featType": {
+ "archetype": [
+ "Shieldmarshal"
+ ]
+ },
"activity": {
"number": 1,
"unit": "reaction"
@@ -2304,9 +2325,9 @@
"traits": [
"archetype"
],
- "prerequisites": "Shieldmarshal Dedication",
+ "prerequisites": "{@feat Shieldmarshal Dedication|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
@@ -2319,6 +2340,11 @@
"name": "Counterclockwork Focus",
"source": "LOIL",
"page": 109,
+ "featType": {
+ "archetype": [
+ "Shieldmarshal"
+ ]
+ },
"activity": {
"number": 1,
"unit": "action"
@@ -2327,9 +2353,9 @@
"traits": [
"archetype"
],
- "prerequisites": "Shieldmarshal Dedication",
+ "prerequisites": "{@feat Shieldmarshal Dedication|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"entries": [
@@ -2462,7 +2488,7 @@
],
"prerequisites": "{@feat Fey Influence|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2526,7 +2552,7 @@
],
"prerequisites": "{@feat Fey Influence|LOIL}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -2682,7 +2708,7 @@
"ranger"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
diff --git a/data/feats/feats-lokl.json b/data/feats/feats-lokl.json
index 154ac2c93b..5cb4fe853d 100644
--- a/data/feats/feats-lokl.json
+++ b/data/feats/feats-lokl.json
@@ -232,7 +232,7 @@
},
"prerequisites": "{@feat Knight Vigilant Dedication|LOCG}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"trigger": "A foe's {@action Strike} reduces you to 0 Hit Points.",
@@ -442,7 +442,7 @@
},
"prerequisites": "{@feat Knight Reclaimant Dedication|LOCG}, Invoke the Crimson Oath (Character Guide 95)",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"entries": [
@@ -497,7 +497,7 @@
},
"prerequisites": "{@feat Lastwall Sentry Dedication|LOWG}, you worship a good-aligned deity",
"entries": [
- "Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any {@item shield boss}, or {@item shield spikes} gain the effects of a ghost touch property rune. Additionally, damage you take as a result of an incorporeal creature's {@action Strike} can trigger your Shield Block reaction, even if the damage isn't physical damage."
+ "Your uttered prayers become an aegis, drawing the blessing of your deity across the surface of your shield. Until the beginning of your next turn your shield, any {@item shield boss}, or {@item shield spikes} gain the effects of a {@item ghost touch} property rune. Additionally, damage you take as a result of an incorporeal creature's {@action Strike} can trigger your Shield Block reaction, even if the damage isn't physical damage."
]
},
{
@@ -734,7 +734,7 @@
},
"prerequisites": "{@feat Lastwall Sentry Dedication|LOWG}, master in {@skill Religion}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "A creature you can see uses a spell or ability that has the {@trait evil} or {@trait negative} traits.",
@@ -1085,14 +1085,14 @@
"alchemist"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "round"
},
"trigger": "You use {@action Quick Alchemy} to craft an {@item alchemist's fire (generic)||alchemist's fire} or {@item ghost charge (generic)|apg|ghost charge}, and that bomb's level is at least 2 levels lower than your advanced alchemy level.",
"entries": [
"You developed a method to chemically purify and consecrate your bombs on the fly.",
"You include this additive mixture when crafting your {@item alchemist's fire (generic)||alchemist's fire} or {@item ghost charge (generic)|apg|ghost charge}.",
- "The created bomb deals {@damage 1d4} {@condition persistent damage ||persistent positive damage} in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with {@ability negative healing|b2}."
+ "The created bomb deals {@damage 1d4} {@condition persistent damage||persistent positive damage} in addition to whatever damage it would normally cause. As usual for positive damage, this damage harms only undead and creatures with {@ability negative healing|b2}."
]
},
{
@@ -1115,7 +1115,7 @@
],
"prerequisites": "{@class barbarian|crb|spirit instinct|spirit}",
"entries": [
- "Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the ghost touch property rune, and you can make Strength-based skill checks against incorporeal creatures."
+ "Spirits around you coalesce upon your fists, enabling you to seize and harm other ghosts and spirits. Until the beginning of your next turn, your fists gain the effects of the {@item ghost touch} property rune, and you can make Strength-based skill checks against incorporeal creatures."
]
},
{
@@ -1177,7 +1177,7 @@
],
"prerequisites": "divine spells, you follow a good-aligned deity",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "turn"
},
"requirements": "Your most recent action was to cast a non-cantrip divine spell.",
diff --git a/data/feats/feats-lol.json b/data/feats/feats-lol.json
index e123ed2a97..3cef3e484f 100644
--- a/data/feats/feats-lol.json
+++ b/data/feats/feats-lol.json
@@ -38,12 +38,12 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You use {@action Quick Alchemy} to craft an alchemist's fire, and that bomb's level is at least 2 levels lower than your advanced alchemy level.",
"entries": [
- "Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals {@damage 1d4} {@condition persistent damage ||persistent fire damage} in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals {@damage 1d4+2} {@condition persistent damage ||persistent fire damage})",
- "A creature taking {@condition persistent damage ||persistent fire damage} from the alchemist's fire requires two successful flat checks to end the {@condition persistent damage}, or one check if the creature had an assisted recovery that reduces the flat check to DC 10. The enhanced alchemist's fire burns even underwater, and any attempts to end the {@condition persistent damage} by using water have no effect."
+ "Artokus developed a mixture of volatile materials that burns hotter and longer than typical alchemist's fire. You include this additive mixture when crafting your alchemist's fire. The alchemist's fire deals {@damage 1d4} {@condition persistent damage||persistent fire damage} in addition to what the alchemist fire would normally cause (for instance, a moderate alchemist's fire deals {@damage 1d4+2} {@condition persistent damage||persistent fire damage})",
+ "A creature taking {@condition persistent damage||persistent fire damage} from the alchemist's fire requires two successful flat checks to end the {@condition persistent damage}, or one check if the creature had an assisted recovery that reduces the flat check to DC 10. The enhanced alchemist's fire burns even underwater, and any attempts to end the {@condition persistent damage} by using water have no effect."
]
},
{
@@ -128,7 +128,7 @@
"prerequisites": "{@feat Crimson Shroud|LOWG}",
"frequency": {
"customUnit": "Crimson Shroud",
- "freq": 1
+ "number": 1
},
"trigger": "You are targeted with a {@action Strike} by someone you can detect while your Crimson",
"entries": [
@@ -232,7 +232,7 @@
"requirements": "You are wielding a sawtooth saber in each hand.",
"entries": [
"You've mastered the signature assassination style of the Red Mantis. Attempt to {@action Feint} an enemy within 30 feet. If your {@action Feint} is successful, when you use Prayer Attack on subsequent turns you automatically make the target {@condition flat-footed} against your melee attacks for that turn without rolling a check to {@action Feint}, so as long as you remain visible to the target and the target remains within 30 feet of you. If you use your Prayer Attack against a different target, you must attempt to {@action Feint} the target normally.",
- "When you use Prayer Attack, your next successful {@action Strike} with a sawtooth saber that turn deals {@damage 2d6} {@condition persistent damage ||persistent bleed damage} to the target."
+ "When you use Prayer Attack, your next successful {@action Strike} with a sawtooth saber that turn deals {@damage 2d6} {@condition persistent damage||persistent bleed damage} to the target."
]
},
{
diff --git a/data/feats/feats-lome.json b/data/feats/feats-lome.json
index f3cc83c7ad..75ea310391 100644
--- a/data/feats/feats-lome.json
+++ b/data/feats/feats-lome.json
@@ -392,7 +392,7 @@
"prerequisites": "tusks unarmed attack",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "You successfully {@action Strike} a living creature that has the {@trait fiend} trait with your tusks unarmed attack.",
"access": "Matanji ethnicity",
@@ -460,7 +460,7 @@
"grippli"
],
"entries": [
- "With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a {@action Strike} with a weapon or unarmed attack and deal slashing or piercing damage with that {@action Strike}, you deal an additional {@damage 1d4} {@condition persistent damage ||persistent poison damage} to your target."
+ "With a combination of your poison glands and herbal concoctions, you can consistently deliver venomous attacks when you hit an enemy's weak points. When you critically hit using a {@action Strike} with a weapon or unarmed attack and deal slashing or piercing damage with that {@action Strike}, you deal an additional {@damage 1d4} {@condition persistent damage||persistent poison damage} to your target."
]
},
{
@@ -477,7 +477,7 @@
],
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"You constantly remember details about the world. You attempt a check to {@action Recall Knowledge}. If you succeed, you gain additional information or context. If you critically succeed, at the GM's discretion you might gain even more additional information or context than normal.",
@@ -684,7 +684,7 @@
"prerequisites": "trained in {@skill Nature}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A creature with the animal, beast, elemental, fey, {@trait fungus}, or {@trait plant} trait attacks you, and you can see the attacker.",
"entries": [
@@ -860,7 +860,7 @@
],
"prerequisites": "{@feat Spine Stabber|LOME}",
"entries": [
- "Your quills can dig particularly deep into the flesh of your opponents. Your quills unarmed attack deals {@damage 1d4} {@condition persistent damage ||persistent bleed damage} on a critical hit."
+ "Your quills can dig particularly deep into the flesh of your opponents. Your quills unarmed attack deals {@damage 1d4} {@condition persistent damage||persistent bleed damage} on a critical hit."
]
},
{
@@ -891,10 +891,10 @@
"prerequisites": "quillcoat shisk or quill unarmed attack",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
- "You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing {@damage 5d8} piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 {@condition persistent damage ||persistent bleed damage}. At 11th level and every even level thereafter, the piercing damage increases by {@damage 1d8} and the {@condition persistent damage ||persistent bleed damage} increases by 1."
+ "You can launch a mass of quills at opponents. You spray quills in a 30-foot cone, dealing {@damage 5d8} piercing damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. On a critical failure, a creature also takes 5 {@condition persistent damage||persistent bleed damage}. At 11th level and every even level thereafter, the piercing damage increases by {@damage 1d8} and the {@condition persistent damage||persistent bleed damage} increases by 1."
]
},
{
@@ -1129,7 +1129,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"When you focus your eyes carefully, your gaze can pierce through all obfuscations, even magical ones. When you use True Gaze, you gain the effects of a 6th-level {@spell true seeing} spell, using your {@skill Perception} modifier for the counteract check."
@@ -1206,7 +1206,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"entries": [
"Your natural ability to create silken webs blends with your magical powers, allowing you to create impossibly large webs with great frequency. This has the effects of a 2nd-level {@spell web} spell using your class DC or spell DC, whichever is higher."
diff --git a/data/feats/feats-lomm.json b/data/feats/feats-lomm.json
index 4c8d12e28b..fe0f2660d9 100644
--- a/data/feats/feats-lomm.json
+++ b/data/feats/feats-lomm.json
@@ -26,7 +26,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You take 40 or more physical damage from a single attack",
"entries": [
@@ -64,7 +64,7 @@
},
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"level": 14,
"featType": {
diff --git a/data/feats/feats-lopsg.json b/data/feats/feats-lopsg.json
index 6a871cb453..5512e814a3 100644
--- a/data/feats/feats-lopsg.json
+++ b/data/feats/feats-lopsg.json
@@ -95,7 +95,7 @@
"prerequisites": "{@feat Rain of Embers Stance|LOPSG}",
"requirements": "You are in Rain of Embers Stance.",
"entries": [
- "You rush forward and latch onto your enemy with talons of hungering fire. {@action Stride} once. If you end your movement within reach of at least one enemy, you can make a fire talon {@action Strike} against that enemy that deals an additional {@damage 1d4} {@condition persistent damage ||persistent fire damage}. If it hits and deals damage, you can attempt an {@skill Athletics} check to {@action Grapple} the creature you hit."
+ "You rush forward and latch onto your enemy with talons of hungering fire. {@action Stride} once. If you end your movement within reach of at least one enemy, you can make a fire talon {@action Strike} against that enemy that deals an additional {@damage 1d4} {@condition persistent damage||persistent fire damage}. If it hits and deals damage, you can attempt an {@skill Athletics} check to {@action Grapple} the creature you hit."
],
"leadsTo": [
"Explosive Death Drop|LOPSG"
@@ -140,7 +140,7 @@
"prerequisites": "{@feat Spellmaster Dedication|LOCG}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"entries": [
"Choose one spell with a sustained duration that one of your allies has in effect. You must be within 30 feet of the chosen ally. The ally can {@action Sustain a Spell||Sustain the Spell} once as a free action, triggered at the start of their next turn."
@@ -233,7 +233,7 @@
"requirements": "You have successfully identified the target with {@action Recall Knowledge} during this combat.",
"entries": [
"Identifying a creature is the first step in finding its weaknesses.",
- "Attempt a {@action Strike} against the target; if successful, you deal an additional {@damage 1d6} precision damage. If you have succeeded on a {@action Recall Knowledge} check against the target during this combat and their creature type was previously recorded using {@feat Thorough Reports|LOWG}, you also deal 1 point of {@condition persistent damage ||persistent bleed damage}. The creature is then temporarily immune to Discerning Strike for 1 day."
+ "Attempt a {@action Strike} against the target; if successful, you deal an additional {@damage 1d6} precision damage. If you have succeeded on a {@action Recall Knowledge} check against the target during this combat and their creature type was previously recorded using {@feat Thorough Reports|LOWG}, you also deal 1 point of {@condition persistent damage||persistent bleed damage}. The creature is then temporarily immune to Discerning Strike for 1 day."
]
},
{
@@ -257,7 +257,7 @@
"prerequisites": "{@feat Pathfinder Agent Dedication|LOWG}, master in a skill used to {@action Recall Knowledge}",
"frequency": {
"unit": "round",
- "freq": 1
+ "number": 1
},
"trigger": "You successfully {@action Recall Knowledge} about a creature you can see, using a skill in which you are a master.",
"entries": [
@@ -353,8 +353,8 @@
{
"type": "successDegree",
"entries": {
- "Critical Success": "The target takes {@damage 12d6} fire damage and falls {@condition prone} in an unoccupied adjacent square of your choice. The target is no longer {@condition grabbed}. The target and any creature adjacent to it also each take {@damage 1d6} {@condition persistent damage ||persistent fire damage}.",
- "Success": "As critical success, but the target takes {@damage 6d6} fire damage instead of {@dice 12d6}, and creatures don't take {@condition persistent damage ||persistent fire damage}.",
+ "Critical Success": "The target takes {@damage 12d6} fire damage and falls {@condition prone} in an unoccupied adjacent square of your choice. The target is no longer {@condition grabbed}. The target and any creature adjacent to it also each take {@damage 1d6} {@condition persistent damage||persistent fire damage}.",
+ "Success": "As critical success, but the target takes {@damage 6d6} fire damage instead of {@dice 12d6}, and creatures don't take {@condition persistent damage||persistent fire damage}.",
"Failure": "The target is no longer {@condition grabbed}.",
"Critical Failure": "As failure, but you fall {@condition prone}."
}
@@ -931,7 +931,7 @@
"prerequisites": "{@feat Pathfinder Agent Dedication|LOWG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"During your training to become a Pathfinder Agent you were schooled on a wide variety of creatures you might encounter, and you can think back to that training to gain crucial insight in times of need. Attempt a check to {@action Recall Knowledge} about a creature you can see, adding your level as a proficiency bonus if you are untrained (rather than 0)",
@@ -1034,7 +1034,7 @@
"prerequisites": "{@feat Spellmaster's Resilience|LOCG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You critically fail at a saving throw against a foe's spell, and that spell was cast or created with the tradition of magic you selected with the Spellmaster's Resilience feat.",
"entries": [
@@ -1131,7 +1131,7 @@
"prerequisites": "{@feat Pathfinder Agent Dedication|LOWG}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"Your time as a Pathfinder has taught you how to improvise, and you've learned to make use of the resources you find in the field. You Invest a magic item and remove a previously invested item. The previous item no longer counts against your limit of 10 invested items."
diff --git a/data/feats/feats-lotgb.json b/data/feats/feats-lotgb.json
index c2fc8494dc..2569085425 100644
--- a/data/feats/feats-lotgb.json
+++ b/data/feats/feats-lotgb.json
@@ -549,7 +549,7 @@
],
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"trigger": "A creature you can see damages you with a melee {@action Strike}.",
"entries": [
@@ -623,8 +623,8 @@
],
"prerequisites": "{@feat Spell Trickster Dedication|LOTGB}, ability to cast {@spell fireball}",
"entries": [
- "When you cast {@spell fireball}, you can modify its effects, decreasing the base damage to {@dice 5d6} and causing it to deal 2 {@condition persistent damage ||persistent fire damage} to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.",
- "{@b Heightened (+1)} The damage is increased by {@dice 1d6} and the {@condition persistent damage ||persistent fire damage} is increased by 2."
+ "When you cast {@spell fireball}, you can modify its effects, decreasing the base damage to {@dice 5d6} and causing it to deal 2 {@condition persistent damage||persistent fire damage} to creatures that fail their save, doubled as normal on a critical failure. If you do, replace its heightened entry with the following.",
+ "{@b Heightened (+1)} The damage is increased by {@dice 1d6} and the {@condition persistent damage||persistent fire damage} is increased by 2."
]
},
{
@@ -648,7 +648,7 @@
"prerequisites": "{@feat Captivator Dedication|LOTGB}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"If your illusions or enchantments fail to ensnare the minds of others, you can cast them again. If your next action is to cast an innate enchantment or illusion spell and it fails to affect any targets, you do not lose the spell. You must use the same number of actions to recast the same spell on your following turn; if you can't, or choose not to, you waste that number of actions with no effect. After this second casting, you lose the spell whether it affected any targets or not.",
@@ -742,7 +742,7 @@
"prerequisites": "{@feat Captivator Dedication|LOTGB}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You are the target of a spell or attack.",
"entries": [
@@ -759,7 +759,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"trigger": "You have the {@condition dying} condition and are about to attempt a recovery check.",
"entries": [
diff --git a/data/feats/feats-lowg.json b/data/feats/feats-lowg.json
index 7269892960..02e8a3bcc1 100644
--- a/data/feats/feats-lowg.json
+++ b/data/feats/feats-lowg.json
@@ -381,7 +381,7 @@
"prerequisites": "expert in {@skill Arcana}, {@feat Arcane Sense}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"access": "You are a member of the Arclords of Nex.",
"entries": [
@@ -1152,7 +1152,7 @@
],
"prerequisites": "{@feat Ka Stone Ritual|LOWG}",
"entries": [
- "You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop {@condition persistent damage ||persistent bleed damage} you have from 15 to 10, and you can use a single action that has the {@trait concentrate} trait to gain an early flat check without physically binding the wounds.",
+ "You can selectively stop your bleeding with ease. Reduce the DC of flat checks to stop {@condition persistent damage||persistent bleed damage} you have from 15 to 10, and you can use a single action that has the {@trait concentrate} trait to gain an early flat check without physically binding the wounds.",
"You recover naturally from the {@condition drained} condition twice as quickly as normal."
]
},
diff --git a/data/feats/feats-ltiba.json b/data/feats/feats-ltiba.json
deleted file mode 100644
index a38681f5e1..0000000000
--- a/data/feats/feats-ltiba.json
+++ /dev/null
@@ -1,51 +0,0 @@
-{
- "feat": [
- {
- "name": "Cringe",
- "source": "LTiBA",
- "page": 10,
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
- "level": 1,
- "traits": [
- "kobold",
- "mental"
- ],
- "trigger": "A creature you are aware of critically succeeds at a {@action Strike} against you and would deal damage to you.",
- "entries": [
- "With pitiful posturing, you cause your foe to pull its blow on a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering {@action Strike} equal to your level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours."
- ]
- },
- {
- "name": "Kobold Lore",
- "source": "LTiBA",
- "page": 10,
- "level": 1,
- "traits": [
- "kobold"
- ],
- "entries": [
- "You attentively learned the key kobold survival strategies and mythology from your elders. You gain the trained proficiency rank in {@skill Stealth} and {@skill Thievery}. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in {@skill Lore||Kobold Lore}."
- ]
- },
- {
- "name": "Scamper",
- "source": "LTiBA",
- "page": 10,
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "level": 1,
- "traits": [
- "kobold"
- ],
- "requirements": "You are adjacent to at least one enemy.",
- "entries": [
- "You instinctively know how to flee danger. You {@action Stride} up to your Speed, with a +5-foot status bonus to your Speed, and you gain a +2 circumstance bonus to AC against reactions triggered by this movement. You must end this movement in a space that's not adjacent to any enemy."
- ]
- }
- ]
-}
diff --git a/data/feats/feats-ngd.json b/data/feats/feats-ngd.json
index 896a5fa690..ba86586666 100644
--- a/data/feats/feats-ngd.json
+++ b/data/feats/feats-ngd.json
@@ -159,7 +159,7 @@
],
"prerequisites": "{@feat Vigilante Dedication|APG}, member of the Gray Gardeners",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "day"
},
"trigger": "You roll a failure (but not a critical failure) on a Will save against a {@trait fear} effect.",
@@ -187,7 +187,7 @@
],
"prerequisites": "master in {@skill Intimidation}, {@feat Vigilante Dedication|APG}",
"frequency": {
- "freq": 1,
+ "number": 1,
"interval": 10,
"unit": "minute"
},
diff --git a/data/feats/feats-ooa3.json b/data/feats/feats-ooa3.json
index 0e006edcba..4eebe8af9e 100644
--- a/data/feats/feats-ooa3.json
+++ b/data/feats/feats-ooa3.json
@@ -104,7 +104,7 @@
},
"prerequisites": "{@feat Clockwork Reanimator Dedication|OoA3}",
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "hour"
},
"entries": [
diff --git a/data/feats/feats-sli.json b/data/feats/feats-sli.json
index ab2c01816e..44b3c13298 100644
--- a/data/feats/feats-sli.json
+++ b/data/feats/feats-sli.json
@@ -15,7 +15,7 @@
],
"prerequisites": "{@feat Oozemorph Dedication|Sli}",
"entries": [
- "Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from {@condition persistent damage ||persistent bleed damage} is 13, rather than 15."
+ "Your internal organs and blood vessels have shifted and changed, and even you don't know precisely where in your body they are. You gain resistance to precision damage equal to 2 + your number of class feats from the oozemorph archetype. The DC of your flat checks to recover from {@condition persistent damage||persistent bleed damage} is 13, rather than 15."
],
"leadsTo": [
"Peculiar Anatomy|Sli",
@@ -107,7 +107,7 @@
"prerequisites": "{@feat Disturbing Defense|Sli}",
"entries": [
"Your circulatory system contains viscous protoplasmic fluid instead of ordinary blood. You gain a +2 circumstance bonus to saving throws against disease and poison, and resistance to poison damage equal to half your level.",
- "In addition, your resistance to precision damage from {@feat Disturbing Defense|Sli} increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from {@condition persistent damage ||persistent bleed damage} is 8 rather than 13."
+ "In addition, your resistance to precision damage from {@feat Disturbing Defense|Sli} increases to an amount equal to 7 + your number of class feats from the oozemorph archetype, and the DC of your flat checks to recover from {@condition persistent damage||persistent bleed damage} is 8 rather than 13."
]
},
{
diff --git a/data/feats/feats-som.json b/data/feats/feats-som.json
index 1774d720a4..cc0f5db3af 100644
--- a/data/feats/feats-som.json
+++ b/data/feats/feats-som.json
@@ -159,7 +159,7 @@
"prerequisites": "{@action Arcane Cascade|SoM}, {@action Spellstrike|SoM}",
"frequency": {
"unit": "turn",
- "freq": 1
+ "number": 1
},
"requirements": "Your most recent action was to {@action Cast a Spell} from a spell slot or make a {@action Spellstrike|SoM} with a spell from a spell slot.",
"entries": [
@@ -237,7 +237,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"requirements": "Your previous action was to cast a spell with the {@trait air}, {@trait cold}, {@trait earth}, {@trait fire}, {@trait plant}, or {@trait water} trait",
"entries": [
@@ -465,7 +465,7 @@
],
"prerequisites": "{@feat Elementalist Dedication|SoM}",
"entries": [
- "You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to {@action Cast a Spell||Cast a non-cantrip Spell} that deals damage at a single target, the spell deals additional {@condition persistent damage ||persistent fire damage} equal to the spell level, in addition to its other effects. This has no effect if the spell already deals {@condition persistent damage ||persistent fire damage}. The spell gains the {@trait fire} trait."
+ "You enhance your spell with elemental fire, causing it to set the target on fire. If the next action you use is to {@action Cast a Spell||Cast a non-cantrip Spell} that deals damage at a single target, the spell deals additional {@condition persistent damage||persistent fire damage} equal to the spell level, in addition to its other effects. This has no effect if the spell already deals {@condition persistent damage||persistent fire damage}. The spell gains the {@trait fire} trait."
]
},
{
@@ -847,7 +847,7 @@
"prerequisites": "{@feat Elementalist Dedication|SoM}",
"entries": [
"You enhance your spell with elemental water, soaking the target. If the next action you use is to {@action Cast a Spell} targeting a single creature, you soak the target of the spell with water.",
- "If the target has {@condition persistent damage ||persistent acid} or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of {@condition persistent damage} immediately. The spell gains the {@trait water} trait (causing it to deal extra damage to creatures with weakness to water)."
+ "If the target has {@condition persistent damage||persistent acid} or fire damage, the DC to end those conditions is reduced to 10, and the creature can attempt a flat check to end those types of {@condition persistent damage} immediately. The spell gains the {@trait water} trait (causing it to deal extra damage to creatures with weakness to water)."
]
},
{
@@ -1303,7 +1303,7 @@
"prerequisites": "flame order",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"trigger": "An opponent adjacent to you hits you with a melee weapon or a melee unarmed attack.",
"entries": [
@@ -1320,7 +1320,7 @@
],
"prerequisites": "flame order",
"entries": [
- "A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the {@condition concealed} condition from smoke. You need only a successful DC {@flatDC 10} flat check to recover from {@condition persistent damage ||persistent fire damage}, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10)."
+ "A lifetime of proximity to flames has inured your lungs and eyes to smoke. You can breathe normally in areas of ash and smoke without risk of suffocation, and you ignore the {@condition concealed} condition from smoke. You need only a successful DC {@flatDC 10} flat check to recover from {@condition persistent damage||persistent fire damage}, rather than DC 15 (and the DC when receiving particularly effective assistance is 5 instead of 10)."
]
},
{
@@ -1448,7 +1448,7 @@
"{@bold Mountain} ({@trait earth}) The rugged endurance of the mountain protects you from harm. You gain resistance to physical damage (except adamantine) equal to the spell level for 1 round.",
"{@bold Plains} ({@trait plant}) The growing fields and pulsing vitality of the plains provide you vigor. You gain temporary Hit Points equal to the spell level for 1 round.",
"{@bold Sky} ({@trait air}) A gust of wind carries you aloft. You can {@action Fly} up to 10 feet. If you're in the air at the end of the turn and don't have a fly Speed, you fall.",
- "{@bold Swamp} ({@trait plant}) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take {@condition persistent damage ||persistent poison damage} equal to half the spell's level (minimum 1 damage) with a basic Fortitude save.",
+ "{@bold Swamp} ({@trait plant}) Your magic draws in noxious swamp gas to fumigate your foes. Affected foes take {@condition persistent damage||persistent poison damage} equal to half the spell's level (minimum 1 damage) with a basic Fortitude save.",
"{@bold Underground} ({@trait earth}) The endless darkness of the cavern depths opens up its secrets to your senses. For 1 round, you gain {@ability darkvision} as well as imprecise {@ability tremorsense} out to 15 feet."
]
}
@@ -2211,7 +2211,7 @@
"prerequisites": "{@feat Geomancer Dedication|SoM}, legendary in {@skill Nature}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"requirements": "Your previous action was {@feat Attunement Shift|SoM}.",
"entries": [
@@ -2295,7 +2295,7 @@
"prerequisites": "{@action Spellstrike|SoM}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You tap into an arcane trick to recover your ability to meld spells and attacks. You recharge your {@action Spellstrike|SoM}."
@@ -3329,8 +3329,8 @@
"trigger": "You {@action Cast a Spell} using a spell slot.",
"requirements": "You're in {@action Arcane Cascade|SoM} stance.",
"entries": [
- "You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any {@condition persistent damage ||persistent negative damage} you have.",
- "If the spell was of the necromancy school, any {@condition persistent damage ||persistent negative damage} you have ends automatically, and you can change the damage type from {@action Arcane Cascade|SoM} to positive if you wish. (Positive damage typically damages only undead or other creatures with {@ability negative healing|b2}.)."
+ "You pull magic into your weapon, using its substance to transform the magic into restorative energy. You regain Hit Points equal to double the spell's level and roll to end any {@condition persistent damage||persistent negative damage} you have.",
+ "If the spell was of the necromancy school, any {@condition persistent damage||persistent negative damage} you have ends automatically, and you can change the damage type from {@action Arcane Cascade|SoM} to positive if you wish. (Positive damage typically damages only undead or other creatures with {@ability negative healing|b2}.)."
]
},
{
@@ -3369,25 +3369,6 @@
"Your eidolon makes a melee {@action Strike}, and then you make a melee {@action Strike} against the same creature. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after both attacks have been made."
]
},
- {
- "name": "Tattoo Artist",
- "source": "SoM",
- "page": 164,
- "level": 2,
- "featType": {
- "skill": [
- "Crafting"
- ]
- },
- "traits": [
- "general",
- "skill"
- ],
- "prerequisites": "trained in {@skill Crafting}",
- "entries": [
- "You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to {@skill Crafting} checks to {@action Craft} tattoos. If you're a master in {@skill Crafting}, this bonus increases to +2."
- ]
- },
{
"name": "Terrain Shield",
"source": "SoM",
@@ -3405,7 +3386,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "A {@action Strike} would damage you.",
"requirements": "You gained a terrain attunement benefit since the start of your most recent turn and that attunement matches the terrain you're in.",
@@ -3550,7 +3531,7 @@
"frequency": {
"unit": "minute",
"interval": 10,
- "freq": 1
+ "number": 1
},
"trigger": "An enemy reduces you to 0 HP, an enemy critically hits you, or you critically fail a saving throw against an enemy's effect.",
"entries": [
@@ -3599,7 +3580,7 @@
"prerequisites": "{@feat Reflective Ripple Stance|SoM}",
"frequency": {
"unit": "minute",
- "freq": 1
+ "number": 1
},
"requirements": "You're in Reflective Ripple Stance.",
"entries": [
diff --git a/data/feats/feats-sot2.json b/data/feats/feats-sot2.json
index 56dfcc83f5..a8f6d1f8e7 100644
--- a/data/feats/feats-sot2.json
+++ b/data/feats/feats-sot2.json
@@ -59,7 +59,7 @@
"prerequisites": "{@feat Nantambu Chime-Ringer Dedication|SoT2}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"To rush after a criminal or reach someone in need, you ring a sprightly tone. You and all allies within 30 feet gain a +10-foot status bonus to all Speeds for 1 minute."
@@ -95,7 +95,7 @@
"linguistic"
],
"frequency": {
- "freq": 1,
+ "number": 1,
"recurs": true,
"unit": "minute",
"interval": 10
@@ -234,11 +234,11 @@
"prerequisites": "{@feat Nantambu Chime-Ringer Dedication|SoT2}",
"frequency": {
"unit": "hour",
- "freq": 1
+ "number": 1
},
"entries": [
"You strike magical tones that can turn the tide of combat.",
- "You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, ghost touch, shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks.",
+ "You and your allies within 30 feet gain the effects of one of the following runes until the end of your next turn: corrosive, disrupting, flaming, frost, {@item ghost touch}, shock, or thundering. The effects apply to a single weapon the creature is holding or one of the creature's unarmed attacks.",
"You choose the rune and the effect applies to all creatures.",
"You can use an action, which has the {@trait concentrate} trait, to extend the duration of the rune for 1 additional round up to a maximum of 1 minute. If this would give a weapon or unarmed attack more property runes than its normal maximum, an existing property rune (as the creature chooses) is suppressed until the spell ends."
]
@@ -265,7 +265,7 @@
"prerequisites": "{@feat Nantambu Chime-Ringer Dedication|SoT2}",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"entries": [
"You instill great swiftness into your allies. You and all allies within 30 feet become {@condition quickened} for 1 minute and can use the additional action to {@action Strike}, {@action Stride}, or {@action Step}."
diff --git a/data/feats/feats-sot3.json b/data/feats/feats-sot3.json
index 69c9687c02..fb7a89dc91 100644
--- a/data/feats/feats-sot3.json
+++ b/data/feats/feats-sot3.json
@@ -39,7 +39,7 @@
],
"prerequisites": "{@feat Dragon Disciple Dedication|APG}, {@spell dragon wings} sorcerer bloodline spell",
"frequency": {
- "freq": 1,
+ "number": 1,
"recurs": true,
"interval": 10,
"unit": "minute"
diff --git a/data/feats/feats-tv.json b/data/feats/feats-tv.json
new file mode 100644
index 0000000000..a2ae7e19aa
--- /dev/null
+++ b/data/feats/feats-tv.json
@@ -0,0 +1,331 @@
+{
+ "feat": [
+ {
+ "name": "Ursine Avenger Form",
+ "source": "TV",
+ "page": 183,
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "level": 2,
+ "traits": [
+ "archetype",
+ "artifact",
+ "morph",
+ "primal",
+ "transmutation"
+ ],
+ "entries": [
+ "You draw the Ursine Avenger Hood over your head and its fur over your arms, assuming an ursine form that has traits of your original form as well as that of a bear. In your ursine form, you gain a jaws unarmed attack that deals {@damage 1d8} piercing damage and a claws unarmed attack that deals {@damage 1d6} slashing damage and has the {@trait agile} trait. Both unarmed attacks are in the brawling group. You lose the ability to speak complex sentences while transformed and can only communicate through grunts and gestures; this prevents you from using effects that require a shared or spoken language until you revert back to your non-hybrid form. You can use this action while transformed to remove the hood and return to your original form."
+ ]
+ },
+ {
+ "name": "Senses of the Bear",
+ "source": "TV",
+ "page": 183,
+ "level": 4,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "While in ursine form, you gain low-light vision and scent (imprecise) 30 feet. If you already had low-light vision, you instead gain darkvision."
+ ]
+ },
+ {
+ "name": "Bear Hug",
+ "source": "TV",
+ "page": 183,
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "level": 6,
+ "traits": [
+ "archetype"
+ ],
+ "requirements": "Your last action was a successful claw {@action Strike}.",
+ "entries": [
+ "You snatch at your opponent with your claws, pulling them close in a ferocious bear hug. You make another claw {@action Strike} against the same target. If this {@action Strike} hits, the target is also {@condition grabbed}."
+ ]
+ },
+ {
+ "name": "Call Ursine Ally",
+ "source": "TV",
+ "page": 184,
+ "level": 8,
+ "traits": [
+ "archetype",
+ "conjuration",
+ "primal"
+ ],
+ "frequency": {
+ "number": 1,
+ "unit": "hour"
+ },
+ "entries": [
+ "You can cast a 3rd-level {@spell summon animal} as an innate spell, but only to summon a black bear. At 10th level, the {@spell summon animal} spell is heightened to 4th level, and you can summon a grizzly bear. At 12th level, your {@spell summon animal} innate spell is heightened to 5th level, and you can summon a polar bear. At 14th level, it's heightened to 6th level, and you can summon a cave bear."
+ ]
+ },
+ {
+ "name": "Quick Setup",
+ "source": "TV",
+ "page": 159,
+ "level": 7,
+ "traits": [
+ "rare",
+ "general",
+ "skill"
+ ],
+ "featType": {
+ "variant": true
+ },
+ "prerequisites": "master in {@skill Crafting}",
+ "entries": [
+ "You have learned to setup simple crafting jobs with ease. Your setup time for consumables that are at least 6 levels lower than you is 1 day, and your setup time for permanent items 6 levels lower than you is 3 days.",
+ "If you rush the setup and reduce the setup time for consumables at least 6 levels lower than you to less than 1 day, you can instead set them up in just 2 hours (allowing you to do so during an adventuring day if you have access to your tools and materials). If you rush the setup of a permanent item at least 6 levels lower than you and reduce the setup time to less than 1 day, you can perform the setup in 4 hours."
+ ]
+ },
+ {
+ "name": "Bear Empathy",
+ "source": "TV",
+ "page": 184,
+ "level": 10,
+ "traits": [
+ "archetype",
+ "divination",
+ "primal"
+ ],
+ "entries": [
+ "You have a magical affinity for bears and can speak to them through sounds and body language. You can communicate with all bears, as well as other ursine creatures at the GM's discretion."
+ ]
+ },
+ {
+ "name": "Great Bear",
+ "source": "TV",
+ "page": 184,
+ "level": 12,
+ "traits": [
+ "archetype"
+ ],
+ "prerequisites": "Ursine Avenger Form",
+ "frequency": {
+ "number": 1,
+ "unit": "hour"
+ },
+ "entries": [
+ "When you transform, you can take on a bear's bulk and size. You can spend an additional action when using Ursine Avenger Form to gain the effects of a 1st-level {@spell enlarge} spell, which lasts for the spell's normal duration or until you leave your Ursine Avenger Form, whichever comes first."
+ ]
+ },
+ {
+ "name": "Terrible Transformation",
+ "source": "TV",
+ "page": 184,
+ "level": 14,
+ "traits": [
+ "archetype"
+ ],
+ "prerequisites": "Ursine Avenger Form",
+ "entries": [
+ "You let out a mighty roar as part of your transformation. When you use Ursine Avenger Form, you can make an {@skill Intimidation} check to {@action Demoralize} against each enemy within 30 feet that can see you, and you don't take a penalty to your {@action Demoralize} check if the creature doesn't understand your language."
+ ]
+ },
+ {
+ "name": "Fearsome Fangs",
+ "source": "TV",
+ "page": 184,
+ "level": 16,
+ "traits": [
+ "archetype"
+ ],
+ "prerequisites": "Ursine Avenger Form",
+ "entries": [
+ "Your claws and jaws are brutally powerful and efficient, even by ursine standards. The base damage of your jaws unarmed attack from Ursine Avenger Form increases to {@dice 1d12}. The base damage of your claws unarmed attack from Ursine Avenger Form increases to {@dice 1d8}."
+ ]
+ },
+ {
+ "name": "Mighty Bear",
+ "source": "TV",
+ "page": 184,
+ "level": 18,
+ "traits": [
+ "archetype"
+ ],
+ "prerequisites": "Great Bear",
+ "entries": [
+ "The power of the bear within you can expand your physical presence even further. The {@spell enlarge} spell you cast with your Great Bear feat is heightened to 4th level."
+ ]
+ },
+ {
+ "name": "Immortal Bear",
+ "source": "TV",
+ "page": 184,
+ "level": 20,
+ "traits": [
+ "archetype"
+ ],
+ "prerequisites": "Ursine Avenger Form",
+ "entries": [
+ "Your body thrums with the primal vitality of the greatest of the ursine beasts. When in Ursine Avenger Form, you gain fast healing 5."
+ ]
+ },
+ {
+ "name": "First Frost",
+ "source": "TV",
+ "page": 185,
+ "level": 2,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "The gelid shard within your heart may sap your ability to feel and experience emotion, but it also lets you create and manipulate cold. You learn to cast spontaneous spells and gain the {@action Cast a Spell} activity. You gain a spell repertoire with the frost's touch (see below) and {@spell ray of frost} cantrips. You're trained in spell attack rolls and spell DCs for arcane spells.",
+ "Your key spellcasting ability is Charisma."
+ ]
+ },
+ {
+ "name": "Snowcaster",
+ "source": "TV",
+ "page": 185,
+ "level": 4,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "Your magical power grows as the shard's icy influence spreads ever deeper into your being. You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level (including heightened versions of lower-level spells) to your repertoire, either a common spell of the arcane tradition that has the {@trait cold} trait or another cold spell you have access to."
+ ]
+ },
+ {
+ "name": "Snow Step",
+ "source": "TV",
+ "page": 185,
+ "level": 6,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "Snow and ice are no hindrance to you. You ignore difficult terrain caused by snow and ice, treat greater difficult terrain created by snow and ice as difficult terrain, and leave no tracks when moving through areas of snow or ice."
+ ]
+ },
+ {
+ "name": "Frozen Breadth",
+ "source": "TV",
+ "page": 185,
+ "level": 8,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "Your attunement to arcane cold enhances the depths of your growing power. Increase the number of spells in your repertoire and number of spell slots you gain from gelid shard archetype feats by 1 for each spell level other than your two highest gelid shard spell slots."
+ ]
+ },
+ {
+ "name": "Winter's Embrace",
+ "source": "TV",
+ "page": 185,
+ "level": 10,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "Your eyes are accustomed to the harsh glare of the sun on snow and ice. You gain a +1 status bonus to saving throws against effects that inflict the {@condition dazzled} condition.",
+ "Snow doesn't impair your vision; you ignore concealment from snowfall. Your skin becomes cold to the touch, and sometimes frost forms on you. You are protected from severe cold and heat."
+ ]
+ },
+ {
+ "name": "Expert Snowcasting",
+ "source": "TV",
+ "page": 185,
+ "level": 12,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "You draw ever more magical cold into your being, learning how to manipulate it to your whims. You gain the expert spellcasting benefits."
+ ]
+ },
+ {
+ "name": "Winter's Kiss",
+ "source": "TV",
+ "page": 185,
+ "level": 14,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "Whether in the heart of a volcanic passageway or the glacial tundras of the Crown of the World, the only temperature you ever personally experience is an oddly comfortable chill. You are now protected from extreme cold and extreme heat, and you gain resistance to fire equal to half your level. If you would already have resistance to fire equal to half your level from a heritage, ancestry feat, class feat, or another archetype feat, you instead gain resistance to fire equal to your level."
+ ]
+ },
+ {
+ "name": "Greater Snow Step",
+ "source": "TV",
+ "page": 185,
+ "level": 16,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "You can't be impeded by {@trait environmental} effects that rely on cold or its byproducts. You ignore greater difficult terrain caused by snow and ice."
+ ]
+ },
+ {
+ "name": "Master Snowcasting",
+ "source": "TV",
+ "page": 185,
+ "level": 18,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "You have unlocked the deeper magic of your gelid shard, gaining access to new levels of spells. You gain the master spellcasting benefits."
+ ]
+ },
+ {
+ "name": "Icy Apotheosis",
+ "source": "TV",
+ "page": 185,
+ "level": 20,
+ "traits": [
+ "archetype"
+ ],
+ "entries": [
+ "You are as much a creature of cold as whatever ancestry you were born to. You are immune to cold damage and gain the {@trait cold} trait. You automatically succeed on saving throws against effects that have the {@trait cold} trait."
+ ]
+ },
+ {
+ "name": "Tattoo Artist",
+ "source": "TV",
+ "otherSources": {
+ "Originally": [
+ "SoM|164"
+ ]
+ },
+ "page": 118,
+ "level": 2,
+ "traits": [
+ "general",
+ "skill"
+ ],
+ "prerequisites": "trained in {@skill Crafting}",
+ "entries": [
+ "You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to {@skill Crafting} checks to {@action Craft} tattoos. If you're a master in {@skill Crafting}, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower."
+ ],
+ "leadsTo": [
+ "Legendary Tattoo Artist|TV"
+ ]
+ },
+ {
+ "name": "Legendary Tattoo Artist",
+ "source": "TV",
+ "page": 118,
+ "level": 15,
+ "traits": [
+ "general",
+ "skill"
+ ],
+ "prerequisites": "{@feat Tattoo Artist|TV}, master in {@skill Crafting}",
+ "entries": [
+ "Your craftsmanship at decorating flesh is unparalleled. You become legendary in {@skill Crafting}. Whenever you craft a magical tattoo whose level is at least 3 lower than your level, increase all attack roll and DC values of the tattoo's activated abilities by 1, and increase all resistances granted by the tattoo by 1."
+ ]
+ }
+ ]
+}
diff --git a/data/feats/index.json b/data/feats/index.json
index ebc18dff22..c76bb6a51e 100644
--- a/data/feats/index.json
+++ b/data/feats/index.json
@@ -33,7 +33,6 @@
"FRP1": "feats-frp1.json",
"FRP2": "feats-frp2.json",
"FRP3": "feats-frp3.json",
- "ltiba": "feats-ltiba.json",
"Sli": "feats-sli.json",
"SoT2": "feats-sot2.json",
"BotD": "feats-botd.json",
@@ -44,5 +43,6 @@
"OoA3": "feats-ooa3.json",
"NGD": "feats-ngd.json",
"AAWS": "feats-aaws.json",
- "LOKL": "feats-lokl.json"
+ "LOKL": "feats-lokl.json",
+ "TV": "feats-tv.json"
}
diff --git a/data/fluff-organizations.json b/data/fluff-organizations.json
index 67ab732533..cce2a90550 100644
--- a/data/fluff-organizations.json
+++ b/data/fluff-organizations.json
@@ -413,7 +413,7 @@
],
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
},
"type": "greater benefit",
"sections": [
@@ -551,7 +551,7 @@
"name": "Seek Injustice",
"frequency": {
"unit": "day",
- "freq": 1
+ "number": 1
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"activity": {
"unit": "action",
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-{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@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, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"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-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {{@b circumstance penalties}, {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 weapon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die you lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to {@action Pick a Lock||Pick the Lock} or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
\ No newline at end of file
+{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]},"bookref-gmscreen":{"name":"GM Reference","id":"bookref-gmscreen","contents":[]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@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, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"number":"once ","unit":"day","overcharge":true},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {{@b circumstance penalties}, {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 weapon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die you lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to {@action Pick a Lock||Pick the Lock} or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
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@@ -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":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@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, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"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-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {{@b circumstance penalties}, {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 weapon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die you lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to {@action Pick a Lock||Pick the Lock} or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
\ No newline at end of file
+{"reference":{"bookref-quick":{"name":"Quick Reference","id":"bookref-quick","contents":[{"name":"Character Creation","headers":["Animal Companions","Archetypes","Character Creation","Characters With Disabilities","Familiars","Leveling Up"]},{"name":"Items & Equipment","headers":["Activating Items","Animals","Armor","Carrying and Using Items","Coins and Currency","Constant Abilities","Creating a Personal Staff","Formulas","Investing Magic Items","Item Damage","Item Level","Items and Sizes","Price","Runes","Scrolls","Services","Shields","Shoddy Items","Staves","Wands","Weapons","Wearing Tools"]},{"name":"Spells","headers":["Cantrips","Casting Spells","Disbelieving Illusions","Durations","Focus Spells","Hostile Actions","Identifying Spells","Innate Spells","Ranges, Areas, and Targets","Reading Spells","Rituals","Saving Throws","Setting Triggers","Spell Attacks","Spell Slots","Walls"]},{"name":"Playing the Game","headers":["Actions","Afflictions","Checks","Concealment and Invisibility","Condition Values","Conditions","Counteracting","Cover","Damage","Downtime Mode","Effects","Encounter Mode","Exploration Mode","Flanking","Game Conventions","Hero Points","Hit Points, Healing, and Dying","Making Choices","Movement","Overriding Conditions","Perception","Special Checks","Specific Checks"]},{"name":"Game Mastering","headers":["Difficulty Classes","Drugs","Environment","Hazards","Planning a Campaign","Preparing an Adventure","Rewards","Running Modes of Play","Running a Game Session","Starting at a Higher Level"]}]}},"data":{"bookref-quick":[{"type":"entries","entries":[{"type":"section","page":214,"name":"Animal Companions","entries":["An animal companion is a loyal comrade who follows your orders without you needing to use Handle an Animal on it. Your animal companion has the {@trait animal} and {@trait minion} traits, and it gains 2 actions during your turn if you use the {@action Command an Animal} action to command it; this is in place of the usual effects of {@action Command an Animal}. If your companion dies, you can spend a week of downtime to replace it at no cost. You can have only one animal companion at a time.",{"type":"pf2-h3","page":214,"name":"Riding Animal Companions","entries":["You or an ally can ride your animal companion as long as it is at least one size larger than the rider. If it is carrying a rider, the animal companion can use only its land Speed, and it can't move and Support you on the same turn. However, if your companion has the mount special ability, it's especially suited for riding and ignores both of these restrictions."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Young Animal Companions","entries":["The following are the base statistics for a young animal companion, the first animal companion most characters get. You make adjustments to these statistics depending on the type of animal you choose. As you gain levels, you might make further adjustments as your companion becomes more powerful. An animal companion has the same level you do. Animal companions calculate their modifiers and DCs just as you do with one difference: the only item bonuses they can benefit from are to speed and AC (their maximum item bonus to AC is +2)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Proficiencies","entries":["Your animal companion uses your level to determine its proficiency bonuses. It's trained in its unarmed attacks, unarmored defense, barding, all saving throws, Perception, {@skill Acrobatics}, and {@skill Athletics}. Animal companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have a specialization that allows it."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Ability Modifiers","entries":["An animal companion begins with base ability modifiers of {@b Str} +2, {@b Dex} +2, {@b Con} +1, {@b Int}–4, {@b Wis} +1, {@b Cha} +0. Each type has its own strengths and increases two of these modifiers by 1 each. These increases are already calculated into the stat blocks in Companion Types below."],"source":"CRB"},{"type":"pf2-h4","page":214,"name":"Hit Points","entries":["Your animal companion has ancestry Hit Points from its type, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have."],"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Mature Animal Companions","entries":["To advance a young animal companion to a mature animal companion (usually a result of one of your class feat choices), increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase its unarmed attack damage from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in {@skill Intimidation}, {@skill Stealth}, and {@skill Survival} to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If your companion is Medium or smaller, it grows by one size."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Nimble Animal Companions","entries":["To advance a mature animal companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in {@skill Acrobatics} to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Savage Animal Companions","entries":["To advance a mature animal companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in {@skill Athletics} to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":214,"name":"Companion Types","entries":["The species of animal you choose is called your {@filter companion's type|companionsfamiliars||Type=Companion}. Each {@filter companion type|companionsfamiliars||Type=Companion} has its own statistics. The Size entry indicates your companion's starting size as a young animal companion. Following the size entry are the companion's unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion's ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion's special senses. The Speed entry gives your companion's Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion.","The Support Benefit entry indicates a special benefit you gain by {@action Command an Animal||Commanding the Animal} to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Specialized Animal Companions","entries":["Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master.","Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.","Each specialization grants additional benefits. Most animal companions can have only one specialization.",{"type":"pf2-h4","page":217,"name":"Ambusher","entries":["In your companion's natural environment, it can use a {@action Sneak} action even if it's currently observed. Its proficiency rank in {@skill Stealth} increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Bully","entries":["Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for {@skill Athletics} and {@skill Intimidation} increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Daredevil","entries":["Your companion joins the fray with graceful leaps and dives.","It gains the {@classFeature deny advantage|barbarian||3} ability, so it isn't {@condition flat-footed} to hidden, undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in {@skill Acrobatics} increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Racer","entries":["Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Tracker","entries":["Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in {@skill Survival} increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1."],"source":"CRB"},{"type":"pf2-h4","page":217,"name":"Wrecker","entries":["Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its {@skill Athletics} proficiency increases to master, and its Strength modifier increases by 1."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":219,"name":"Archetypes","entries":["Applying an archetype requires you to select archetype feats instead of class feats. Start by finding the archetype that best fits your character concept, and select the archetype's dedication feat using one of your class feat choices. Once you have the dedication feat, you can select any feat from that archetype in place of a class feat as long as you meet its prerequisites. The archetype feat you select is still subject to any selection restrictions on the class feat it replaces. For example, if you gained an ability at 6th level that granted you a 4th-level class feat with the dwarf trait, you could swap out that class feat only for an archetype feat of 4th level or lower with the dwarf trait. Archetype feats you gain in place of a class feat are called archetype class feats.","Occasionally, an archetype feat works like a skill feat instead of a class feat. These archetype feats have the skill trait, and you select them in place of a skill feat, otherwise following the same rules above. These are not archetype class feats (for instance, to determine the number of Hit Points you gain from the Fighter Resiliency archetype feat).","Each archetype's dedication feat represents a certain portion of your character's time and focus, so once you select a dedication feat for an archetype, you must satisfy its requirements before you can gain another dedication feat. Typically, you satisfy an archetype dedication feat by gaining a certain number of feats from the archetype's list. You cannot retrain a dedication feat as long as you have any other feats from that archetype.","Sometimes an archetype feat lets you gain another feat, such as the alchemist's basic concoction. You must always meet the prerequisites of the feat you gain in this way.","Two special kinds of archetypes are designated by the class and multiclass traits. The archetypes in this book are all multiclass archetypes.",{"type":"pf2-h3","page":219,"name":"Multiclass Archetypes","entries":["Archetypes with the multiclass trait represent diversifying your training into another class's specialties. You can't select a multiclass archetype's dedication feat if you are a member of the class of the same name (for instance, a fighter can't select the Fighter Dedication feat)."],"source":"CRB"},{"type":"pf2-h3","page":219,"name":"Class Archetypes","entries":["Archetypes with the class trait represent a fundamental divergence from your class's specialties, but one that exists within the context of your class. You can select a class archetype only if you are a member of the class of the same name. Class archetypes always alter or replace some of a class's static class features, in addition to any new feats they offer. It may be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features.","In that case, you must take that archetype's dedication feat at 2nd level, and after that you proceed normally. You can never have more than one class archetype."],"source":"CRB"},{"type":"pf2-h4","page":219,"name":"Spellcasting Archetypes","alias":["Spellcasting Benefits"],"entries":["Some archetypes grant you a substantial degree of spellcasting, albeit delayed compared to a character from a spellcasting class. In this book, the spellcasting archetypes are bard, cleric, druid, sorcerer, and wizard, the multiclass archetypes for the five main spellcasting classes, but future books might introduce spellcasting archetypes that aren't multiclass archetypes.","A spellcasting archetype allows you to use scrolls, staves, and wands in the same way that a member of a spellcasting class can.","Spellcasting archetypes always grant the ability to cast cantrips in their dedication, and then they have a basic spellcasting feat, an expert spellcasting feat, and a master spellcasting feat. These feats share their name with the archetype; for instance, the wizard's master spellcasting feat is called Master Wizard Spellcasting.","All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype; for instance, the bard archetype grants you spell slots you can use only to cast occult spells from your bard repertoire, even if you are a sorcerer with occult spells in your sorcerer repertoire.","{@b Basic Spellcasting Feat:} Usually available at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the \"basic spellcasting benefits.\"","{@b Expert Spellcasting Feat:} Typically taken at 12th level, these feats make you an expert in spell attack rolls and DCs of the appropriate magical tradition and grant you a 4th-level spell slot. If you have a spell repertoire, you can select a second spell from your repertoire as a signature spell. At 14th level, they grant you a 5th-level spell slot, and at 16th level, they grant you a 6th-level spell slot. Archetypes refer to these benefits as the \"expert spellcasting benefits.\"","{@b Master Spellcasting Feat:} Usually found at 18th level, these feats make you a master in spell attack rolls and DCs of the appropriate magical tradition and grant you a 7th-level spell slot. If you have a spell repertoire, you can select a third spell from your repertoire as a signature spell. At 20th level, they grant you an 8th-level spell slot. Archetypes refer to these benefits as the \"master spellcasting benefits.\""],"data":{"quickrefIndex":true},"source":"CRB"},"{@note To view all Archetypes, please view the {@filter Archetypes page.|archetypes||source=CRB}}"],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":19,"name":"Character Creation","entries":["Unless you're the GM, the first thing you need to do when playing Pathfinder is create your character. It's up to you to imagine your character's past experiences, personality, and worldview, and this will set the stage for your roleplaying during the game. You'll use the game's mechanics to determine your character's ability to perform various tasks and use special abilities during the game.","This section provides a step-by-step guide for creating a character using the Pathfinder rules, preceded by a guide to help you understand ability scores. These scores are a critical part of your character, and you will be asked to make choices about them during many of the following steps. The steps of character creation are presented in a suggested order, but you can complete them in whatever order you prefer.","Many of the steps on pages 21 –28 instruct you to fill out fields on your character sheet. The character sheet is shown on pages 24 –25; you can find a copy in the back of this book or online as a free pdf. The character sheet is designed to be easy to use when you're actually playing the game—but creating a character happens in a different order, so you'll move back and forth through the character sheet as you go through the character creation process. Additionally, the character sheet includes every field you might need, even though not all characters will have something to put in each field. If a field on your character sheet is not applicable to your character, just leave that field blank.","All the steps of character creation are detailed on the following pages; each is marked with a number that corresponds to the sample character sheet on pages 24 –25, showing you where the information goes. If the field you need to fill out is on the third or fourth page of the character sheet, which aren't shown, the text will tell you.","If you're creating a higher-level character, it's a good idea to begin with the instructions here, then turn to page 29 for instructions on leveling up characters.",{"type":"pf2-h3","page":19,"name":"The Six Ability Scores","entries":["One of the most important aspects of your character is their ability scores. These scores represent your character's raw potential and influence nearly every other statistic on your character sheet. Determining your ability scores is not done all at once, but instead happens over several steps during character creation.","Ability scores are split into two main groups: physical and mental. Strength, Dexterity, and Constitution are physical ability scores, measuring your character's physical power, agility, and stamina. In contrast, Intelligence, Wisdom, and Charisma are mental ability scores and measure your character's learned prowess, awareness, and force of personality.","Excellence in an ability score improves the checks and statistics related to that ability, as described below. When imagining your character, you should also decide what ability scores you want to focus on to give you the best chance at success.",{"type":"pf2-h4","page":19,"name":"Strength","entries":["Strength measures your character's physical power.","Strength is important if your character plans to engage in hand-to-hand combat. Your Strength modifier gets added to melee damage rolls and determines how much your character can carry."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Dexterity","entries":["Dexterity measures your character's agility, balance, and reflexes. Dexterity is important if your character plans to make attacks with ranged weapons or use stealth to surprise foes. Your Dexterity modifier is also added to your character's AC and Reflex saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Constitution","entries":["Constitution measures your character's overall health and stamina. Constitution is an important statistic for all characters, especially those who fight in close combat.","Your Constitution modifier is added to your Hit Points and Fortitude saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Intelligence","entries":["Intelligence measures how well your character can learn and reason. A high Intelligence allows your character to analyze situations and understand patterns, and it means they can become trained in additional skills and might be able to master additional languages."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Wisdom","entries":["Wisdom measures your character's common sense, awareness, and intuition. Your Wisdom modifier is added to your Perception and Will saving throws."],"source":"CRB"},{"type":"pf2-h4","page":19,"name":"Charisma","entries":["Charisma measures your character's personal magnetism and strength of personality. A high Charisma score helps you influence the thoughts and moods of others."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Score Overview","entries":["Each ability score starts at 10, representing human average, but as you make character choices, you'll adjust these scores by applying ability boosts, which increase a score, and ability flaws, which decrease a score. As you build your character, remember to apply ability score adjustments when making the following decisions.","{@b Ancestry:} Each ancestry provides ability boosts, and sometimes an ability flaw. If you are taking any voluntary flaws, apply them in this step (see the sidebar on page 24).","{@b Background:} Your character's background provides two ability boosts.","{@b Class:} Your character's class provides an ability boost to the ability score most important to your class, called your key ability score.","{@b Determine Scores:} After the other steps, you apply four more ability boosts of your choice. Then, determine your ability modifiers based on those scores.",{"type":"pf2-h4","page":20,"name":"Ability Boosts","entries":["An ability boost normally increases an ability score's value by 2. However, if the ability score to which you're applying an ability boost is already 18 or higher, its value increases by only 1. At 1st level, a character can never have any ability score that's higher than 18.","When your character receives an ability boost, the rules indicate whether it must be applied to a specific ability score or to one of two specific ability scores, or whether it is a \"free\" ability boost that can be applied to any ability score of your choice. However, when you gain multiple ability boosts at the same time, you must apply each one to a different score. Dwarves, for example, receive an ability boost to their Constitution score and their Wisdom score, as well as one free ability boost, which can be applied to any score other than Constitution or Wisdom."],"source":"CRB"},{"type":"pf2-h4","page":20,"name":"Ability Flaws","entries":["Ability flaws are not nearly as common in Pathfinder as ability boosts. If your character has an ability flaw—likely from their ancestry—you decrease that ability score by 2."],"source":"CRB"},{"type":"pf2-brown-box","page":20,"name":"ALTERNATIVE METHOD: ROLLING ABILITY SCORES","entries":["The standard method of generating ability scores that's described above works great if you want to create a perfectly customized, balanced character. But your GM may decide to add a little randomness to character creation and let the dice decide what kind of character the players are going to play. In that case, you can use this alternative method to generate your ability scores. Be warned—the same randomness that makes this system fun also allows it to sometimes create characters that are significantly more (or less) powerful than the standard ability score system and other Pathfinder rules assume.","If your GM opts for rolling ability scores, follow these alternative steps, ignoring all other instructions and guidelines about applying ability boosts and ability flaws throughout the character generation process.",{"type":"pf2-title","name":"STEP 1: ROLL AND ASSIGN SCORES"},"Roll four 6-sided dice (4d6) and discard the lowest die result.","Add the three remaining results together and record the sum.","(For example, if you rolled a 2, 4, 5, and 6, you would discard the 2 and your total would be 15.) Repeat this process until you've generated six such values. Decide which value you want for each of your ability scores.",{"type":"pf2-title","name":"STEP 2: ASSIGN ABILITY BOOSTS AND ABILITY FLAWS"},"Apply the ability boosts your character gains from their ancestry, but your character gets one fewer free ability boost than normal. If your character's ancestry has any ability flaws, apply those next. Finally, apply one ability boost to one of the ability scores specified in the character's background (you do not get the other free ability boost).","These ability boosts cannot raise a score above 18. If this would happen, you can put the ability boost into another ability score instead, as if it were a free ability boost, or you can put it into an ability score of 17 to reach 18 and lose the excess increase.",{"type":"pf2-title","name":"STEP 3: RECORD SCORES AND MODIFIERS"},"Record the final scores and assign the ability modifiers according to {@table ABILITY MODIFIERS||Table 1–1}. When your character receives additional ability boosts at higher levels, you assign them as any character would."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":20,"name":"Ability Modifiers","entries":["Once you've finalized your ability scores, you can use them to determine your ability modifiers, which are used in most other statistics in the game. Find the score in {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers} to determine its ability modifier.",{"type":"data","tag":"table","name":"Ability Modifiers","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":21,"name":"Create a Concept","entries":["What sort of hero do you want to play? The answer to this question might be as simple as \"a brave warrior,\" or as complicated as \"the child of elven wanderers, but raised in a city dominated by humans and devoted to Sarenrae, goddess of the sun.\" Consider your character's personality, sketch out a few details about their past, and think about how and why they adventure. You'll want to peruse Pathfinder's available ancestries, backgrounds, and classes. The summaries on pages 22 –23 might help you match your concept with some of these basic rule elements. Before a game begins, it's also a good idea for the players to discuss how their characters might know each other and how they'll work together throughout the course of their adventures.","There are many ways to approach your character concept.","Once you have a good idea of the character you'd like to play, move on to Step 2 to start building your character.",{"type":"pf2-h3","page":21,"name":"Ancestry, Background, Class, or Details","entries":["If one of Pathfinder's character ancestries, backgrounds, or classes particularly intrigues you, it's easy to build a character concept around these options. The summaries of ancestries and classes on pages 22 –23 give a brief overview of these options (full details appear in Chapters 2 and 3, respectively). Each ancestry also has several heritages that might refine your concept further, such as a human with an elf or orc parent, or an arctic or woodland elf. Additionally, the game has many backgrounds to choose from, representing your character's upbringing, their family's livelihood, or their earliest profession. Backgrounds are detailed later in Chapter 2, beginning on page 60.","Building a character around a specific ancestry, background, or class can be a fun way to interact with the world's lore. Would you like to build a typical member of your character's ancestry or class, as described in the relevant entry, or would you prefer to play a character who defies commonly held notions about their people?","For example, you could play a dwarf with a wide-eyed sense of wonder and a zest for change, or a performing rogue capable of amazing acrobatic feats but with little interest in sneaking about.","You can draw your concept from any aspect of a character's details. You can use roleplaying to challenge not only the norms of Pathfinder's fictional world, but even real-life societal norms. Your character might challenge gender notions, explore cultural identity, have a disability, or any combination of these suggestions. Your character can live any life you see fit."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Faith","entries":["Perhaps you'd like to play a character who is a devout follower of a specific deity. Pathfinder is a rich world with myriad faiths and philosophies spanning a wide range, from Cayden Cailean, the Drunken Hero of good-hearted adventuring; to Desna, the Song of Spheres and goddess of dreaming and the stars; to Iomedae, the Inheritor, goddess of honor, justice, and rulership. Pathfinder's major deities appear on pages 437–440. Your character might be so drawn to a particular faith that you decide they should be a champion or cleric of that deity; they might instead be a lay worshipper who applies their faith's teachings to daily life, or simply the child of devout parents."],"source":"CRB"},{"type":"pf2-brown-box","page":21,"name":"ANCESTRIES AND CLASSES","entries":["Each player takes a different approach to creating a character. Some want a character who will fit well into the story, while others look for a combination of abilities that complement each other mechanically. You might combine these two approaches. There is no wrong way!","When you turn the page, you'll see a graphical representation of ancestries and classes that provide at-aglance information for players looking to make the most of their starting ability scores. In the ancestries overview on page 22, each entry lists which ability scores it boosts, and also indicates any ability flaws the ancestry might have.","You can find more about ability boosts and ability flaws in Ability Scores on page 20.","The summaries of the classes on pages 22 –23 list each class's key ability score—the ability score used to calculate the potency of many of their class abilities. Characters receive an ability boost in that ability score when you choose their class. This summary also lists one or more secondary ability scores important to members of that class.","Keep in mind a character's background also affects their ability scores, though there's more flexibility in the ability boosts from backgrounds than in those from classes. For descriptions of the available backgrounds, see pages 60–64."],"source":"CRB"},{"type":"pf2-h3","page":21,"name":"Your Allies","entries":["You might want to coordinate with other players when forming your character concept. Your characters could have something in common already; perhaps they are relatives, or travelers from the same village. You might discuss mechanical aspects with the other players, creating characters whose combat abilities complement each other. In the latter case, it can be helpful for a party to include characters who deal damage, characters who can absorb damage, and characters who can provide healing.","However, Pathfinder's classes include a lot of choices, and there are many options for building each type of character, so don't let these broad categories restrict your decisions."],"source":"CRB"},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Once you've developed your character's concept, jot down a few sentences summarizing your ideas under the Notes section on the third page of your character sheet. Record any of the details you've already decided, such as your character's name, on the appropriate lines on the first page."],"source":"CRB"}],"step":"1","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Start Building Ability Scores","entries":["At this point, you need to start building your character's ability scores. See the overview of ability scores on pages 19 –20 for more information about these important aspects of your character and an overview of the process.","Your character's ability scores each start at 10, and as you select your ancestry, background, and class, you'll apply ability boosts, which increase a score by 2, and ability flaws, which decrease a score by 2. At this point, just note a 10 in each ability score and familiarize yourself with the rules for ability boosts and flaws on page 20. This is also a good time to identify which ability scores will be most important to your character. See The Six Ability Scores on page 19 and the class summaries on pages 22 –23 for more information."],"step":"2","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Select an Ancestry","entries":["Select an ancestry for your character. The ancestry summaries on page 22 provide an overview of Pathfinder's core ancestry options, and each is fully detailed in Chapter 2. Ancestry determines your character's size, Speed, and languages, and contributes to their Hit Points.","Each also grants ability boosts and ability flaws to represent the ancestry's basic capabilities.","You'll make four decisions when you select your character's ancestry:",{"type":"list","items":["Pick the ancestry itself.","Assign any free ability boosts and decide if you are taking any voluntary flaws.","Select a heritage from those available within that ancestry, further defining the traits your character was born with.","Choose an ancestry feat, representing an ability your hero learned at an early age."]},{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's ancestry and heritage in the appropriate space at the top of your character sheet's first page. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your ancestry, and subtracting 2 from an ability score if you gained an ability flaw from your ancestry. Note the number of Hit Points your character gains from their ancestry—you'll add more to this number later. Finally, in the appropriate spaces, record your character's size, Speed, and languages. If your character's ancestry provides them with special abilities, write them in the appropriate spaces, such as {@ability darkvision} in the Senses"],"source":"CRB"}],"step":"3","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Pick a Background","entries":["Your character's background might represent their upbringing, an aptitude they've been honing since their youth, or another aspect of their life before they became an adventurer. Character backgrounds appear in Chapter 2, starting on page 60. They typically provide two ability boosts (one that can be applied to either of two specific ability scores, and one that is free), training in a specific skill, training in a Lore skill, and a specific skill feat.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Record your character's background in the space at the top of the first page of your character sheet. Adjust your ability scores, adding 2 to an ability score if you gained an ability boost from your background. Record the skill feat the background provides in the Skill Feat section of your character sheet's second page. On the first page, check the \"T\" box next to the name of the specific skill and for one Lore skill to indicate your character is trained, then write the name of the Lore skill granted by your background."],"source":"CRB"}],"step":"4","source":"CRB"},{"type":"pf2-h2","page":21,"name":"Choose a Class","entries":["At this point, you need to decide your character's class.","A class gives your character access to a suite of heroic abilities, determines how effectively they fight, and governs how easily they can shake off or avoid certain harmful effects. Each class is fully detailed in Chapter 3, but the summaries on pages 22 –23 provide an overview of each and tells you which ability scores are important when playing that class.","You don't need to write down all of your character's class features yet. You simply need to know which class you want to play, which determines the ability scores that will be most important for your character.",{"type":"pf2-tips-box","page":21,"name":"CHARACTER SHEET","entries":["Write your character's class in the space at the top of the first page of your character sheet, then write \"1\" in the Level box to indicate that your character is 1st level. Next to the ability scores, note the class's key ability score, and add 2 to that ability score from the ability boost the class provides. Don't worry about recording the rest of your character's class features and abilities yet—you'll handle that in Step 7."],"source":"CRB"}],"step":"5","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Determine Ability Scores","entries":[{"type":"pf2-sidebar","page":26,"name":"OPTIONAL: VOLUNTARY FLAWS","entries":["Sometimes, it's fun to play a character with a major flaw regardless of your ancestry. You can elect to take additional ability flaws when applying the ability boosts and ability flaws from your ancestry. This is purely for roleplaying a highly flawed character, and you should consult with the rest of your group if you plan to do this! You can't apply more than one flaw to any single ability score."],"source":"CRB"},"Now that you've made the main mechanical choices about your character, it's time to finalize their ability scores. Do these three things:",{"type":"list","items":["First, make sure you've applied all the ability boosts and ability flaws you've noted in previous steps (from your ancestry, background, and class).","Then, apply four more ability boosts to your character's ability scores, choosing a different ability score for each and increasing that ability score by 2.","Finally, record your starting ability scores and ability modifiers, as determined using {@table ABILITY MODIFIERS||Table 1–1: Ability Modifiers}."]},"Remember that each ability boost adds 2 to the base score of 10, and each ability flaw subtracts 2. You should have no ability score lower than 8 or higher than 18.",{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's starting ability scores in the box provided for each. Record the ability modifier for each ability score in the box to the left of the ability's name."],"source":"CRB"}],"step":"6","source":"CRB"},{"type":"pf2-h2","page":26,"name":"Record Class Details","entries":["Now, record all the benefits and class features that your character receives from the class you've chosen. While you've already noted your key ability score, you'll want to be sure to record the following class features.",{"type":"pf2-sidebar","page":27,"name":"SPELLS AND SPELLCASTING","entries":["Most classes can learn to cast a few focus spells, but the bard, cleric, druid, sorcerer, and wizard all gain spellcasting—the ability to cast a wide variety of spells.","If your character's class grants spells, you should take time during Step 7 to learn about the spells they know and how to cast them. The fourth page of the character sheet provides space to note your character's magic tradition and their proficiency rank for spell attack rolls and spell DCs. It also gives ample space to record the spells in your character's repertoire or spellbook, or that you prepare frequently. Each class determines which spells a character can cast, how they are cast, and how many they can cast in a day, but the spells themselves and detailed rules for spellcasting are located in Chapter 7."],"source":"CRB"},{"type":"list","items":["To determine your character's total starting Hit Points, add together the number of Hit Points your character gains from their ancestry (chosen in Step 2) and the number of Hit Points they gain from their class.","The Initial Proficiencies section of your class entry indicates your character's starting proficiency ranks in a number of areas. Choose which skills your character is trained in and record those, along with the ones set by your class. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.","See the class advancement table in your class entry to learn the class features your character gains at 1st level—but remember, you already chose an ancestry and background. Some class features require you to make additional choices, such as selecting spells."]},{"type":"pf2-tips-box","page":26,"name":"CHARACTER SHEET","entries":["Write your character's total Hit Points on the first page of your character sheet. Use the proficiency fields (the boxes marked \"T,\" \"E,\" \"M,\" and \"L\") on your character sheet to record your character's initial proficiencies in Perception, saving throws, and the skills granted by their class; mark \"T\" if your character is trained, or \"E\" if your character is expert. Indicate which additional skills you chose for your character to be trained in by marking the \"T\" proficiency box for each skill you selected. Likewise, record your character's their armor proficiencies in the Armor Class section at the top of the first page and their weapon proficiencies at the bottom of the first page. Record all other class feats and abilities on the second page. Don't worry yet about finalizing any values for your character's statistics—you'll handle that in Step 9."],"source":"CRB"}],"step":"7","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Buy Equipment","entries":["At 1st level, your character has 15 gold pieces (150 silver pieces) to spend on armor, weapons, and other basic equipment. Your character's class lists the types of weapons and armor with which they are trained (or better!). Their weapons determine how much damage they deal in combat, and their armor influences their Armor Class; these calculations are covered in more detail in Step 10. Don't forget essentials such as food and traveling gear! For more on the available equipment and how much it costs, see Chapter 6.",{"type":"pf2-tips-box","page":27,"name":"CHARACTER SHEET","entries":["Once you've spent your character's starting wealth, calculate any remaining gp, sp, and cp they might still have and write those amounts in Inventory on the second page. Record your character's weapons in the Melee {@action Strike||Strikes} and Ranged {@action Strike||Strikes} sections of the first page, depending on the weapon, and the rest of their equipment in the Inventory section on your character sheet's second page. You'll calculate specific numbers for melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} with the weapons in Step 9 and for AC when wearing that armor in Step 10."],"source":"CRB"}],"step":"8","source":"CRB"},{"type":"pf2-h2","page":27,"name":"Calculate Modifiers","entries":["With most of the big decisions for your character made, it's time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character's level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.",{"type":"pf2-h3","page":27,"name":"Perception","entries":["Your character's Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Saving Throws","entries":["For each kind of saving throw, add your character's Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character's Constitution modifier. For Reflex saving throws, use your character's Dexterity modifier. For Will saving throws, use your character's Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw."],"source":"CRB"},{"type":"pf2-h3","page":27,"name":"Melee Strikes and Ranged Strikes","entries":["Next to where you've written your character's melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character's proficiency bonus with the weapon plus an ability modifier (usually Strength for melee {@action Strike||Strikes} and Dexterity for ranged {@action Strike||Strikes}).","You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon's Strike deals.","Melee weapons usually add your character's Strength modifier to damage rolls, while ranged weapons might add some or all of your character's Strength modifier, depending on the weapon's traits. See the weapon entries in Chapter 6 for more information."],"source":"CRB"},{"type":"pf2-h3","page":28,"name":"Skills","entries":["In the second box to the right of each skill name on your character sheet, there's an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability's modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0."],"source":"CRB"},{"type":"pf2-tips-box","page":28,"name":"CHARACTER SHEET","entries":["For Perception and saving throws, write your proficiency bonus and the appropriate ability modifier in the boxes provided, then record the total modifier in the large space.","Record the proficiency bonuses, ability modifiers, and total modifiers for your melee {@action Strike||Strikes} and ranged {@action Strike||Strikes} in the box after the name of each weapon, and put the damage for each in the space below, along with the traits for that attack. For skills, record the relevant ability modifier and proficiency bonus in the appropriate box for each skill, and then write the total skill modifiers in the spaces to the left.","If your character has any modifiers, bonuses, or penalties from feats or abilities that always apply, add them into the total modifiers. For ones that apply only in certain situations, note them next to the total modifiers."],"source":"CRB"}],"step":"9","source":"CRB"},{"type":"pf2-h2","page":28,"name":"Finishing Details","entries":["Now add the following details to your character sheet in the appropriate spaces.",{"type":"pf2-h3","page":28,"name":"Alignment","entries":["Your character's alignment is an indicator of their morality and personality. There are nine possible alignments in Pathfinder, as shown on Table 1 –2: The Nine Alignments. If your alignment has any components other than neutral, your character gains the traits of those alignment components. This might affect the way various spells, items, and creatures interact with your character.","Your character's alignment is measured by two pairs of opposed values: the axis of good and evil and the axis of law and chaos. A character who isn't committed strongly to either side is neutral on that axis. Keep in mind that alignment is a complicated subject, and even acts that might be considered good can be used for nefarious purposes, and vice versa. The GM is the arbiter of questions about how specific actions might affect your character's alignment.","If you play a champion, your character's alignment must be one allowed for their deity and cause (pages 437–440 and 106–107), and if you play a cleric, your character's alignment must be one allowed for their deity (pages 437–440).",{"type":"pf2-h4","page":29,"name":"Good and Evil","entries":["Your character has a good alignment if they consider the happiness of others above their own and work selflessly to assist others, even those who aren't friends and family. They are also good if they value protecting others from harm, even if doing so puts the character in danger. Your character has an evil alignment if they're willing to victimize others for their own selfish gain, and even more so if they enjoy inflicting harm. If your character falls somewhere in the middle, they're likely neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Law and Chaos","entries":["Your character has a lawful alignment if they value consistency, stability, and predictability over flexibility.","Lawful characters have a set system in life, whether it's meticulously planning day-to-day activities, carefully following a set of official or unofficial laws, or strictly adhering to a code of honor. On the other hand, if your character values flexibility, creativity, and spontaneity over consistency, they have a chaotic alignment—though this doesn't mean they make decisions by choosing randomly.","Chaotic characters believe that lawful characters are too inflexible to judge each situation by its own merits or take advantage of opportunities, while lawful characters believe that chaotic characters are irresponsible and flighty.","Many characters are in the middle, obeying the law or following a code of conduct in many situations, but bending the rules when the situation requires it. If your character is in the middle, they are neutral on this axis."],"source":"CRB"},{"type":"pf2-h4","page":29,"name":"Changing Alignment","entries":["Alignment can change during play as a character's beliefs change, or as you realize that your character's actions reflect a different alignment than the one on your character sheet. In most cases, you can just change their alignment and continue playing. However, if you play a cleric or champion and your character's alignment changes to one not allowed for their deity (or cause, for champions), your character loses some of their class abilities until they atone (as described in the class)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Deity","entries":["Write down the deity your character worships, if any.","Champions and clerics must worship a deity. See pages 437–440 for more about Pathfinder's deities."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Age","entries":["Decide your character's age and note it on the third page of the character sheet. The description for your character's ancestry in Chapter 2 gives some guidance on the age ranges of members of that ancestry. Beyond that, you can play a character of whatever age you like. There aren't any mechanical adjustments to your character for being particularly old, but you might want to take it into account when considering your starting ability scores and future advancement. Particularly young characters can change the tone of some of the game's threats, so it's recommended that characters are at least young adults."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Gender and Pronouns","entries":["Characters of all genders are equally likely to become adventurers. Record your character's gender, if applicable, and their pronouns on the third page of the character sheet."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Class DC","entries":["A class DC sets the difficulty for certain abilities granted by your character's class. This DC equals 10 plus their proficiency bonus for their class DC (+3 for most 1st-level characters) plus the modifier for the class's key ability score."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Hero Points","entries":["Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies. Your character can use Hero Points to gain certain benefits, such as staving off death or rerolling a d20. See page 467 for more about Hero Points."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Armor Class (AC)","entries":["Your character's Armor Class represents how difficult they are to hit in combat. To calculate your AC, add 10 plus your character's Dexterity modifier (up to their armor's Dexterity modifier cap; page 274), plus their proficiency bonus with their armor, plus their armor's item bonus to AC and any other permanent bonuses and penalties."],"source":"CRB"},{"type":"pf2-h3","page":29,"name":"Bulk","entries":["Your character's maximum Bulk determines how much weight they can comfortably carry. If they're carrying a total amount of Bulk that exceeds 5 plus their Strength modifier, they are encumbered. A character can't carry a total amount of Bulk that exceeds 10 plus their Strength modifier. The Bulk your character is carrying equals the sum of all of their items; keep in mind that 10 light items make up 1 Bulk. You can find out more about Bulk in Chapter 6: Equipment."],"source":"CRB"}],"step":"10","source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":487,"name":"Characters With Disabilities","entries":["A player might want to create a character with a disability, or their character might end up with a disability over the course of play. Work with the player to find ways to respectfully represent the disability. Conditions such as blinded and deafened aren't a good fit for a character who has been living with a disability long-term. Here are suggestions for rules you might use for PCs with disabilities.",{"type":"pf2-h3","name":"Blindness or Impaired Vision"},"A blind character can't detect anything using vision, critically fails {@skill Perception} checks requiring sight, is immune to {@trait visual} effects, and can't be {@condition blinded} or {@condition dazzled}. You might give this character the {@feat Blind-Fight (Fighter)||Blind-Fight} feat for free.","A character with impaired vision might take a –2 to –4 penalty to vision-based {@skill Perception} checks. {@item Basic Corrective Lenses|LOTGB|Spectacles} or {@filter other corrective devices|items||source=|type=|Subcategory=Vision} might reduce or remove this.",{"type":"pf2-h3","name":"Deafness or Being Hard of Hearing"},"A deaf character can't detect anything using hearing, critically fails {@skill Perception} checks that require hearing, and is immune to {@trait auditory} effects. They have enough practice to supply verbal components for casting spells and command components for activating magic items, but if they perform an action they're not accustomed to that involves auditory elements, they must succeed at a DC {@flatDC 5} flat check or the action is lost. It's best to give them the {@feat Sign Language} feat for free, and you might give them {@feat Read Lips} as well. You might give one or more other characters in the group {@feat Sign Language} for free as well.","A hard-of-hearing character might take a –2 to –4 penalty to {@skill Perception} checks that are hearing-based. {@filter Corrective devices for hearing|items||Subcategory=Hearing} are less common than spectacles are in a typical Pathfinder world.",{"type":"pf2-h3","name":"Missing Limb"},"Some magic items require certain limbs or other body parts. It's fine to allow an alternative form of the item, turning boots into bracers for a character without legs, for example.","A character with a missing hand or arm might need to spend 2 actions to {@action Interact} with an item that requires two hands, or otherwise compensate. Using a two-handed weapon is not possible. A character can acquire a {@filter prosthetic hand or arm|items||source=|type=|subcategory=prosthesis} to compensate.","Someone missing a foot or leg might take a small penalty to Speed, but can typically acquire a prosthetic to compensate. If they have no legs, they might use a {@filter wheelchair|items||source=|type=|subcategory=wheelchair}, a dependable mount, or levitation or flight magic.",{"type":"pf2-h3","name":"Mental Illness and Chronic Illness"},"Some disabilities, such as mental illness and chronic illnesses, are best left to the player to roleplay. Mental illness is an especially fraught topic, with a history of insensitive portrayal. Be careful about the intentions of the player and the impact the presentation might have on other players."],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":217,"name":"Familiars","entries":["Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid's leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit.","Familiars have the minion trait (page 634), so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost.","You can have only one familiar at a time.",{"type":"pf2-h3","page":217,"name":"Modifiers and AC","entries":["Your familiar's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, {@skill Acrobatics}, and {@skill Stealth} modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you don't have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesn't have or use its own ability modifiers and can never benefit from item bonuses."],"source":"CRB"},{"type":"pf2-h3","page":217,"name":"Hit Points","entries":["Your familiar has 5 Hit Points for each of your levels."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Size","entries":["Your familiar is Tiny."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Senses","entries":["Your familiar has {@ability low-light vision} and can gain additional senses from familiar abilities. It can communicate empathically with you as long as it's within 1 mile of you, sharing emotions. It doesn't understand or speak languages normally, but it can gain speech from a familiar ability."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Movement","entries":["Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar).","It can gain other movement types from familiar abilities."],"source":"CRB"},{"type":"pf2-h3","page":218,"name":"Familiar and Master Abilities","entries":["Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar can't be an animal that naturally has more familiar abilities than your daily maximum familiar abilities.",{"type":"pf2-h4","page":218,"name":"Familiar Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Amphibious","entries":["It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed)."]},{"name":"Burrower","entries":["It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes."]},{"name":"Climber","entries":["It gains a climb Speed of 25 feet."]},{"name":"Damage Avoidance","entries":["Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn't prevent effects other than damage."]},{"name":"Darkvision","entries":["It gains {@ability darkvision}."]},{"name":"Fast Movement","entries":["Increase one of the familiar's Speeds from 25 feet to 40 feet."]},{"name":"Flier","entries":["It gains a fly Speed of 25 feet."]},{"name":"Kinspeech","entries":["It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level."]},{"name":"Lab Assistant","entries":["It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this."]},{"name":"Manual Dexterity","entries":["It can use up to two of its limbs as if they were hands to use manipulate actions."]},{"name":"Scent","entries":["It gains {@ability scent} (imprecise, 30 feet)."]},{"name":"Speech","entries":["It understands and speaks a language you know."]}]}],"source":"CRB"},{"type":"pf2-h4","page":218,"name":"Master Abilities","entries":[{"type":"pf2-options","style":"pf2-p text-indent-subsequent block","items":[{"name":"Cantrip Connection","entries":["You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can't otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this."]},{"name":"Extra Reagents","entries":["Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability."]},{"name":"Familiar Focus","entries":["Once per day, your familiar can use 2 actions with the {@trait concentrate} to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this."]},{"name":"Lifelink","entries":["If your familiar would be reduced to 0 HP by damage, as a reaction with the {@trait concentrate}, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar."]},{"name":"Spell Battery","entries":["You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability."]},{"name":"Spell Delivery","entries":["If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect."]}]}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"},{"type":"section","page":31,"name":"Leveling Up","entries":["The world of Pathfinder is a dangerous place, and your character will face terrifying beasts and deadly traps on their journey into legend. With each challenge resolved, a character earns Experience Points (XP) that allow them to increase in level. Each level grants greater skill, increased resiliency, and new capabilities, allowing your character to face even greater challenges and go on to earn even more impressive rewards.","Each time your character reaches 1,000 Experience Points, their level increases by 1. On your character sheet, indicate your character's new level beside the name of their class, and deduct 1,000 XP from their XP total. If you have any Experience Points left after this, record them—they count toward your next level, so your character is already on their way to advancing yet again!","Next, return to your character's class entry. Increase your character's total Hit Points by the number indicated for your class. Then, take a look at the class advancement table and find the row for your character's new level.","Your character gains all the abilities listed for that level, including new abilities specific to your class and additional benefits all characters gain as they level up.","For example, all characters gain four ability boosts at 5th level and every 5 levels thereafter.","You can find all the new abilities specific to your class, including class feats, right in your class entry, though you can also use class feats to take an archetype (page 219).","Your character's class entry also explains how to apply any ability boosts and skill increases your character gains.","If they gain an ancestry feat, head back to the entry for your character's ancestry in Chapter 2 and select another ancestry feat from the list of options. If they gain a skill increase, refer to Chapter 4 when deciding which skill to apply it to. If they gain a general feat or a skill feat, you can choose from the feats listed in Chapter 5. If they can cast spells, see the class entry for details on adding spell slots and spells. It's also a good idea to review your character's spells in Chapter 7 and see if there are heightened versions they can now cast.","Once you've made all your choices for your character's new level, be sure to go over your character sheet and adjust any values that have changed. At a bare minimum, your proficiency bonuses all increase by 1 because you've gained a level, so your AC, attack rolls, Perception, saving throws, skill modifiers, spell attack rolls, and class DC all increase by at least 1. You might need to change other values because of skill increases, ability boosts, or class features that either increase your proficiency rank or increase other statistics at certain levels. If an ability boost increases your character's Constitution modifier, recalculate their maximum Hit Points using their new Constitution modifier (typically this adds 1 Hit Point per level). If an ability boost increases your character's Intelligence modifier, they become trained in an additional skill and language.","Some feats grant a benefit based on your level, such as Toughness, and these benefits are adjusted whenever you gain a level as well.","You can perform the steps in the leveling-up process in whichever order you want. For example, if you wanted to take the skill feat Intimidating Prowess as your skill feat at 10th level, but your character's Strength score was only 14, you could first increase their Strength score to 16 using the ability boosts gained at 10th level, and then take Intimidating Prowess as a skill feat at the same level.",{"type":"pf2-h3","page":31,"name":"Leveling-Up Checklist","entries":["Every time you gain a level, make sure you do each of the following:",{"type":"list","items":["Increase your level by 1 and subtract 1,000 XP from your XP total.","Increase your maximum Hit Points by the amount listed in your class entry in Chapter 3.","Add class features from your class advancement table, including ability boosts and skill increases.","Select feats as indicated on your class advancement table. For ancestry feats, see Chapter 2. For class feats, see your class entry in Chapter 3. For general feats and skill feats, see Chapter 5.","Add spells and spell slots if your class grants spellcasting. See Chapter 7 for spells.","Increase all of your proficiency bonuses by 1 from your new level, and make other increases to your proficiency bonuses as necessary from skill increases or other class features. Increase any other statistics that changed as a result of ability boosts or other abilities.","Adjust bonuses from feats and other abilities that are based on your level."]}],"source":"CRB"}],"data":{"quickref":1},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":532,"name":"Activating Items","entries":["Some items produce their effects only when used properly in the moment. Others always offer the same benefits as their mundane counterparts when worn, but have magical abilities you can gain by further spending actions. Either case requires you to use the Activate an Item activity. {@action Activate an Item||Activating an Item} works much like {@action Cast a Spell||Casting a Spell}, in that the activity takes a variable number of actions and can have different components depending on how you Activate the Item. This information appears in the item's Activate entry.","If an item is used up when activated, as is the case for consumable items, its Activate entry appears toward the top of the stat block. For permanent items with activated abilities, the Activate entry is a paragraph in the description. Activations are not necessarily magical—for instance, drinking an alchemical elixir isn't usually a magical effect.",{"type":"data","tag":"action","name":"Activate an Item","source":"CRB"},{"type":"pf2-brown-box","page":532,"name":"DISRUPTING ACTIVATIONS","entries":["Some abilities and effects can disrupt the process of {@action Activate an Item||Activating an Item}. If something disrupts your item activation, you fail to Activate the Item and lose the actions you committed. If the item can be activated only a certain number of times per day, the failed activation still counts against that limit. If an item requires you to spend actions to Sustain an Activation and one of those actions is disrupted, the item's effect ends."],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Activation Components","entries":["An item's activate entry lists the components required to activate its abilities. Each component adds certain traits to the Activate an Item activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":533,"name":"Command","entries":["This component is a specific utterance you must make in a loud and strong voice. Activate an Item gains the auditory and {@trait concentrate}s. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Envision","entries":["This component is a specific image or phenomenon you need to imagine. Activate an Item gains the {@trait concentrate}."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Interact","entries":["This component works like the Interact basic action.","Activate an Item gains the manipulate trait and requires you to use your hands, just like with any Interact action."],"source":"CRB"},{"type":"pf2-h4","page":533,"name":"Cast a Spell","entries":["If an item lists \"{@action Cast a Spell}\" after \"Activate,\" the activation requires you to use the {@action Cast a Spell} activity (described on page 302) to Activate the Item. This happens when the item replicates a spell. You must have a spellcasting class feature to Activate an Item with this activation component.","If the item can be used for a specific spell, the action icon for that spell is provided. If it's an item like a staff, which can be used for many spells, the icon is omitted, and you must refer to each spell to determine which actions you must spend to Activate the Item to cast it.","In this case, Activate an Item gains all the traits from the relevant components of the {@action Cast a Spell} activity."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Limited Activations","entries":["Some items can be activated only a limited number of times per day, as described in the items. This limit is independent of any costs for activating the item. The limit resets during your daily preparations. The limit is inherent to the item, so if an ability that can be used only once per day is used, it doesn't refresh if another creature later invests or tries to activate the item."],"source":"CRB"},{"type":"pf2-brown-box","page":533,"name":"ITEM CATEGORIES","entries":["Items are grouped into the following categories, shown here with the page number where those items appear and a brief description of the category.",{"type":"list","items":["{@b {@filter Alchemical Items|items||source=CRB|category=Bomb;Poison;Elixir}} are powered by the reactions of alchemical reagents. Almost all alchemical items are consumable items that are used up when you activate them. This category includes bombs, elixirs (including mutagens), poisons, and alchemical tools.","{@b {@filter Ammunition|items||source=CRB|category=Ammunition}}, in Consumables, includes different types of magical arrows, crossbow bolts, and other types of ammunition.","{@b {@filter Apex Items|items||source=CRB|category=Apex}} are a subcategory of worn items of a high level that increase an ability score.","{@b {@filter Armor|items||source=CRB|category=armor}} includes the rules for basic magical armor as well as special suits of armor.","{@b {@filter Companion Items|items||source=CRB|category=companion}} are a category of worn items meant for animal companions and mounts.","{@b {@filter Consumables|items||source=CRB|category=consumable}} are used up when you activate them, and include ammunition, oils, potions, scrolls, and talismans, among others. Categories of items that are consumables but have specific rules, such as alchemical items, are presented separately.","{@b {@filter Held Items|items||source=CRB|category=held}} include a wide variety of items you use with your hands. This doesn't include more narrow categories of held items, such as weapons.","{@b {@filter Materials|items||source=CRB|category=material}} can be used to make items with unique properties and other advantages.","{@b {@filter Oils|items||source=CRB|category=oil}} are consumables applied to the surface of an object or person.","{@b {@filter Potions|items||source=CRB|category=potion}} are consumable magical liquids you drink to activate.","{@b {@filter Runes|items||source=CRB|category=rune}} modify armor and weapons when etched onto them. This section includes fundamental runes for weapons ({@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking}) and armor ({@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient}).","{@b {@filter Scrolls|items||source=CRB|category=scroll}} are consumables that allow spellcasters to cast more spells.","{@b {@filter Shields|items||source=CRB|category=shield}} include more durable shields and ones with special magical powers.","{@b {@filter Snares|items||source=CRB|category=snare}} are single-use traps typically made by rangers.","{@b {@filter Staves|items||source=CRB|category=staff}} provide flexible spellcasting options.","{@b {@filter Structures|items||source=CRB|category=structure}} include buildings, tents, and other larger items.","{@b {@filter Talismans|items||source=CRB|category=talisman}} are consumables that are affixed to items and then activated for a one-time combat or physical benefit.","{@b {@filter Wands|items||source=CRB|category=wand}} hold a spell of the crafter's choice, and can be used to repeatedly cast that spell.","{@b {@filter Weapons|items||source=CRB|category=weapon}} include the rules for basic magical weapons, weapons made from precious materials, and specific magic weapons.","{@b {@filter Worn Items|items||source=CRB|category=worn}} consist of a vast collection of clothing and other items you wear on your body."]}],"source":"CRB"},{"type":"pf2-h3","page":533,"name":"Sustaining Activations","entries":["Some items, once activated, have effects that can be sustained if you concentrate on them. This works much like the Sustain a Spell action (found on page 304). If an item's description states that you can sustain the effect, that effect lasts until the end of your turn in the round after you Activated the Item. You can use a Sustain an Activation action on that turn to extend the duration.",{"type":"data","tag":"action","name":"Sustain an Activation","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":534,"name":"Dismissing Activations","entries":["Some item effects can be dismissed, ending the duration early due to you or the target taking action. Dismissing an activation requires using the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Animals","entries":["The Prices for animals are listed both for renting and for purchasing them outright. You usually need to pay for animal rentals up front, and if the vendor believes the animal might be put in danger, they typically require a deposit equal to the purchase Price. Most animals panic in battle. When combat begins, they become {@condition frightened||frightened 4} and {@condition fleeing} as long as they're {@condition frightened}. If you successfully {@action Command your Animal} using {@skill Nature}, you can keep it from fleeing, though this doesn't remove its frightened condition. If the animal is attacked or damaged, it returns to {@condition frightened||frightened 4} and {@condition fleeing}, with the same exceptions.","Warhorses and warponies are combat trained. They don't become {@condition frightened} or {@condition fleeing} during encounters in this way.",{"type":"data","tag":"table","name":"Animals","source":"CRB"},{"type":"pf2-h3","page":295,"name":"Barding","entries":["You can purchase special armor for animals, called barding (shown on {@table Barding||Table 6–18}). All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available.",{"type":"data","tag":"table","name":"Barding","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":274,"name":"Armor","entries":[{"type":"pf2-h2","page":274,"name":"Armor Class","entries":["Your {@b Armor Class} ({@b AC}) measures how well you can defend against attacks. When a creature attacks you, your Armor Class is the DC for that attack roll.",{"type":"pf2-inset","page":274,"entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"],"source":"CRB"},"Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Donning and Removing Armor","entries":["Getting in and out of armor is time consuming—so make sure you're wearing it when you need it! Donning and removing armor are both activities involving many Interact actions. It takes 1 minute to don light armor, 5 minutes to don medium or heavy armor, and 1 minute to remove any armor."],"source":"CRB"},{"type":"pf2-h2","page":274,"name":"Armor Statistics","entries":["{@table Unarmored Defense||Table 6–3: Unarmored Defense} provides the statistics for the various forms of protection without wearing armor. {@table Armor||Table 6–4: Armor} provides the statistics for suits of armor that can be purchased and worn, organized by category. The columns in both tables provide the following statistics.",{"type":"pf2-h3","page":274,"name":"Category","entries":["The armor's category—unarmored, light armor, medium armor, or heavy armor—indicates which proficiency bonus you use while wearing the armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"AC Bonus","entries":["This number is the item bonus you add for the armor when determining Armor Class."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Dexterity Modifier Cap (Dex Cap)","entries":["This number is the maximum amount of your Dexterity modifier that can apply to your AC while you are wearing a given suit of armor. For example, if you have a Dexterity modifier of +4 and you are wearing a suit of half plate, you apply only a +1 bonus from your Dexterity modifier to your AC while wearing that armor."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Check Penalty","entries":["While wearing your armor, you take this penalty to Strength- and Dexterity-based skill checks, except for those that have the attack trait. If you meet the armor's Strength threshold (see Strength below), you don't take this penalty."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Speed Penalty","entries":["While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor's Strength threshold (see below), you reduce the penalty by 5 feet."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Strength","entries":["This entry indicates the Strength score at which you are strong enough to overcome some of the armor's penalties. If your Strength is equal to or greater than this value, you no longer take the armor's check penalty, and you decrease the Speed penalty by 5 feet (to no penalty if the penalty was –5 feet, or to a –5-foot penalty if the penalty was –10 feet)."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Bulk","entries":["This entry gives the armor's Bulk, assuming you're wearing the armor and distributing its weight across your body. A suit of armor that's carried or worn usually has 1 more Bulk than what's listed here (or 1 Bulk total for armor of light Bulk). An armor's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium in size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Group","entries":["Each type of medium and heavy armor belongs to an armor group, which classifies it with similar types of armor. Some abilities reference armor groups, typically to grant armor specialization effects, which are described on page 275."],"source":"CRB"},{"type":"pf2-h3","page":274,"name":"Armor Traits","entries":["The traits for each suit of armor appear in this entry.","Armor can have the following traits.","{@b {@trait Bulwark}:} The armor covers you so completely that it provides benefits against some damaging effects. On Reflex saves to avoid a damaging effect, such as a {@spell fireball}, you add a +3 modifier instead of your Dexterity modifier.","{@b {@trait Comfort}:} The armor is so comfortable that you can rest normally while wearing it.","{@b {@trait Flexible}:} The armor is flexible enough that it doesn't hinder most actions. You don't apply its check penalty to {@skill Acrobatics} or {@skill Athletics} checks.","{@b {@trait Noisy}:} This armor is loud and likely to alert others to your presence when you're using the {@action Avoid Notice} exploration activity."],"source":"CRB"},{"type":"pf2-h3","page":275,"name":"Armor Specialization Effects","entries":["Certain class features can grant you additional benefits with certain armors. This is called an armor specialization effect. The exact effect depends on which armor group your armor belongs to, as listed below. Only medium and heavy armors have armor specialization effects.","{@b {@group Chain}:} The armor is so flexible it can bend with a critical hit and absorb some of the blow. Reduce the damage from critical hits by either 4 + the value of the armor's potency rune for medium armor, or 6 + the value of the armor's potency rune for heavy armor. This can't reduce the damage to less than the damage rolled for the hit before doubling for a critical hit.","{@b {@group Composite}:} The numerous overlapping pieces of this armor protect you from piercing attacks. You gain resistance to piercing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Leather}:} The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor.","{@b {@group Plate}:} The sturdy plate provides no purchase for a cutting edge. You gain resistance to slashing damage equal to 1 + the value of the armor's potency rune for medium armor, or 2 + the value of the armor's potency rune for heavy armor."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmored Defense","source":"CRB"},{"type":"data","tag":"table","name":"Armor","source":"CRB"},{"type":"pf2-brown-box","page":275,"name":"MATERIALS","entries":["Most suits of armor and weapons are made from ordinary, commonly available materials like iron, leather, steel, and wood. If you're not sure what a suit of armor is made of, the GM determines the details.","Some armor, shields, and weapons are instead made of precious materials. These often have inherent supernatural properties. Cold iron, for example, which harms fey, and silver can damage werecreatures. These materials are detailed beginning on page 577."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":275,"name":"Armor Descriptions","entries":["Each type of armor is described in more detail below.","{@b {@item Breastplate}:} Though referred to as a breastplate, this type of armor consists of several pieces of plate or half-plate armor (page 276) that protect the torso, chest, neck, and sometimes the hips and lower legs. It strategically grants some of the protection of plate while allowing greater flexibility and speed.","{@b {@item Chain Mail}:} A suit of chain mail consists of several pieces of armor composed of small metal rings linked together in a protective mesh. It typically includes a chain shirt, leggings, a pair of arms, and a coif, collectively protecting most of the body.","{@b {@item Chain Shirt}:} Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as chainmail. However, it is much lighter than chainmail and protects only the torso, upper arms, and upper legs of its wearer.","{@b {@item Explorer's Clothing}:} Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes (as described on page 581).","{@b {@item Full Plate}:} Plate mail consists of interlocking plates that encase nearly the entire body in a carapace of steel. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Half Plate}:} Half plate consists of most of the upper body plates used in full plate, with lighter or sparser steel plate protection for the arms and legs. This provides some of the protection of full plate with greater flexibility and speed. A suit of this armor comes with an undercoat of padded armor (see below) and a pair of gauntlets (page 285).","{@b {@item Hide}:} A mix of furs, sturdy hide, and sometimes molded boiled leather, this armor provides protection due to its layers of leather, though its bulkiness slows the wearer down and decreases mobility.","{@b {@item Leather}:} A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.","{@b {@item Padded Armor}:} This armor is simply a layer of heavy, quilted cloth, but it is sometimes used because it's so inexpensive. Padded armor is easier to damage and destroy than other types of armor. Heavy armor comes with a padded armor undercoat included in its Price, though it loses the comfort trait when worn under heavy armor. You can wear just that padded armor undercoat to sleep in, if your heavy armor is destroyed, or when otherwise not wearing the full heavy armor. This allows you to keep the armor invested and benefit from the power of any runes on the associated heavy armor, but no one else can wear your heavy armor without the padded undercoat.","{@b {@item Scale Mail}:} Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.","{@b {@item Splint Mail}:} This type of armor is chain mail reinforced with flexible, interlocking metal plates, typically located on the wearer's torso, upper arms, and legs. A suit of this armor comes with an undercoat of padded armor (see above) and a pair of gauntlets (page 285).","{@b {@item Studded Leather}:} This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.",{"type":"data","tag":"table","name":"Damaging Armor","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Carrying and Using Items","entries":["A character carries items in three ways: held, worn, and stowed. Held items are in your hands; a character typically has two hands, allowing them to hold an item in each hand or a single two-handed item using both hands. Worn items are tucked into pockets, belt pouches, bandoliers, weapon sheaths, and so forth, and they can be retrieved and returned relatively quickly. Stowed items are in a backpack or a similar container, and they are more difficult to access.","Drawing a worn item or changing how you're carrying an item usually requires you to use an {@action Interact} action (though to drop an item, you use the {@action Release} action instead). {@table Changing Equipment||Table 6–2: Changing Equipment} lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.","Many ways of using items require you to spend multiple actions. For example, drinking a potion stowed in your belt pouch requires using an {@action Interact} action to draw it and then using a second action to drink it as described in its {@action Activate an Item||Activate} entry.",{"type":"pf2-h3","page":271,"name":"Bulk","entries":["Carrying especially heavy or unwieldy items can make it more difficult for you to move, as can overloading yourself with too much gear. The Bulk value of an item reflects how difficult the item is to handle, representing its size, weight, and general awkwardness. If you have a high Strength score, you usually don't need to worry about Bulk unless you're carrying numerous substantial items.",{"type":"pf2-h4","page":272,"name":"Bulk Limits","entries":["You can carry an amount of Bulk equal to 5 plus your Strength modifier without penalty; if you carry more, you gain the encumbered condition. You can't hold or carry more Bulk than 10 plus your Strength modifier.",{"type":"pf2-beige-box","page":272,"name":"Encumbered","entries":["You are carrying more weight than you can manage. While you're {@condition encumbered}, you're {@condition clumsy 1} and take a –10-foot penalty to all your Speeds. As with all penalties to your Speed, this can't reduce your Speed below 5 feet."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk Values","entries":["Items can have a number to indicate their Bulk value, or they can be light (indicated by an L) or negligible (indicated by a—) for the purpose of determining Bulk. For instance, {@item full plate} armor is 4 Bulk, a {@item longsword} is 1 Bulk, a dagger or scroll is light, and a piece of chalk is negligible. Ten light items count as 1 Bulk, and you round down fractions (so 9 light items count as 0 Bulk, and 11 light items count as 1 Bulk). Items of negligible Bulk don't count toward Bulk unless you try to carry vast numbers of them, as determined by the GM."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Estimating an Item's Bulk","entries":["As a general rule, an item that weighs 5 to 10 pounds is 1 Bulk, an item weighing less than a few ounces is negligible, and anything in between is light. Particularly awkward or unwieldy items might have higher Bulk values. For example, a 10-foot pole isn't heavy, but its length makes it difficult for you to move while you have one on your person, so its Bulk is 1. Items made for larger or smaller creatures have greater or lesser Bulk, as described on page 295."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Coins","entries":["Coins are a popular means of exchange due to their portability, but they can still add up. A thousand coins of any denomination or combination of denominations count as 1 Bulk. It's not usually necessary to determine the Bulk of coins in fractions of 1,000; simply round down fractions of 1,000. In other words, 100 coins don't count as a light item, and 1,999 coins are 1 Bulk, not 2."],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Bulk of Creatures","entries":["You might need to know the Bulk of a creature, especially if you need to carry someone off the battlefield. The table that follows lists the typical Bulk of a creature based on its size, but the GM might adjust this number.",{"type":"table","page":272,"colStyles":["text-center","text-center"],"rows":[["Size of Creature","Bulk"],["{@trait Tiny}","1"],["{@trait Small}","3"],["{@trait Medium}","6"],["{@trait Large}","12"],["{@trait Huge}","24"],["{@trait Gargantuan}","48"]],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h4","page":272,"name":"Dragging","entries":["In some situations, you might drag an object or creature rather than carry it. If you're dragging something, treat its Bulk as half. Typically, you can drag one thing at a time, you must use both hands to do so, and you drag slowly—roughly 50 feet per minute unless you have some means to speed it up. Use the total Bulk of what you're dragging, so if you have a sack laden with goods, use the sum of all the Bulk it carries instead of an individual item within."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":272,"name":"Wielding Items","entries":["Some abilities require you to wield an item, typically a weapon. You're wielding an item any time you're holding it in the number of hands needed to use it effectively. When wielding an item, you're not just carrying it around—you're ready to use it. Other abilities might require you to merely carry or have an item. These apply as long as you have the item on your person; you don't have to wield it."],"source":"CRB"},{"type":"data","tag":"table","name":"Changing Equipment","source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":271,"name":"Coins and Currency","entries":["Though you might be able to barter valuable items in some areas, currency is the most versatile way to make transactions when you head to market. The most common currency is coins. For most commoners and beginning adventurers, the standard unit is the {@b silver piece} ({@b sp}). Each silver piece is a standard weight of silver and is typically accepted by any merchant or kingdom no matter where it was minted. There are three other common types of coins, each likewise standardized in weight and value. The first is the {@b copper piece} ({@b cp}). Each copper piece is worth one-tenth of a silver piece. The {@b gold piece} ({@b gp}) is often used for purchasing magic items and other expensive items, as 1 gold piece is worth 10 silver pieces or 100 copper pieces. The {@b platinum piece} ({@b pp}) is used by nobles to demonstrate their wealth, for the purchase of very expensive items, or simply as a way to easily transport large sums of currency. A platinum piece is worth 10 gold pieces, 100 silver pieces, or 1,000 copper pieces. See {@table Coin Values||Table 6–1: Coin Values} for the exchange rates of common types of coins.",{"type":"pf2-h3","page":271,"name":"Other Currency","entries":["Art objects, gems, and raw materials (such as those used for the {@action Craft} activity) can be used much like currency: you can sell them for the same Price you can buy them."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":531,"name":"Constant Abilities","entries":["Some magic items have abilities that always function. You don't have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an {@item everburning torch} always sheds light, and a {@item flaming} weapon deals fire damage every time it deals damage."],"data":{"quickref":2},"source":"CRB"},{"type":"section","name":"Creating a Personal Staff","source":"SoM","page":166,"entries":["Establishing magical pathways to turn a simple piece of wood or metal into a staff is no simple matter. Without some structure to bind multiple disparate spells to a single staff, the magic would surely fail. Thus, a custom staff must always be created around a single trait. For example, an elemental trait (air, earth, fire, or water), energy trait (acid, cold, electricity, fire, sonic, positive, negative, or force), alignment trait, the detection trait, the light trait, and so on. The staff and its spells must have the trait. A few traits are too broad to use, including incapacitation and the traits for spell schools and traditions. The GM might add others to this list.",{"type":"pf2-h3","name":"Determining Level And Price","source":"SoM","page":166,"entries":["Your level sets a personal staff's maximum item level, which determines the Price and the number and level of spells the staff can have, as shown on the table below.",{"type":"data","name":"Personal Staves","tag":"table","source":"SoM"}]},{"type":"pf2-h3","name":"Picking Your Spells","source":"SoM","page":166,"entries":["Once you've decided the trait, choose the spells to inscribe. They must share the trait you chose for the staff. For instance, your {@class sorcerer|crb|undine|undine} {@class sorcerer} might create a {@i deep sea staff} themed around the {@trait water} trait, inscribing it with spells such as {@spell create water} and {@spell hydraulic push}.","You can inscribe a number of common spells on the staff depending on its level, as shown on the table below. You can place the same spell into the staff at multiple levels to provide heightened versions, though doing so uses up one of your picks for that spell level. You can add a spell you can't cast to a staff by supplying a casting of it via another caster or by using {@feat Trick Magic Item}; however, since you can cast a spell from a staff only if it's on your spell list, this option isn't useful for most characters."]},{"type":"pf2-h4","name":"Example","source":"SoM","page":166,"entries":["Lini, a 15th-level druid, wants to create a staff to interact with the plants she encounters. She chooses the plant trait to represent that theme. Next, she selects some common spells for the staff, starting with one cantrip and adding one or two spells at each level, up to the staff's maximum spell level. To build a 15th-level staff with 6th-level spells, she selects the following combination of spells:",{"type":"list","style":"list-hang","items":["Cantrip: {@spell tanglefoot}","1st: {@spell protector tree}, {@spell shillelagh}","2nd: {@spell entangle}, {@spell shape wood}","3rd: {@spell tree shape}, {@spell wall of thorns}","4th: {@spell barkskin}, {@spell speak with plants}","5th: {@spell plant form}, {@spell wall of thorns}","6th: {@spell nature's reprisal}, {@spell plant form}"]},"Note that some of these spells are duplicates of lower-level spells, which can be a great way to fill in levels if new spells don't appeal to you. It's usually best to choose a spell for one of these slots that has an extra benefit when heightened (such as plant form giving you better statistics), but even if you don't find a spell with such a benefit, it's worth filling every open slot."]},{"type":"pf2-h3","name":"Crafting the Staff","source":"SoM","page":166,"entries":[{"type":"pf2-sidebar","name":"Staff of Nature's Cunning","source":"SoM","page":167,"entries":["You might want to take a version of the {@item Lini's Leafstick} for your own character or to give out as treasure in a campaign. To make that easier, here's a non-unique version with multiple types for different levels.","{@item Staff of Nature's Cunning|SoM}"]},"Once you've themed and designed your staff, you can craft it with the following the guidelines, along with previously established rules for crafting magical items.","As with normal staves, one casting of all listed levels of all spells in the staff must be provided during {@action Craft||Crafting}.","Choose a magical school for your staff from among the schools the spells on it have. Pick the one that best reflects the spells, usually the one most shared among them. You can optionally give your staff a trait for one magic tradition, instead of the {@trait magical} trait, if the staff is fully steeped in that tradition and contains spells only from that tradition's spell list.","You still need to {@action Craft} the staff. If you're not good at {@skill Crafting}, you can have somebody use the {@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, including being able to craft magic items. The rune has no effect until you complete the {@action Craft} activity. You can etch only one rune at a time.",{"type":"pf2-h4","page":580,"name":"Transferring Runes","entries":["You can transfer runes between one item and another, including a {@item runestone}. This also uses the {@action Craft} activity. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).","If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can't accept it, such as transferring a melee weapon rune to a ranged weapon, you get an automatic critical failure on your {@action craft||Crafting} check. If you transfer a potency rune, you might end up with property runes on an item that can't benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.","The DC of the {@skill Crafting} check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune's Price, unless transferring from a {@item runestone}, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day (instead of the 4 days usually needed to Craft) to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount, as usual with Craft."],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":580,"name":"Fundamental Runes","entries":["Four fundamental runes produce the most essential magic of protection and destruction: {@item armor potency (generic)||armor potency} and {@item resilient (generic)||resilient} runes for armor, and {@item weapon potency (generic)||weapon potency} and {@item striking (generic)||striking} runes for weapons. A potency rune is what makes a weapon a magic weapon (page 599) or armor magic armor (page 556).","An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version (as described in each rune's entry). As you level up, you typically alternate between increasing an item's potency rune and its {@item striking (generic)||striking} or {@item resilient (generic)||resilient} rune when you can afford to.",{"type":"data","tag":"table","name":"Fundamental Runes","source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"SPECIFIC ARMOR AND WEAPONS","entries":["Unlike armor and weapons enhanced with runes, specific armor and weapons (such as {@item ghoul hide} or a {@item holy avenger}) are created for a specific purpose and can work quite differently from other items of their type. Specific magic armor and weapons can't gain property runes, but you can add or improve their fundamental runes."],"source":"CRB"},{"type":"pf2-brown-box","page":581,"name":"RUNE TRANSFER EXAMPLES","entries":["You could transfer a {@item flaming} rune from a {@runeItem greatsword||+1 weapon potency||striking||flaming|} to a {@runeItem longsword||+2 weapon potency||striking|}, resulting in a {@runeItem longsword||+2 weapon potency||striking||flaming|} and a {@runeItem greatsword||+1 weapon potency||striking|}. You could swap the weapon potency runes from a {@runeItem longsword||+1 weapon potency} and a {@runeItem greatsword||+2 weapon potency}, resulting in a {@runeItem longsword||+2 weapon potency} and a {@runeItem greatsword||+1 weapon potency}. However, you couldn't swap a {@item +1 weapon potency} rune from one weapon with a {@item flaming} property rune from another weapon, as the two runes don't have the same form.","When transferring a rune to an item that can hold multiple property runes, you can decide whether you transfer a single rune or swap runes between the items.","For example, a +2 weapon can hold two property runes. If you transferred a {@item flaming} rune from a {@runeItem rapier||+1 weapon potency||striking||flaming|} to a {@runeItem warhammer||+2 weapon potency||striking||frost|}, you would decide whether you wanted to end up with a {@runeItem rapier||+1 weapon potency||striking|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming||frost|} or a {@runeItem rapier||+1 weapon potency||striking||frost|} and a {@runeItem warhammer||+2 weapon potency||striking||flaming|}."],"source":"CRB"},{"type":"pf2-brown-box","page":582,"name":"UPGRADING ARMOR AND WEAPON RUNES","entries":["You'll often want to upgrade the fundamental runes of magic armor or a magic weapon you already have. This requires upgrading each rune separately. Tables 11–5 and 11–6 summarize the Price of each step, with a number in parentheses indicating the item's level for the Craft activity. This also indicates the typical progression for an adventurer to follow when upgrading their armor and weapons. The tables here don't include progressions that aren't as likely to come up, like turning a +1 weapon directly into a +1 greater striking weapon.",{"type":"data","tag":"table","name":"Armor Upgrade Prices","source":"CRB"},{"type":"data","tag":"table","name":"Weapon Upgrade Price","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":582,"name":"Property Runes","entries":["Property runes add special abilities to armor or a weapon in addition to the item's fundamental runes. If a suit of armor or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.","Rune abilities that must be activated follow the rules for activating magic items on page 532."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":564,"name":"Scrolls","entries":["A scroll contains a single spell that you can cast without having to expend a spell slot. A scroll can be Crafted to contain nearly any spell, so the types of scrolls available are limited only by the number of spells in the game. The exceptions are cantrips, focus spells, and rituals, none of which can be put on scrolls. The spell on a scroll can be cast only once, and the scroll is destroyed as part of the casting. The spell on the scroll is cast at a particular spell level, as determined by the scroll. For instance, a scroll of {@spell magic missile} (1st level) can be used to cast the 1st-level version of magic missile, but not a magic missile heightened to 2nd level. If no level is listed, the scroll can be used to cast the spell at its lowest level.","If you find a scroll, you can try to figure out what spell it contains. If the spell is a common spell from your spell list or a spell you know, you can spend a single {@action Recall Knowledge} action and automatically succeed at identifying the scroll's spell. If it's not, you must use {@action Identify Magic} to learn what spell the scroll holds.",{"type":"pf2-h4","page":564,"name":"Casting a Spell from a Scroll","entries":["{@action Cast a Spell||Casting a Spell} from a scroll requires holding the scroll in one hand and activating it with a {@action Cast a Spell} activity using the normal number of actions for that spell.","To {@action Cast a Spell} from a scroll, the spell must appear on your spell list. Because you're the one {@action Cast a Spell||Casting the Spell}, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).","Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when {@action Cast a Spell||Casting a Spell} from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to {@action Cast a Spell||Cast the Spell} from a scroll."],"source":"CRB"},{"type":"pf2-h4","page":564,"name":"Scroll Statistics","entries":["All scrolls have the same base statistics unless noted otherwise. A scroll has light Bulk, and it must be held in one hand to be activated."],"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Varying Statistics","entries":["Table 11–3 indicates the item level and Price of a scroll, both of which are based on the level of the spell contained on the scroll. Any costs to {@action Cast a Spell||Cast the Spell} are added to the scroll's Price when the scroll is crafted, so a scroll containing a spell with a Cost entry will have a higher Price than what appears on the table. The scroll's rarity matches the spell's rarity.","The traits for a scroll vary based on the spell it contains.","A scroll always has the consumable, magical, and scroll traits, plus the traits of the spell stored on it."],"source":"CRB"},{"type":"data","tag":"table","name":"Scroll Statistics","source":"CRB"},{"type":"pf2-h4","page":565,"name":"Crafting a Scroll","entries":["The process to {@action Craft} a scroll is much like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the scroll. You have to either {@action Cast a Spell||Cast that Spell} during the crafting process, or someone else must do so in your presence. {@action Cast a Spell||Casting that Spell} doesn't produce its normal effects; instead, the magic is trapped inside the scroll. The casting must come from a spellcaster expending a spell slot.","You can't {@action Craft} a scroll from a spell produced from another magic item, for example. The caster has to provide any cost of the spell. You need to learn only a single 1st-level formula to {@spell Craft} scrolls.","Like other {@trait consumable||consumables}, scrolls can be crafted in batches of four. All scrolls of one batch must contain the same spell at the same level, and you must provide one casting for each scroll crafted."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":565,"name":"Sample Scrolls","entries":["A wide variety of spells can appear on scrolls. The following specific scrolls are just examples.",{"type":"data","tag":"item","data":{"name":"Scroll of Illusory Disguise","source":"CRB","page":565,"type":"Item","level":1,"traits":["consumable","illusion","magical","scroll"],"price":{"coin":"gp","amount":3},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can cast {@spell illusory disguise} as a 1st-level spell."],"craftReq":["Supply one casting of illusory disguise."]}},{"type":"data","tag":"item","data":{"name":"Scroll of Glitterdust","source":"CRB","page":565,"type":"Item","level":3,"traits":["consumable","evocation","magical","scroll"],"price":{"coin":"gp","amount":12},"usage":"held in 1 hand","bulk":"L","activate":{"activity":{"number":2,"unit":"action"},"components":"{@action Cast a Spell}"},"category":"Scroll","entries":["This scroll can be used to cast {@spell glitterdust} as a 2nd-level spell."],"craftReq":["Supply one casting of glitterdust."]}}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":294,"name":"Services","entries":["The services listed on {@table Basic Services and Consumables||Table 6–14} describe expenditures for common services and consumables.",{"type":"data","tag":"table","name":"Basic Services and Consumables","source":"CRB"},{"type":"pf2-h3","page":294,"name":"Hirelings","entries":["Paid laborers can provide services for you. Unskilled hirelings can perform simple manual labor and are untrained at most skills. Skilled hirelings have expert proficiency in a particular skill. Hirelings are level 0. If a skill check is needed, an untrained hireling has a +0 modifier, while a skilled hireling has a +4 modifier in their area of expertise and +0 for other skill checks. Hirelings' rates double if they're going adventuring with you."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Transportation","entries":["The cost to hire transportation includes standard travel with no amenities. Most transit services provide basic sleeping arrangements, and some provide meals at the rates listed on Table 6–14. Arranging transportation into dangerous lands can be more expensive or impossible."],"source":"CRB"},{"type":"pf2-h3","page":294,"name":"Spellcasting","entries":["Spellcasting services, listed on {@table Spellcasting Services||Table 6–15}, are uncommon. Having a spell cast for you requires finding a spellcaster who knows and is willing to cast it. It's hard to find someone who can cast higher-level spells, and uncommon spells typically cost at least 100% more, if you can find someone who knows them at all. Spells that take a long time to cast (over 1 minute) usually cost 25% more. You must pay any cost listed in the spell in addition to the Price on the table.",{"type":"data","tag":"table","name":"Spellcasting Services","source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":277,"name":"Shields","entries":["{@action Raise a Shield} is the action most commonly used with shields. Most shields must be held in one hand, so you can't hold anything with that hand and {@action Raise a Shield}. A {@item buckler}, however, doesn't take up your hand, so you can {@action Raise a Shield} with a {@item buckler} if the hand is free (or, at the GM's discretion, if it's holding a simple, lightweight object that's not a weapon). You lose the benefits of {@action Raise a Shield} if that hand is no longer free.","When you have a {@item tower shield} raised, you can use the {@action Take Cover} action to increase the circumstance bonus to AC to +4. This lasts until the shield is no longer raised. If you would normally provide {@quickref lesser cover||3|cover} against an attack, having your tower shield raised provides {@quickref standard cover||3|cover} against it (and other creatures can {@action Take Cover} as normal using the cover from your shield).","If you have access to the {@feat Shield Block} reaction (from your class or from a feat), you can use it while {@action Raise a Shield||Raising your Shield} to reduce the damage you take by an amount equal to the shield's Hardness. Both you and the shield then take any remaining damage.",{"type":"pf2-h2","page":277,"name":"Shield Statistics","entries":["Shields have statistics that follow the same rules as armor:","Price, Speed Penalty, and Bulk. See page 274 for the rules for those statistics. Their other statistics are described here.",{"type":"pf2-h3","page":277,"name":"AC Bonus","entries":["A shield grants a circumstance bonus to AC, but only when the shield is raised. This requires using the Raise a Shield action, found on page 472."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"Hardness","entries":["Whenever a shield takes damage, the amount of damage it takes is reduced by this amount. This number is particularly relevant for shields because of the {@feat Shield Block} feat (page 266). The rules for Hardness appear on page 272."],"source":"CRB"},{"type":"pf2-h3","page":277,"name":"HP (BT)","entries":["This column lists the shield's Hit Points (HP) and Broken Threshold (BT). These measure how much damage the shield can take before it's destroyed (its total HP) and how much it can take before being broken and unusable (its BT). These matter primarily for the {@feat Shield Block} reaction."],"source":"CRB"},{"type":"data","tag":"table","name":"Shields","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Attacking with a Shield","entries":["A shield can be used as a martial weapon for attacks, using the statistics listed for a shield bash on {@table Melee Weapons||Table 6–7: Melee Weapons}. The shield bash is an option only for shields that weren't designed to be used as weapons. A shield can't have runes added to it. You can also buy and attach a {@item shield boss} or {@item shield spikes} to a shield to make it a more practical weapon. These can be found on {@table Melee Weapons||Table 6–7}. These work like other weapons and can even be etched with runes."],"source":"CRB"},{"type":"pf2-h2","page":277,"name":"Shield Descriptions","entries":["Each type of shield is described in more detail below.","{@b {@item Buckler}:} This very small shield is a favorite of duelists and quick, lightly armored warriors. It's typically made of steel and strapped to your forearm. You can Raise a Shield with your buckler as long as you have that hand free or are holding a light object that's not a weapon in that hand.","{@b {@item Wooden Shield}:} Though they come in a variety of shapes and sizes, the protection offered by wooden shields comes from the stoutness of their materials. While wooden shields are less expensive than steel shields, they break more easily.","{@b {@item Steel Shield}:} Like wooden shields, steel shields come in a variety of shapes and sizes. Though more expensive than wooden shields, they are much more durable.","{@b {@item Tower Shield}:} These massive shields can be used to provide cover to nearly the entire body. Due to their size, they are typically made of wood reinforced with metal."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":273,"name":"Shoddy Items","entries":["Improvised or of dubious make, shoddy items are never available for purchase except for in the most desperate of communities. When available, a shoddy item usually costs half the Price of a standard item, though you can never sell one in any case. Attacks and checks involving a shoddy item take a –2 item penalty. This penalty also applies to any DCs that a shoddy item applies to (such as AC, for shoddy armor). A shoddy suit of armor also worsens the armor's check penalty by 2. A shoddy item's Hit Points and Broken Threshold are each half that of a normal item of its type."],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":592,"name":"Staves","entries":["A magical staff is an indispensable accessory for an elite spellcaster. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. The spells that can be cast from a staff are listed in bullet points organized by level under each version of the staff. Many staves can be found in multiple versions, with more powerful versions that contain more spells—such a staff always contains the spells of all lower-level versions, in addition to the spells listed in its own entry. All magical staves have the staff trait.",{"type":"pf2-h3","page":592,"name":"Casting Spells from a Staff","entries":["A staff gains charges when someone prepares it for the day. The person who prepared a staff can expend the charges to cast spells from it. You can {@action Cast a Spell} from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell's level. {@action Cast a Spell||Casting a Spell} from a staff requires holding the staff (typically in one hand) and {@action Activate an Item||Activating} the staff by {@action Cast a Spell||Casting the Spell}, which takes the spell's normal number of actions.","Use your spell attack roll and spell DC when {@action Cast a Spell||Casting a Spell} from a staff. The spell gains the appropriate trait for your magical tradition (arcane, divine, occult, or primal) and can be affected by any modifications you can normally make when casting spells, such as metamagic feats. You must provide any material components, cost, or focus required by the spell, or you fail to cast it.","Prepared spellcasters and spontaneous spellcasters each have a unique way of altering how their staves gain charges and the ways they can be used (see the Prepared Spellcasters and Spontaneous Spellcasters sections below).",{"type":"pf2-h4","page":592,"name":"Casting Cantrips from a Staff","entries":["If a staff contains a cantrip, you can cast that cantrip using the staff without expending any charges. The cantrip's level is heightened to the same level as cantrips you cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Preparing a Staff","entries":["During your daily preparations, you can prepare a staff to add charges to it for free. When you do so, that staff gains a number of charges equal to the level of your highest-level spell slot. You don't need to expend any spells to add charges in this way. No one can prepare more than one staff per day, nor can a staff be prepared by more than one person per day. If the charges aren't used within 24 hours, they're lost, and preparing the staff anew removes any charges previously stored in it. You can prepare a staff only if you have at least one of the staff's spells on your spell list.",{"type":"pf2-h4","page":592,"name":"Prepared Spellcasters","entries":["A prepared spellcaster—such as a cleric, druid, or wizard— can place some of their own magic in a staff to increase its number of charges. When a prepared spellcaster prepares a staff, they can expend a spell slot to add a number of charges to the staff equal to the level of the spell. They can't expend more than one spell in this way each day. For example, if Ezren can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges, but Ezren could increase this to 6 by expending one of his 3rd-level spells, 5 by expending a 2nd-level spell, or 4 by expending a 1st-level spell."],"source":"CRB"},{"type":"pf2-h4","page":592,"name":"Spontaneous Spellcasters","entries":["A spontaneous spellcaster, such as a bard or sorcerer, can reduce the number of charges it takes to Activate a staff by supplementing with their own energy. When a spontaneous spellcaster Activates a staff, they can expend 1 charge from the staff and one of their spell slots to cast a spell from the staff of the same level (or lower) as the expended spell slot. This doesn't change the number of actions it takes to cast the spell. For example, if Seoni can cast 3rd-level spells and prepared a staff, the staff would gain 3 charges. She could expend 1 charge and one of her 3rd-level spell slots to cast a 3rd-level spell from the staff, or 1 charge and one of her 2nd-level spell slots to cast a 2nd-level spell from the staff. She could still expend 3 charges from the staff to cast a 3rd-level spell from it without using any of her own slots, just like any other spellcaster"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":592,"name":"Attacking with a Staff","entries":["Staves are also {@item staff} weapons. They can be etched with fundamental runes but not property runes. This doesn't alter any of their spellcasting abilities."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":597,"name":"Wands","entries":["Short, slender items typically made of wood, wands let you cast a specific spell without expending a spell slot. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Each wand holds a spell of a certain level, determined when the wand is created. Cantrips, focus spells, and rituals can't be placed in wands.","If you find a wand, you can try to figure out what spell is in it. If the spell is a common spell from your spell list or is a spell you know, you can use a single {@action Recall Knowledge} action and automatically succeed.","If it's not, you must {@action Identify Magic}.",{"type":"pf2-h3","page":597,"name":"Casting Spells from a Wand","entries":["A wand contains a spell that can be cast once per day. Casting a spell from a wand requires holding the wand in one hand and activating the item with a {@action Cast a Spell} activity using the normal number of actions for the spell.","To cast a spell from a wand, it must be on your spell list. Because you're the one casting the spell, use your spell attack roll and spell DC. The spell is of your tradition.","A spell cast from a wand doesn't require physical material components, but you must replace any material component normally required to cast the spell with a somatic component. If the spell requires a focus, you must still have that focus to cast the spell from a wand, and if the spell has a cost, you must still pay that cost to cast the spell from a wand.",{"type":"pf2-h4","page":597,"name":"Overcharging a Wand","entries":["After the spell is cast from the wand for the day, you can attempt to cast it one more time—overcharging the wand at the risk of destroying it. {@action Cast a Spell||Cast the Spell} again, then roll a DC {@flatDC 10} flat check. On a success, the wand is broken.","On a failure, the wand is destroyed. If anyone tries to overcharge a wand when it's already been overcharged that day, the wand is automatically destroyed (even if it had been repaired) and no spell is cast."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Wand Statistics","entries":["A wand's base statistics are the same unless noted otherwise in a special wand. It has light Bulk, and must be held in one hand to be activated. Each wand contains a specific level of the spell. When you activate a wand, you can only cast the spell at the specified level, but you can craft a wand with a heightened version of a spell.",{"type":"pf2-h4","page":597,"name":"Varying Statistics","entries":["Each type of wand has a Level and Price determined by the spell's level. The wand's rarity matches the spell's rarity. The item's traits also vary, based on the spell. A wand has any traits listed in its stat block (usually just magical and wand), plus any traits of the spell stored on it. A wand has the normal Hardness, BT, and HP of a thin item of its material (page 577)."],"source":"CRB"},{"type":"pf2-brown-box","page":597,"name":"EXAMPLE WAND","entries":["This example {@item magic wand (generic)} has the {@spell heal} spell.",{"type":"data","tag":"item","data":{"name":"Wand of Heal","source":"CRB","page":597,"type":"Item","level":"3+","traits":["magical","necromancy","positive","wand"],"usage":"held in 1 hand","bulk":"L","category":"Wand","entries":["The golden end caps on this white wooden wand are adorned with ruby cabochons.",{"type":"ability","style":"compact","components":["{@action Cast a Spell}"],"frequency":{"number":"once ","unit":"day","overcharge":true},"entries":["You cast a {@spell heal} spell at the indicated level."]}],"craftReq":["Supply a listed-level casting of heal."],"generic":"G","variants":[{"type":"1st-level spell","level":3,"price":{"coin":"gp","amount":60},"entries":[]},{"type":"2nd-level spell","level":5,"price":{"coin":"gp","amount":160},"entries":[]},{"type":"3rd-level spell","level":7,"price":{"coin":"gp","amount":360},"entries":[]},{"type":"4th-level spell","level":9,"price":{"coin":"gp","amount":700},"entries":[]},{"type":"5th-level spell","level":11,"price":{"coin":"gp","amount":1500},"entries":[]},{"type":"6th-level spell","level":13,"price":{"coin":"gp","amount":3000},"entries":[]},{"type":"7th-level spell","level":15,"price":{"coin":"gp","amount":6500},"entries":[]},{"type":"8th-level spell","level":17,"price":{"coin":"gp","amount":15000},"entries":[]},{"type":"9th-level spell","level":19,"price":{"coin":"gp","amount":40000},"entries":[]}]}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Crafting a Wand","entries":["For the most part, the process to {@action Craft} a wand is like that to {@action Craft} any other magic item. When you begin the crafting process, choose a spell to put into the wand. You have to either cast that spell during the process, or someone else must do so in your presence. That spell doesn't have its normal effects; instead, the magic is captured inside the wand. The caster doesn't need to pay any cost of the spell.","The casting must come from a spellcaster expending a spell slot. You can't make a wand from a spell that comes from another magic item, for example."],"source":"CRB"},{"type":"pf2-h3","page":597,"name":"Magic Wand","entries":["The simplest form of wand contains a spell, with Price and level based on that spell. The wand has the {@trait magical} and {@trait wand} traits, as well as the traits the spell has. The name of a magic wand with a spell in it is simply \"wand of,\" followed by the spell's name. You only need to learn one 1st-level formula to {@action Craft} a {@i magic wand}."],"source":"CRB"},{"type":"pf2-h3","page":598,"name":"Specialty Wands","entries":["Specialty wands can contain only certain kinds of spells, as noted in the stat block, and either alter the spell's effects or affect how it can be cast. The Craft Requirements entry lists what kinds of spells the wand can hold."],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":278,"name":"Weapons","entries":[{"type":"pf2-h2","page":278,"name":"Attack Rolls","entries":["When making an attack roll, determine the result by rolling 1d20 and adding your attack modifier for the weapon or unarmed attack you're using. Modifiers for melee and ranged attacks are calculated differently.",{"type":"pf2-inset","page":278,"entries":["Ranged attack modifier = Dexterity modifier + proficiency bonus + other bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Melee attack modifier = Strength modifier {@n (or optionally Dexterity for a {@trait finesse} weapon)} + proficiency bonus + other bonuses + penalties"],"source":"CRB"},"Bonuses, and penalties apply to these rolls just like with other types of checks. Weapons with potency runes (page 581) add an item bonus to your attack rolls.",{"type":"pf2-h3","page":278,"name":"Multiple Attack Penalty","entries":["If you use an action with the attack trait more than once on the same turn, your attacks after the first take a penalty called a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty.","The multiple attack penalty doesn't apply to attacks you make when it isn't your turn (such as attacks made as part of a reaction). You can use a weapon with the {@trait agile} trait to reduce your multiple attack penalty."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Damage Rolls","entries":["When the result of your attack roll with a weapon or unarmed attack equals or exceeds your target's AC, you hit your target! Roll the weapon or unarmed attack's damage die and add the relevant modifiers, bonuses, and penalties to determine the amount of damage you deal. Calculate a damage roll as follows.",{"type":"pf2-inset","page":278,"entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"],"source":"CRB"},{"type":"pf2-inset","page":278,"entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"],"source":"CRB"},"Ranged weapons don't normally add an ability modifier to the damage roll, though weapons with the propulsive trait (page 283) add half your Strength modifier (or your full modifier if it is a negative number), and thrown weapons add your full Strength modifier.","Magic weapons with {@item striking}, {@item greater striking}, or {@item major striking} runes (page 581) add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At higher levels, most characters also gain extra damage from weapon specialization."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Critical Hits","entries":["When you make an attack and succeed with a natural 20 (the number on the die is 20), or if the result of your attack exceeds the target's AC by 10, you achieve a critical success (also known as a critical hit).","If you critically succeed at a {@action Strike}, your attack deals {@book double damage|CRB|9|Doubling and Halving Damage}. Other attacks, such as spell attack rolls and some uses of the {@skill Athletics} skill, describe the specific effects that occur when their outcomes are critical successes."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Unarmed Attacks","entries":["Almost all characters start out trained in unarmed attacks. You can {@action Strike} with your fist or another body part, calculating your attack and damage rolls in the same way you would with a weapon. Unarmed attacks can belong to a weapon group (page 280), and they might have weapon traits (page 282). However, unarmed attacks aren't weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so.","{@table Unarmed Attacks||Table 6–6: Unarmed Attacks} lists the statistics for an unarmed attack with a fist, though you'll usually use the same statistics for attacks made with any other parts of your body. Certain ancestry feats, class features, and spells give access to special, more powerful unarmed attacks. Details for those unarmed attacks are provided in the abilities that grant them."],"source":"CRB"},{"type":"pf2-h2","page":278,"name":"Improvised Weapons","entries":["If you attack with something that wasn't built to be a weapon, such as a chair or a vase, you're making an attack with an improvised weapon. Improvised weapons are simple weapons. You take a –2 item penalty to attack rolls with an improvised weapon. The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have."],"source":"CRB"},{"type":"pf2-h2","page":279,"name":"Weapon Statistics","entries":["The tables on pages 280 –282 list the statistics for various melee and ranged weapons that you can purchase, as well as the statistics for striking with a fist (or another basic unarmed attack). The tables present the following statistics. All weapons listed in this chapter have an item level of 0.",{"type":"pf2-h3","page":279,"name":"Damage","entries":["This entry lists the weapon's damage die and the type of damage it deals: B for bludgeoning, P for piercing, or S for slashing.",{"type":"pf2-beige-box","page":279,"name":"Damage Dice","entries":["Each weapon lists the damage die used for its damage roll. A standard weapon deals one die of damage, but a magical {@item striking (generic)||striking} rune can increase the number of dice rolled, as can some special actions and spells. These additional dice use the same die size as the weapon or unarmed attack's normal damage die.",{"type":"pf2-title","name":"Counting Damage Dice"},"Effects based on a weapon's number of damage dice include only the weapon's damage die plus any extra dice from a {@item striking (generic)||striking} rune. They don't count extra dice from abilities, critical specialization effects, property runes, weapon traits, or the like.",{"type":"pf2-title","name":"Increasing Die Size"},"When an effect calls on you to increase the size of your weapon damage dice, instead of using its normal weapon damage dice, use the next larger die, as listed below (so if you were using a d4, you'd use a d6, and so on). If you are already using a d12, the size is already at its maximum. You can't increase your weapon damage die size more than once.","{@c {@b {@dice 1d4} ➞ {@dice 1d6} ➞ {@dice 1d8} ➞ {@dice 1d10} ➞ {@dice 1d12}}}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Range","entries":["Ranged and thrown weapons have a range increment. Attacks with these weapons work normally up to that distance. Attack rolls beyond a weapon's range increment take a –2 penalty for each additional multiple of that increment between you and the target. Attacks beyond the sixth range increment are impossible.","For example, a shortbow takes no penalty against a target up to 60 feet away, a –2 penalty against a target beyond 60 feet but up to 120 feet away, and a –4 penalty against a target beyond 120 feet but up to 180 feet away, and so on, up to 360 feet."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Reload","entries":["While all weapons need some amount of time to get into position, many ranged weapons also need to be loaded and reloaded. This entry indicates how many {@action Interact} actions it takes to reload such weapons. This can be 0 if drawing ammunition and firing the weapon are part of the same action. If an item takes 2 or more actions to reload, the GM determines whether they must be performed together as an activity, or you can spend some of those actions during one turn and the rest during your next turn.","An item with an entry of \"—\" must be drawn to be thrown, which usually takes an {@action Interact} action just like drawing any other weapon. Reloading a ranged weapon and drawing a thrown weapon both require a free hand. Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Bulk","entries":["This entry gives the weapon's Bulk. A weapon's Bulk is increased or decreased if it's sized for creatures that aren't Small or Medium size, following the rules on page 295."],"source":"CRB"},{"type":"pf2-brown-box","page":279,"name":"SELECTING WEAPONS","entries":["Characters who focus on combat need to carefully consider their choice of weapons, evaluating whether they want to fight in melee or at range, the weapons' damage potential, and the special features of various weapons. Characters who are primarily spellcasters usually just need to pick a backup weapon in the best category they're trained or better in.","When selecting weapons, start by identifying the weapon types you're trained or better in. You should then compare weapons within these types to determine which ones you will have the highest melee or ranged attack modifier with. It's usually considered best practice to select both a melee and ranged weapon during character creation so you can contend with a broader variety of foes and situations.",{"type":"pf2-title","name":"Weapon Categories"},"Weapons fall into broad categories depending on how much damage they deal and what traits they have. Martial weapons generally deal more damage than simple weapons, and advanced weapons generally have more advantageous traits than martial weapons with the same damage. Generally, you'll want to select weapons that deal more damage, but if you're a highly skilled combatant, you might want to pick a weapon with interesting traits, even if it has a lower weapon damage die. You can also purchase multiple weapons within your budget, allowing you to switch between them for different situations."],"source":"CRB"},{"type":"pf2-h3","page":279,"name":"Hands","entries":["Some weapons require one hand to wield, and others require two. A few items, such as a longbow, list 1+ for its Hands entry. You can hold a weapon with a 1+ entry in one hand, but the process of shooting it requires using a second to retrieve, nock, and loose an arrow. This means you can do things with your free hand while holding the bow without changing your grip, but the other hand must be free when you shoot. To properly wield a 1+ weapon, you must hold it in one hand and also have a hand free.","Weapons requiring two hands typically deal more damage. Some one-handed weapons have the two-hand trait, causing them to deal a different size of weapon damage die when used in two hands. In addition, some abilities require you to wield a weapon in two hands. You meet this requirement while holding the weapon in two hands, even if it doesn't require two hands or have the two-hand trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Group","entries":["A weapon or unarmed attack's group classifies it with similar weapons. Groups affect some abilities and what the weapon does on a critical hit if you have access to that weapon or unarmed attack's critical specialization effects; for full details, see page 283."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Weapon Traits","entries":["The traits a weapon or unarmed attack has are listed in this entry. Any trait that refers to a \"weapon\" can also apply to an unarmed attack that has that trait."],"source":"CRB"},{"type":"pf2-h3","page":280,"name":"Ammunition","entries":["Some entries in the ranged weapons tables are followed by an entry indicating the type of ammunition that weapon launches. The damage die is determined by the weapon, not the ammunition. Because that and other relevant statistics vary by weapon, ammunition entries list only the name, quantity, Price, and Bulk. Using ammunition destroys it."],"source":"CRB"},{"type":"data","tag":"table","name":"Unarmed Attacks","source":"CRB"},{"type":"data","tag":"table","name":"Melee Weapons","source":"CRB"},{"type":"data","tag":"table","name":"Ranged Weapons","source":"CRB"},{"type":"pf2-h3","page":282,"name":"Weapon Traits","entries":["{@filter Weapons and unarmed attacks with the weapon trait can have the following traits.|traits||categories=item}"],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":283,"name":"Critical Specialization Effects","entries":["Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.","{@b Axe:} Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its potency rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.","{@b Bomb:} Increase the radius of the bomb's splash damage (if any) to 10 feet.","{@b Bow:} If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 {@skill Athletics} check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.","{@b Brawling:} The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.","{@b Club:} You knock the target away from you up to 10 feet (you choose the distance). This is {@quickref forced movement||3|forced movement}.","{@b Dart:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed damage}. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Flail:} The target is knocked {@condition prone}.","{@b Hammer:} The target is knocked {@condition prone}.","{@b Knife:} The target takes {@dice 1d6} {@condition Persistent Damage|CRB|persistent bleed} damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls.","{@b Pick:} The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.","{@b Polearm:} The target is moved 5 feet in a direction of your choice. This is {@quickref forced movement||3|forced movement}.","{@b Shield:} You knock the target back from you 5 feet. This is {@quickref forced movement||3|forced movement}.","{@b Sling:} The target must succeed at a Fortitude save against your class DC or be stunned 1.","{@b Spear:} The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.","{@b Sword:} The target is made off-balance by your attack, becoming {@condition flat-footed} until the start of your next turn.",{"type":"pf2-h3","page":284,"name":"Weapon Descriptions","entries":["{@note Please visit the {@filter items page|items||source=CRB|category=weapon|type=equipment} to view all weapons.}"],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":2},"source":"CRB"},{"type":"section","page":287,"name":"Wearing Tools","entries":["You can make a set of tools (such as {@item alchemist's tools} or {@item healer's tools}) easier to use by wearing it. This allows you to draw and replace the tools as part of the action that uses them. You can wear up to 2 Bulk of tools in this manner; tools beyond this limit must be stowed or drawn with an {@action Interact} action to use."],"data":{"quickref":2},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":300,"name":"Cantrips","entries":["A cantrip is a special type of spell that's weaker than other spells but can be used with greater freedom and flexibility. The title of a cantrip's stat block says \"Cantrip\" instead of \"Spell.\" Casting a cantrip doesn't use up your spell slots; you can cast a cantrip at will, any number of times per day. If you're a prepared caster, you can prepare a specific number of cantrips each day. You can't prepare a cantrip in a spell slot.","A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Casting Spells","entries":["The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. {@action Cast a Spell||Casting a Spell} is a special activity that takes a number of actions defined by the spell. When you {@action Cast a Spell}, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell (page 210) and Melodious Spell (page 101) can help hide such manifestations or otherwise prevent observers from noticing that you are casting.",{"type":"data","tag":"action","name":"Cast a Spell","source":"CRB"},{"type":"pf2-h3","page":303,"name":"Spell Components","entries":["A spell description lists the components required to {@action Cast a Spell||Cast the Spell}. For most spells, the number of components is equal to the number of actions you must spend to {@action Cast a Spell||Cast the Spell}. Each component adds certain traits to the {@action Cast a Spell} activity, and some components have special requirements. The components that appear in this book are listed below.",{"type":"pf2-h4","page":303,"name":"Material","entries":["A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).","Except in extreme circumstances, you can assume all common components are included in a material component pouch (page 290)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Somatic","entries":["A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.","Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it's through a glove or gauntlet)."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Verbal","entries":["A verbal component is a vocalization of words of power.","You must speak them in a strong voice, so it's hard to conceal that you're {@action Cast a Spell||Casting a Spell}. The spell gains the {@trait concentrate}. You must be able to speak to provide this component."],"source":"CRB"},{"type":"pf2-h4","page":303,"name":"Focus","entries":["A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.","As part of {@action Cast a Spell||Casting the Spell}, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.","Foci tend to be expensive, and you need to acquire them in advance to {@action Cast a Spell||Cast the Spell}."],"source":"CRB"},{"type":"pf2-brown-box","page":303,"name":"Component Substitution","entries":["Some classes can substitute one component for another or alter how a component works.","If you're a {@class bard} {@action Cast a Spell||Casting a Spell} from the {@trait occult} tradition you can usually play an {@item musical instrument||instrument} for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don't need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.","If you're a {@class cleric} {@action Cast a Spell||Casting a Spell} from the {@trait divine} tradition while holding a divine focus (such as a {@item religious symbol (generic)||religious symbol} or {@item religious text||text}), you can replace any material component the spell requires by using the divine focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class druid} {@action Cast a Spell||Casting a Spell} from the {@trait primal} tradition while holding a primal focus (such as {@item holly and mistletoe}), you can replace any material component the spell requires by using the primal focus as a focus component instead. Unlike the normal rules for a focus component, you can't retrieve or stow the focus when making this substitution.","If you're a {@class sorcerer} {@action Cast a Spell||Casting a Spell} from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.","Any character casting an innate spell can replace any material component with a somatic component."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":304,"name":"Metamagic","entries":["Many spellcasters can gain access to metamagic actions, typically by selecting metamagic feats. Actions with the metamagic trait tweak the properties of your spells, changing their range, damage, or any number of other properties. You must use a metamagic action directly before the spell you want to alter. If you use any action (including free actions, reactions, and additional metamagic actions) other than {@action Cast a Spell} directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Disbelieving Illusions","entries":["Sometimes illusions allow an affected creature a chance to disbelieve the spell, which lets the creature effectively ignore the spell if it succeeds at doing so. This usually happens when a creature {@action Seek||Seeks} or otherwise spends actions to engage with the illusion, comparing the result of its {@skill Perception} check (or another check or saving throw, at the GM's discretion) to the caster's spell DC. {@trait Mental} illusions typically provide rules in the spell's description for disbelieving the effect (often allowing the affected creature to attempt a Will save).","If the illusion is {@trait visual}, and a creature interacts with the illusion in a way that would prove it is not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. For instance, if a character is pushed through the illusion of a door, they will know that the door is an illusion, but they still can't see through it. Disbelieving an illusion makes it and those things it blocks seem hazy and indistinct, so even in the case where a visual illusion is disbelieved, it may, at the GM's discretion, block vision enough to make those on the other side concealed.."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Durations","entries":["The duration of a spell is how long the spell effect lasts.","Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell's duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster's turns, ending when the duration reaches 0.","Some spells have effects that remain even after the spell's magic is gone. Any ongoing effect that isn't part of the spell's duration entry isn't considered magical.","For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn't be counteracted because it is not itself magical (though it might be cured by other magic, such as {@spell restore senses}).","If a spell's caster dies or is incapacitated during the spell's duration, the spell remains in effect till its duration ends.","You might need to keep track of the caster's initiative after they stopped being able to act to monitor spell durations.",{"type":"pf2-h3","page":304,"name":"Sustaining Spells","entries":["If the spell's duration is \"sustained,\" it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.",{"type":"data","tag":"action","name":"Sustain a Spell","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Long Durations","entries":["If a spell's duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell's slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell's duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.","If you prepare a new spell in the slot (or don't expend a spell slot), the spell ends. You can't do this if the spell didn't come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you {@action Cast a Spell||Cast the Spell} or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don't need to keep a spell slot open for these spells."],"source":"CRB"},{"type":"pf2-h3","page":305,"name":"Dismissing","entries":["Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.",{"type":"data","tag":"action","name":"Dismiss","source":"CRB"}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":300,"name":"Focus Spells","entries":["Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells. Even some classes that don't normally grant spellcasting, such as the champion and monk, can grant focus spells.","Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can't cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.","Casting any of your focus spells costs you 1 Focus Point. You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.","You replenish all the Focus Points in your pool during your daily preparations. You can also use the {@action Refocus} activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.","Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can't have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.",{"type":"data","tag":"action","name":"Refocus","source":"CRB"},{"type":"pf2-brown-box","page":302,"name":"Focus Points from Multiple Sources","entries":["It's possible, especially through archetypes, to gain focus spells and Focus Points from more than one source. If this happens, you have just one focus pool, adding all the Focus Points together to determine the total size of your pool. (Remember that the maximum number of Focus Points a pool can have is 3.) If you have multiple abilities that give you a focus pool, each one adds 1 Focus Point to your pool. For instance, if you were a cleric with the Domain Initiate feat, you would have a pool with 1 Focus Point. Let's say you then took the champion multiclass archetype and the Healing Touch feat. Normally, this feat would give you a focus pool. Since you already have one, it instead increases your existing pool's capacity by 1.","Focus Points are not differentiated by source; you can spend any of your Focus Points on any of your focus spells. Likewise, when you {@action Refocus}, you get back a point as long as you follow the guidelines of any abilities that granted you focus spells. Having Focus Points from multiple sources doesn't change the tradition of your spells; if you had both cleric domain spells and druid order spells, your domain spells would remain divine and the order spells primal. This could mean that you need to keep track of a different proficiency and ability modifier with the spell DC and spell attack roll of different focus spells."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Spellcasters with Focus Spells","entries":["If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A {@class bard||bard's} are occult, a {@class cleric||cleric's} are divine, a {@class druid||druid's} are primal, a {@class wizard||wizard's} are arcane, and a {@class sorcerer||sorcerer's} are determined by their bloodline."],"source":"CRB"},{"type":"pf2-h3","page":302,"name":"Non-Spellcasters with Focus Spells","entries":["If you get focus spells from a class or other source that doesn't grant spellcasting ability (for example, if you're a monk with the {@feat Ki Strike} feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your focus spells (see below). However, you don't qualify for feats and other rules that require you to be a spellcaster."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Hostile Actions","entries":["Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.","For instance, lobbing a {@spell fireball} into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Identifying Spells","entries":["Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.","If you want to identify a spell but don't have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using {@action Recall Knowledge}. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of {@action Recall Knowledge} because you don't have the advantage of watching the spell being cast."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":302,"name":"Innate Spells","entries":["Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren't a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips on page 300) unless otherwise specified. You gain the ability to {@action Cast a Spell} and use any spellcasting actions necessary to cast your innate spells; since this magic is innate, you can replace any material component with a somatic component (page 303). Innate spells don't let you qualify for abilities that require you to be a spellcaster.","You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.","If you have an innate spell, you can cast it, even if it's not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.","You can't use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can't heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":304,"name":"Ranges, Areas, and Targets","entries":["Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!",{"type":"pf2-h3","page":304,"name":"Touch Range","entries":["A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Areas","entries":["Sometimes a spell has an area, which can be a burst, cone, emanation, or line. The method of measuring these areas can be found {@quickref here||3|Areas}. If the spell originates from your position, the spell has only an area; if you can cause the spell's area to appear farther away from you, the spell has both a range and an area."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Targets","entries":["Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell's range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM's discretion, you can attempt to target a creature you can't see, as described in Detecting Creatures on pages 465–467. If you fail to target a particular creature, this doesn't change how the spell affects any other targets the spell might have.","If you choose a target that isn't valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell's duration, the spell typically ends, but the GM might decide otherwise in certain situations.","Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.","Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character's condition (such as when a character is paralyzed, unconscious, or even dead)."],"source":"CRB"},{"type":"pf2-h3","page":304,"name":"Line of Effect","entries":["You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell. More information on line of effect can be found {@quickref here||3|line of effect}."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Reading Spells","entries":["Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell's name line also lists the type of spell if it's a cantrip or focus spell, as well as the level.",{"type":"data","tag":"generic","style":"book","data":{"name":"SPELL NAME","traits":["traits"],"category":"SPELL","level":"(LEVEL)","sections":[[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Tradition","entries":["This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don't follow the listed traditions."]},{"name":"Cast","entries":["The number of actions required to {@action Cast a Spell||Cast the Spell} are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as \"1 minute.\" After this, the spell's components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell."]},{"name":"Range, Area, and Targets","entries":["This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster."]},{"name":"Saving Throw and Duration","entries":["If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw, which follows the rules found on page 449. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn't list a duration takes place instantaneously, and anything created by it persists after the spell."]}]}]],[["A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure."]],[[{"type":"pf2-options","skipSort":true,"noColon":true,"items":[{"name":"Heightened (level)","entries":["If the spell has special effects when heightened, those effects appear at the end of the stat block."]}]}]]]}}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":408,"name":"Rituals","entries":[{"type":"pf2-h2","page":408,"name":"Casting Rituals","entries":["When you take charge of a ritual, you are its primary caster, and others assisting you are secondary casters. You can be a primary caster for a ritual even if you can't cast spells. You must know the ritual, and the ritual's spell level can be no higher than half your level rounded up.","You must also have the required proficiency rank in the skill used for the ritual's primary check (see Checks below), and as the primary caster, you must attempt this skill check to determine the ritual's effects. The primary skill check determines the tradition.","Rituals do not require spell slots to cast. You can heighten a ritual up to half your level rounded up, decided when the ritual is initiated. A ritual always takes at least 1 hour to perform, and often longer. While a ritual is a downtime activity, it's possible—albeit risky—to perform a ritual during exploration with enough uninterrupted time. A ritual's casting time is usually listed in days. Each day of casting requires 8 hours of participation in the ritual from all casters, with breaks during multiday rituals to allow rest. One caster can continue a multiday ritual, usually with some light chanting or meditation, while the other casters rest. All rituals require material, somatic, and verbal components throughout their casting time.",{"type":"pf2-h3","page":408,"name":"Learning Rituals","entries":["Learning a ritual does not count against any limits on spells in your spell repertoire or on any other normal spellcasting ability. Rituals are never common, though if you look hard, you can probably find someone who can perform an uncommon ritual for you. They may still be unwilling to teach it to you."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Cost","entries":["A ritual's Cost entry lists valuable components required to cast the ritual. If a ritual doesn't have any such components, it won't have a Cost entry. The cost is consumed when you attempt the primary skill check. Costs are often presented as a base cost multiplied by the target's level and sometimes the spell's level. If the target's level is lower than 1, multiply the cost by 1 instead. Heightened versions that increase the base cost multiply it by the target's level or another value as appropriate. Most rituals that create permanent creatures, such as {@ritual create undead}, use costs based on the level of the spell, as presented on {@table creature creation rituals||Table 7–1}."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Secondary Casters","entries":["Many rituals need additional secondary casters, who also don't need to be able to cast spells. Unlike a primary caster, a secondary caster doesn't need a minimum level or skill proficiency. The Secondary Casters entry, if present, indicates the minimum number of secondary casters required."],"source":"CRB"},{"type":"pf2-h3","page":408,"name":"Checks","entries":["At the ritual's culmination, you must attempt the skill check listed in the Primary Check entry to determine the ritual's outcome. Primary checks usually have a very hard DC for a level that's twice the ritual's spell level. As with other downtime activities, fortune and misfortune effects can't modify your checks for the ritual, nor can bonuses or penalties that aren't active throughout the process.","The GM can adjust the DCs of rituals, add or change primary or secondary checks, or even waive requirements to fit specific circumstances. For example, performing a ritual in a location where ley lines converge on the night of a new moon might make a normally difficult ritual drastically easier.",{"type":"data","tag":"table","name":"Creature Creation Rituals","source":"CRB"}],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h4","page":408,"name":"Secondary Checks","entries":["Often, a ritual requires secondary checks to represent aspects of its casting, usually with a standard DC for a level twice the ritual's spell level. A different secondary caster must attempt each secondary check. If there are more secondary casters than checks, the others don't attempt any.","Secondary casters attempt their checks before you attempt the primary check; no matter their results, the ritual proceeds to the primary check. Secondary checks affect the primary check depending on their results.",{"type":"successDegree","entries":{"Critical Success":"You gain a +2 circumstance bonus to the primary check.","Success":"No bonus or penalty.","Failure":"You take a –4 circumstance penalty to the primary check.","Critical Failure":"As failure, and you reduce the degree of success of the primary skill check by one step."}}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":409,"name":"Effect","entries":["A ritual's effect depends on the result of the primary check.","If an effect lists a save DC, use your spell DC for the ritual's magic tradition (or 12 + your level + your highest mental ability modifier, if you don't have a spell DC)."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":409,"name":"Rituals","entries":["{@note Please visit the {@filter rituals page|rituals||source=CRB} to view all Rituals.}"],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Saving Throws","entries":["Spells that require a target to attempt a save to resist some or all of the spell's effects have a Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster's spell DC.",{"type":"pf2-h3","page":305,"name":"Basic Saving Throws","entries":["If a spell's Saving Throw entry specifies a \"basic\" saving throw, the spell's potential effects all relate to the damage listed in the spell's description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure. The rules for basic saving throws are found on page 449."],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Setting Triggers","entries":["If a spell is meant to respond only to certain events or under certain conditions—such as {@spell magic mouth}—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell's sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as \"red-haired dwarven women,\" or it could be an observed action, such as \"whenever someone enters the spell's area.\" Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell's origin point must have line of sight. Darkness doesn't prevent this, but invisibility does, as does a successful {@skill Stealth} check to Hide (against the spell's DC). For auditory detection, line of sight isn't necessary, though the sound must be audible at the spell's origin point. A {@skill Stealth} check to Sneak can fool the sensor."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":305,"name":"Spell Attacks","entries":["Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target's AC.","Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don't deal any damage beyond what's listed in the spell description.","In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack."],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":298,"name":"Spell Slots","entries":["Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell's level indicates its overall power, from 1 to 10.",{"type":"pf2-h3","page":298,"name":"Prepared Spells","entries":["If you're a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.","Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See page 300 for more information on cantrips.","You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells."],"source":"CRB"},{"type":"pf2-h3","page":298,"name":"Spontaneous Spells","entries":["If you're a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you're using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don't get to change the spells in your repertoire."],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"Magical Traditions","entries":["Spellcasters cast spells from one of four different spell list, each representing a different magical tradition: arcane, divine, occult, and primal.","Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition's trait to the spell.","Some types of magic, such as that of most magic items, don't belong to any single tradition. These have the magical trait instead of a tradition trait.",{"type":"table","style":"pf2-box__table--red","rows":[["Arcane","Divine","Occult","Primal"],["Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it's generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.","The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic. Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.","The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.","An instinctual connection to and faith in the world, the cycle of day and night, theturning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies."]]}],"source":"CRB"},{"type":"pf2-h3","page":299,"name":"Heightened Spells","entries":["Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.","This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell's level increases to match the higher level of the spell slot you've prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell's level.","In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell's stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you're using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.","Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, {@spell fireball} says \"{@b Heightened (+1)} The damage increases by 2d6.\" Because {@spell fireball} deals {@damage 6d6} fire damage at 3rd level, a 4th-level {@spell fireball} would deal {@dice 8d6} fire damage, a 5th-level spell would deal {@dice 10d6} fire damage, and so on.",{"type":"pf2-h4","page":299,"name":"Heightened Spontaneous Spells","entries":["If you're a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added {@spell fireball} to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn't cast it as a 4th-level spell.","Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-red-box","page":299,"name":"The Four Essences","entries":["Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions. Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.","The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.",{"type":"table","style":"pf2-box__table--red","rows":[["Matter","Spirit","Mind","Life"],["Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.","Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being's immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells. Spirit spells are usually of the divination or necromancy schools.","Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.","Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy."]]}],"source":"CRB"}],"data":{"quickref":3},"source":"CRB"},{"type":"section","page":306,"name":"Walls","entries":["Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can't enter the same space more than once, but it can double back so one section is adjacent to another section of the wall."],"data":{"quickref":3},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","page":461,"name":"Actions","entries":["You affect the world around you primarily by using actions, which produce effects. Actions are most closely measured and restricted during the encounter mode of play, but even when it isn't important for you to keep strict track of actions, they remain the way in which you interact with the game world. There are four types of actions: single actions, activities, reactions, and free actions.","{@b Single actions} can be completed in a very short time. They're self-contained, and their effects are generated within the span of that single action. During an encounter, you get 3 actions at the beginning of your turn, which you can use as described on page 468.","{@b Activities} usually take longer and require using multiple actions, which must be spent in succession. Stride is a single action, but Sudden Charge is an activity in which you use both the Stride and Strike actions to generate its effect.","{@b Reactions} have triggers, which must be met for you to use the reaction. You can use a reaction anytime its trigger is met, whether it's your turn or not. In an encounter, you get 1 reaction each round, which you can use as described on page 468. Outside of encounters, your use of reactions is more flexible and up to the GM. Reactions are usually triggered by other creatures or by events outside your control.","{@b Free actions} don't cost you any of your actions per turn, nor do they cost your reaction. A free action with no trigger follows the same rules as a single action (except the action cost), and a free action with a trigger follows the same rules as a reaction (except the reaction cost).",{"type":"pf2-brown-box","page":461,"name":"ACTION ICON KEY","entries":["These icons appear in stat blocks as shorthand for each type of action.","{@as 1} Single Action","{@as 2} Two-Action Activity","{@as 3} Three-Action Activity","{@as R} Reaction","{@as F} Free Action"],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Activities","entries":["An activity typically involves using multiple actions to create an effect greater than you can produce with a single action, or combining multiple single actions to produce an effect that's different from merely the sum of those actions. In some cases, usually when spellcasting, an activity can consist of only 1 action, 1 reaction, or even 1 free action.","An activity might cause you to use specific actions within it. You don't have to spend additional actions to perform them—they're already factored into the activity's required actions. (See Subordinate Actions on page 462.) You have to spend all the actions of an activity at once to gain its effects. In an encounter, this means you must complete it during your turn. If an activity gets interrupted or disrupted in an encounter (page 462), you lose all the actions you committed to it.",{"type":"pf2-h4","page":461,"name":"Exploration and Downtime Activities","entries":["Outside of encounters, activities can take minutes, hours, or even days. These activities usually have the exploration or downtime trait to indicate they're meant to be used during these modes of play. You can often do other things off and on as you carry out these activities, provided they aren't significant activities of their own. For instance, if you're Repairing an item, you might move around to stretch your legs or have a brief discussion—but you couldn't also Decipher Writing at the same time.","If an activity that occurs outside of an encounter is interrupted or disrupted, as described in Disrupting Actions below, you usually lose the time you put in, but no additional time beyond that."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":462,"name":"IN-DEPTH ACTION RULES","entries":["These rules clarify some of the specifics of using actions.",{"type":"pf2-title","name":"Simultaneous Actions"},"You can use only one single action, activity, or free action that doesn't have a trigger at a time. You must complete one before beginning another. For example, the Sudden Charge activity states you must Stride twice and then Strike, so you couldn't use an Interact action to open a door in the middle of the movement, nor could you perform part of the move, make your attack, and then finish the move.","Free actions with triggers and reactions work differently. You can use these whenever the trigger occurs, even if the trigger occurs in the middle of another action.",{"type":"pf2-title","name":"Subordinate Actions"},"An action might allow you to use a simpler action—usually one of the Basic Actions on page 469—in a different circumstance or with different effects. This subordinate action still has its normal traits and effects, but is modified in any ways listed in the larger action. For example, an activity that tells you to Stride up to half your Speed alters the normal distance you can move in a Stride. The Stride would still have the move trait, would still trigger reactions that occur based on movement, and so on. The subordinate action doesn't gain any of the traits of the larger action unless specified. The action that allows you to use a subordinate action doesn't require you to spend more actions or reactions to do so; that cost is already factored in.","Using an activity is not the same as using any of its subordinate actions. For example, the quickened condition you get from the {@spell haste} spell lets you spend an extra action each turn to Stride or Strike, but you couldn't use the extra action for an activity that includes a Stride or Strike. As another example, if you used an action that specified, \"If the next action you use is a Strike,\" an activity that includes a Strike wouldn't count, because the next thing you are doing is starting an activity, not using the Strike basic action."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Actions with Triggers","entries":["You can use free actions that have triggers and reactions only in response to certain events. Each such reaction and free action lists the trigger that must happen for you to perform it. When its trigger is satisfied—and {@i only} when it is satisfied—you can use the reaction or free action, though you don't have to use the action if you don't want to.","There are only a few basic reactions and free actions that all characters can use. You're more likely to gain actions with triggers from your class, feats, and magic items.",{"type":"pf2-h4","page":462,"name":"Limitations on Triggers","entries":["The triggers listed in the stat blocks of reactions and some free actions limit when you can use those actions. You can use only one action in response to a given trigger. For example, if you had a reaction and a free action that both had a trigger of \"your turn begins,\" you could use either of them at the start of your turn—but not both. If two triggers are similar, but not identical, the GM determines whether you can use one action in response to each or whether they're effectively the same thing. Usually, this decision will be based on what's happening in the narrative.","This limitation of one action per trigger is per creature; more than one creature can use a reaction or free action in response to a given trigger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Other Actions","entries":["Sometimes you need to attempt something not already covered by defined actions in the game. When this happens, the rules tell you how many actions you need to spend, as well any traits your action might have. For example, a spell that lets you switch targets might say you can do so \"by spending a single action, which has the {@trait concentrate}.\" Game masters can also use this approach when a character tries to do something that isn't covered in the rules."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Gaining and Losing Actions","entries":["Conditions can change the number of actions you can use on your turn, or whether you can use actions at all. The slowed condition, for example, causes you to lose actions, while the quickened condition causes you to gain them.","Conditions are detailed in the appendix on pages 618–623.","Whenever you lose a number of actions—whether from these conditions or in any other way—you choose which to lose if there's any difference between them. For instance, the {@spell haste} spell makes you quickened, but it limits what you can use your extra action to do. If you lost an action while {@spell haste} was active, you might want to lose the action from haste first, since it's more limited than your normal actions.","Some effects are even more restrictive. Certain abilities, instead of or in addition to changing the number of actions you can use, say specifically that you can't use reactions. The most restrictive form of reducing actions is when an effect states that you can't act: this means you can't use any actions, or even speak."],"source":"CRB"},{"type":"pf2-h3","page":462,"name":"Disrupting Actions","entries":["Various abilities and conditions, such as an Attack of Opportunity, can disrupt an action. When an action is disrupted, you still use the actions or reactions you committed and you still expend any costs, but the action's effects don't occur. In the case of an activity, you usually lose all actions spent for the activity up through the end of that turn. For instance, if you began a {@action Cast a Spell} activity requiring 3 actions and the first action was disrupted, you lose all 3 actions that you committed to that activity.","The GM decides what effects a disruption causes beyond simply negating the effects that would have occurred from the disrupted action. For instance, a Leap disrupted midway wouldn't transport you back to the start of your jump, and a disrupted item hand off might cause the item to fall to the ground instead of staying in the hand of the creature who was trying to give it away."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":457,"name":"Afflictions","entries":["Diseases and poisons are types of afflictions, as are curses and radiation. An affliction can infect a creature for a long time, progressing through different and often increasingly debilitating stages. The level of an affliction is the level of the monster, hazard, or item causing the affliction or, in the case of a spell, is listed in the affliction entry for that spell.",{"type":"pf2-h3","page":457,"name":"Format","entries":["Whether appearing in a spell, as an item, or within a creature's stat block, afflictions appear in the following format.",{"type":"pf2-h4","page":457,"name":"Name and Traits","entries":["The affliction's name is given first, followed by its traits in parentheses—including the trait for the type of affliction (curse, disease, poison, and so forth). If the affliction needs to have a level specified, it follows the parentheses, followed by any unusual details, such as restrictions on removing the conditions imposed by an affliction."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Saving Throw","entries":["When you're first exposed to the affliction, you must attempt a saving throw against it. This first attempt to stave off the affliction is called the initial save. An affliction usually requires a Fortitude save, but the exact save and its DC are listed after the name and type of affliction. Spells that can poison you typically use the caster's spell DC.","On a successful initial saving throw, you are unaffected by that exposure to the affliction. You do not need to attempt further saving throws against it unless you are exposed to the affliction again.","If you fail the initial saving throw, after the affliction's onset period elapses (if applicable), you advance to stage 1 of the affliction and are subjected to the listed effect. On a critical failure, after its onset period (if applicable), you advance to stage 2 of the affliction and are subjected to that effect instead. The stages of an affliction are described below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Onset","entries":["Some afflictions have onset times. For these afflictions, once you fail your initial save, you don't gain the effects for the first stage of the affliction until the onset time has elapsed. If this entry is absent, you gain the effects for the first stage (or the second stage on a critical failure) immediately upon failing the initial saving throw."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Maximum Duration","entries":["If an affliction lasts only a limited amount of time, it lists a maximum duration. Once this duration passes, the affliction ends. Otherwise, the affliction lasts until you succeed at enough saves to recover, as described in Stages below."],"source":"CRB"},{"type":"pf2-h4","page":458,"name":"Stages","entries":["An affliction typically has multiple stages, each of which lists an effect followed by an interval in parentheses. When you reach a given stage of an affliction, you are subjected to the effects listed for that stage.","At the end of a stage's listed interval, you must attempt a new saving throw. On a success, you reduce the stage by 1; on a critical success, you reduce the stage by 2. You are then subjected to the effects of the new stage. If the affliction's stage is ever reduced below stage 1, the affliction ends and you don't need to attempt further saves unless you're exposed to the affliction again.","On a failure, the stage increases by 1; on a critical failure, the stage increases by 2. You are then subjected to the effects listed for the new stage. If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Conditions from Afflictions","entries":["An affliction might give you conditions with a longer or shorter duration than the affliction. For instance, if an affliction causes you to be drained but has a maximum duration of 5 minutes, you remain drained even after the affliction ends, as is normal for the drained condition. Or, you might succeed at the flat check to remove persistent damage you took from an ongoing affliction, but you would still need to attempt saves to remove the affliction itself, and failing one might give you new persistent damage."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Multiple Exposures","entries":["Multiple exposures to the same curse or disease currently affecting you have no effect. For a poison, however, failing the initial saving throw against a new exposure increases the stage by 1 (or by 2 if you critically fail) without affecting the maximum duration. This is true even if you're within the poison's onset period, though it doesn't change the onset length."],"source":"CRB"},{"type":"pf2-h3","page":458,"name":"Virulent Afflictions","entries":["Afflictions with the {@trait virulent} trait are harder to remove.","You must succeed at two consecutive saves to reduce a virulent affliction's stage by 1. A critical success reduces a virulent affliction's stage by only 1 instead of by 2."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Checks","entries":["When success isn't certain—whether you're swinging a sword at a foul beast, attempting to leap across a chasm, or straining to remember the name of the earl's second cousin at a soiree—you'll attempt a check. Pathfinder has many types of checks, from skill checks to attack rolls to saving throws, but they all follow these basic steps.",{"type":"list","style":"list-decimal","items":["Roll a d20 and identify the modifiers, bonuses, and penalties that apply.","Calculate the result.","Compare the result to the difficulty class (DC).","Determine the degree of success and the effect."]},"Checks and difficulty classes (DC) both come in many forms. When you swing your sword at that foul beast, you'll make an attack roll against its Armor Class, which is the DC to hit another creature. If you are leaping across that chasm, you'll attempt an {@skill Athletics} skill check with a DC based on the distance you are trying to jump. When calling to mind the name of the earl's second cousin, you attempt a check to {@action Recall Knowledge}. You might use either the Society skill or a Lore skill you have that's relevant to the task, and the DC depends on how common the knowledge of the cousin's name might be, or how many drinks your character had when they were introduced to the cousin the night before.","No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.",{"type":"pf2-h3","page":444,"name":"Step 1: Roll D20 and Identify The Modifiers, Bonuses, and Penalties That Apply","entries":["Start by rolling your d20. You'll then identify all the relevant modifiers, bonuses, and penalties that apply to the roll. A {@b modifier} can be either positive or negative, but a {@b bonus} is always positive, and a {@b penalty} is always negative.","The sum of all the modifiers, bonuses, and penalties you apply to the d20 roll is called your total modifier for that statistic.","Nearly all checks allow you to add an {@b ability modifier} to the roll. An ability modifier represents your raw capabilities and is derived from an ability score, as described on page 20. Exactly which ability modifier you use is determined by what you're trying to accomplish. Usually a sword swing applies your Strength modifier, whereas remembering the name of the earl's cousin uses your Intelligence modifier.","When attempting a check that involves something you have some training in, you will also add your {@b bonus}. This bonus depends on your proficiency rank:","untrained, trained, expert, master, or legendary. If you're untrained, your bonus is +0—you must rely on raw talent and any bonuses from the situation. Otherwise, the bonus equals your character's level plus a certain amount depending on your rank. If your proficiency rank is trained, this bonus is equal to your level + 2, and higher proficiency ranks further increase the amount you add to your level.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Proficiency Rank","Proficiency Bonus"],["Untrained","0"],["Trained","Your level + 2"],["Expert","Your level + 4"],["Master","Your level + 6"],["Legendary","Your level + 8"]]},"There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonus that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—in other words, they don't \"stack.\" For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses that could apply to the same check, you add only the higher of the two.","{@b Circumstance bonuses} typically involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a buckler grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC. If you are both behind cover and Raising a Shield, you gain only the +2 circumstance bonus for cover, since they're the same type and the bonus from cover is higher.","{@b Item bonuses} are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while expanded alchemist's tools grant you an item bonus to {@skill Crafting} checks when making alchemical items.","{@b Status bonuses} typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the 3rd-level {@spell heroism} spell grants a +1 status bonus to attack rolls, {@skill Perception} checks, saving throws, and skill checks. If you were under the effect of {@spell heroism} and someone cast the {@spell bless} spell, which also grants a +1 status bonus on attacks, your attack rolls would gain only a +1 status bonus, since both spells grant a +1 status bonus to those rolls, and you only take the highest status bonus.","Penalties work very much like bonuses. You can have {{@b circumstance penalties}, {@b status penalties}, and sometimes even {@b item penalties.} Like bonuses of the same type, you take only the worst all of various penalties of a given type. However, you can apply both a bonus and a penalty of the same type on a single roll. For example, if you had a +1 status bonus from a {@spell heroism} spell but a –2 status penalty from the sickened condition, you'd apply them both to your roll—so {@spell heroism} still helps even though you're feeling unwell.","Unlike bonuses, penalties can also be {@b untyped}, in which case they won't be classified as \"circumstance,\" \"item,\" or \"status.\" Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack.","Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.","Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 2: Calculate the Result","entries":["This step is simple. Add up all the various modifiers, bonuses, and penalties you identified in Step 1—this is your total modifier. Next add that to the number that came up on your d20 roll. This total is your check result."],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 3: Compare the Result to the DC","entries":["This step can be simple, or it can create suspense. Sometimes you'll know the {@b Difficulty Class} ({@b DC}) of your check. In these cases, if your result is equal to or greater than the DC, you succeed! If your roll anything less than the DC, you fail.","Other times, you might not know the DC right away. Swimming across a river would require an {@skill Athletics} check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they will let you know if it is a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is the best way to determine whether or not you have met or exceeded the DC.",{"type":"pf2-h4","page":445,"name":"Calculating DCs","entries":["Whenever you attempt a check, you compare your result against a DC. When someone or something else attempts a check against you, rather than both forces rolling against one another, the GM (or player, if the opponent is another PC) compares their result to a fixed DC based on your relevant statistic. Your DC for a given statistic is 10 + the total modifier for that statistic."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":445,"name":"Step 4: Determine the Degree of Success and Effect","entries":["Many times, it's important to determine not only if you succeed or fail, but also how spectacularly you succeed or fail. Exceptional results—either good or bad—can cause you to critically succeed at or critically fail a check.","You critically succeed at a check when a check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is sometimes called a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.","If you rolled a 20 on the die (a \"natural 20\"), your result is one degree of success better than it would be by numbers alone. If you roll a 1 on the d20 (a \"natural 1\"), your result is one degree worse. This means that a natural 20 usually results in a critical success and natural 1 usually results in a critical failure. However, if you were going up against a very high DC, you might get only a success with a natural 20, or even a failure if 20 plus your total modifier is 10 or more below the DC. Likewise, if your modifier for a statistic is so high that adding it to a 1 from your d20 roll exceeds the DC by 10 or more, you can succeed even if you roll a natural 1! If a feat, magic item, spell, or other effect does not list a critical success or critical failure, treat is as an ordinary success or failure instead.","Some other abilities can change the degree of success for rolls you get. When resolving the effect of an ability that changes your degree of success, always apply the adjustment from a natural 20 or natural 1 before anything else."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Concealment and Invisibility","entries":["The concealed and invisible conditions reflect certain circumstances that can make a creature harder to see.",{"type":"pf2-h4","page":467,"name":"Concealed","entries":["This condition protects a creature if it's in mist, within dim light, or amid something else that obscures sight but does not provide a physical barrier to effects. An effect or type of terrain that describes an area of concealment makes all creatures within it concealed.","When you target a creature that's {@condition concealed} from you, you must attempt a DC {@flatDC 5} flat check before you roll to determine your effect. If you fail, you don't affect the target. the {@condition concealed} condition doesn't change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it's concealed."],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Invisible","entries":["A creature with the invisible condition (by way of an {@spell invisibility} spell or {@item invisibility potion}, for example) is automatically {@condition undetected} to any creatures relying on sight as their only precise sense. Precise senses other than sight ignore the invisible condition.","You can use the {@action Seek} basic action to attempt to figure out an {@condition invisible} creature's location, making it instead only {@condition hidden} from you. This lasts until the {@condition invisible} creature successfully uses {@action Sneak} to become {@condition undetected} again. If you're already {@condition observed||observing} a creature when it becomes {@condition invisible}, it starts out {@condition hidden}, since you know where it was when it became {@condition invisible}, though it can then {@action Sneak} to become {@condition undetected}.","Other effects might make an {@condition invisible} creature hidden or even observed but concealed. For instance, if you were tracking an invisible creature's footprints through the snow, the footprints would make it hidden.","Similarly, throwing a net over an {@condition invisible} creature would make it {@condition observed} but {@condition concealed} for as long as the net is on the creature."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Condition Values","entries":["Some conditions have a numerical value, called a condition value, indicated by a numeral following the condition. This value conveys the severity of a condition, and such conditions often give you a bonus or penalty equal to their value. These values can often be reduced by skills, spells, or simply waiting. If a condition value is ever reduced to 0, the condition ends."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Conditions","entries":["The results of various checks might apply conditions to you or, less often, an item. Conditions change your state of being in some way. You might be gripped with fear or made faster by a spell or magic item. One condition represents what happens when a creature successfully drains your blood or life essence, while others represent creatures' attitudes toward you and how they interact with you.","Conditions are persistent; when you're affected by a condition, its effects last until the stated duration ends, the condition is removed, or terms dictated in the condition cause it to end. The rules for conditions are summarized on page 454 and described in full on pages 618–623.",{"type":"pf2-brown-box","name":"CONDITIONS","entries":["These conditions appear often in the game and are defined in detail in the Conditions Appendix on pages 618–623. Here's a brief summary of each.","{@b {@condition Blinded}:} You're unable to see.","{@b {@condition Broken}:} This item can't be used for its normal function until repaired.","{@b {@condition Clumsy}:} You can't move as easily or gracefully as usual.","{@b {@condition Concealed}:} Fog or similar obscuration makes you difficult to see and target.","{@b {@condition Confused}:} You attack indiscriminately.","{@b {@condition Controlled}:} Another creature determines your actions.","{@b {@condition Dazzled}:} Everything is {@condition concealed} to you.","{@b {@condition Deafened}:} You're unable to hear.","{@b {@condition Doomed}:} With your soul in peril, you are now closer to death.","{@b {@condition Drained}:} Blood loss or something similar has leached your vitality.","{@b {@condition Dying}:} You're slipping closer to death.","{@b {@condition Encumbered}:} You're carrying more weight than you can manage.","{@b {@condition Enfeebled}:} Your strength has been sapped away.","{@b {@condition Fascinated}:} You are compelled to focus your attention on something.","{@b {@condition Fatigued}:} Your defenses are lower and you can't focus while exploring.","{@b {@condition Flat-Footed}:} You're unable to defend yourself to your full capability.","{@b {@condition Fleeing}:} You must run away.","{@b {@condition Friendly}:} An NPC with this condition has a good attitude toward you.","{@b {@condition Frightened}:} Fear makes you less capable of attacking and defending.","{@b {@condition Grabbed}:} A creature, object, or magic holds you in place.","{@b {@condition Helpful}:} An NPC with this condition wants to assist you.","{@b {@condition Hidden}:} A creature you're {@condition hidden} from knows your location but can't see you.","{@b {@condition Hostile}:} An NPC with this condition wants to harm you.","{@b {@condition Immobilized}:} You can't move.","{@b {@condition Indifferent}:} An NPC with this condition doesn't have a strong opinion about you.","{@b {@condition Invisible}:} Creatures can't see you.","{@b {@condition Observed}:} You're in plain view.","{@b {@condition Paralyzed}:} You body is frozen in place.","{@b {@condition Persistent Damage|CRB|Persistent Damage}:} You keep taking damage every round.","{@b {@condition Petrified}:} You've been turned to stone.","{@b {@condition Prone}:} You're lying on the ground and easier to attack.","{@b {@condition Quickened}:} You get an extra action each turn.","{@b {@condition Restrained}:} You're tied up and can't move, or a grappling creature has you pinned.","{@b {@condition Sickened}:} You're sick to your stomach.","{@b {@condition Slowed}:} You lose actions each turn.","{@b {@condition Stunned}:} You can't use actions.","{@b {@condition Stupefied}:} Your can't access your full mental faculties, and you have trouble casting spells.","{@b {@condition Unconscious}:} You're asleep or knocked out.","{@b {@condition Undetected}:} A creature you're {@condition undetected} by doesn't know where you are.","{@b {@condition Unfriendly}:} An NPC with this condition doesn't like you.","{@b {@condition Unnoticed}:} A creature is entirely unaware you're present.","{@b {@condition Wounded}:} You've been brought back from the brink of death but haven't fully recovered."]}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":458,"name":"Counteracting","entries":["Some effects try to counteract spells, afflictions, conditions, or other effects. Counteract checks compare the power of two forces and determine which defeats the other. Successfully counteracting an effect ends it unless noted otherwise.","When attempting a counteract check, add the relevant skill modifier or other appropriate modifier to your check against the target's DC. If you're counteracting an affliction, the DC is in the affliction's stat block. If it's a spell, use the caster's DC. The GM can also calculate a DC based on the target effect's level. For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks. What you can counteract depends on the check result and the target's level. If an effect is a spell, its level is the counteract level.","Otherwise, halve its level and round up to determine its counteract level. If an effect's level is unclear and it came from a creature, halve and round up the creature's level.",{"type":"successDegree","entries":{"Critical Success":"Counteract the target if its counteract level is no more than 3 levels higher than your effect's counteract level.","Success":"Counteract the target if its counteract level is no more than 1 level higher than your effect's counteract level.","Failure":"Counteract the target if its counteract level is lower than your effect's counteract level.","Critical Failure":"You fail to counteract the target."}}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":477,"name":"Cover","entries":["When you're behind an obstacle that could block weapons, guard you against explosions, and make you harder to detect, you're behind cover. Standard cover gives you a +2 circumstance bonus to AC, to Reflex saves against area effects, and to {@skill Stealth} checks to {@action Hide}, {@action Sneak}, or otherwise avoid detection. You can increase this to greater cover using the {@action Take Cover} basic action, increasing the circumstance bonus to +4. If cover is especially light, typically when it's provided by a creature, you have lesser cover, which grants a +1 circumstance bonus to AC. A creature with standard cover or greater cover can attempt to use {@skill Stealth} to {@action Hide}, but lesser cover isn't sufficient.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Type of Cover","Bonus","Can Hide"],["Lesser","+1 to AC","No"],["Standard","+2 to AC, Reflex, {@skill Stealth}","Yes"],["Greater","+4 to AC, Reflex, {@skill Stealth}","Yes"]]},"Cover is relative, so you might simultaneously have cover against one creature and not another. Cover applies only if your path to the target is partially blocked. If a creature is entirely behind a wall or the like, you don't have {@quickref line of effect||3|line of effect} and typically can't target it at all.","Usually, the GM can quickly decide whether your target has cover. If you're uncertain or need to be more precise, draw a line from the center of your space to the center of the target's space. If that line passes through any terrain or object that would block the effect, the target has standard cover (or greater cover if the obstruction is extreme or the target has {@action Take Cover||Taken Cover}). If the line passes through a creature instead, the target has lesser cover. When measuring cover against an area effect, draw the line from the effect's point of origin to the center of the creature's space.",{"type":"pf2-h4","page":477,"name":"Cover and Large Creatures","entries":["If a creature between you and a target is two or more sizes larger than both you and your target, that creature's space blocks the effect enough to provide standard cover instead of lesser cover. The GM might determine that a creature doesn't gain cover from terrain that it's significantly larger than. For example, a Huge dragon probably wouldn't receive any benefit from being behind a 1-foot-wide pillar."],"source":"CRB"},{"type":"pf2-h4","page":477,"name":"Special Circumstances","entries":["Your GM might allow you to overcome your target's cover in some situations. If you're right next to an arrow slit, you can shoot without penalty, but you have greater cover against someone shooting back at you from far away. Your GM might let you reduce or negate cover by leaning around a corner to shoot or the like. This usually takes an action to set up, and the GM might measure cover from an edge or corner of your space instead of your center."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Damage","entries":["In the midst of combat, you attempt checks to determine if you can damage your foe with weapons, spells, or alchemical concoctions. On a successful check, you hit and deal damage. Damage decreases a creature's Hit Points on a 1-to-1 basis (so a creature that takes 6 damage loses 6 Hit Points). The full rules can be found in the Hit Points, Healing, and Dying section on page 459.","Damage is sometimes given as a fixed amount, but more often than not you'll make a damage roll to determine how much damage you deal. A damage roll typically uses a number and type of dice determined by the weapon or unarmed attack used or the spell cast, and it is often enhanced by various modifiers, bonuses, and penalties.","Like checks, a damage roll—especially a melee weapon damage roll—is often modified by a number of modifiers, penalties, and bonuses. When making a damage roll, you take the following steps, explained in detail below.",{"type":"list","style":"list-decimal","items":["Roll the dice indicated by the weapon, unarmed attack, or spell, and apply the modifiers, bonuses, and penalties that apply to the result of the roll.","Determine the damage type.","Apply the target's immunities, weaknesses, and resistances to the damage.","If any damage remains, reduce the target's Hit Points by that amount."]},{"type":"pf2-h3","page":450,"name":"Step 1: Roll The Damage Dice and Apply Modifiers, Bonuses, and Penalties","entries":["Your weapon, unarmed attack, spell, or sometimes even a magic item determines what type of dice you roll for damage, and how many. For instance, if you're using a normal longsword, you'll roll {@dice 1d8}. If you're casting a 3rd-level {@spell fireball} spell, you'll roll {@dice 6d6}. Sometimes, especially in the case of weapons, you'll apply modifiers, bonuses, and penalties to the damage.","When you use melee weapons, unarmed attacks, and thrown ranged weapons, the most common modifier you'll add to damage is your Strength ability modifier. Weapons with the propulsive trait sometimes add half your Strength modifier. You typically do not add an ability modifier to spell damage, damage from most ranged weapons, or damage from alchemical bombs and similar items.","As with checks, you might add circumstance, status, or item bonuses to your damage rolls, but if you have multiple bonuses of the same type, you add only the highest bonus of that type. Again like checks, you may also apply circumstance, status, item, and untyped penalties to the damage roll, and again you apply only the greatest penalty of a specific type but apply all untyped penalties together.","Use the formulas below.",{"type":"pf2-inset","entries":["Melee damage roll = damage die of weapon or unarmed attack + Strength modifier + bonuses + penalties"]},{"type":"pf2-inset","entries":["Ranged damage roll = damage die of weapon + Strength modifier for thrown weapons + bonuses + penalties"]},{"type":"pf2-inset","entries":["Spell (and similar effects) damage roll = damage die of the effect + bonuses + penalties"]},"If the combined penalties on an attack would reduce the damage to 0 or below, you still deal 1 damage.",{"type":"pf2-h4","page":451,"name":"Increasing Damage","entries":["In some cases, you increase the number of dice you roll when making weapon damage rolls. Magic weapons etched with the {@item striking} rune can add one or more weapon damage dice to your damage roll. These extra dice are the same die size as the weapon's damage die. At certain levels, most characters gain the ability to deal extra damage from the weapon specialization class feature."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Persistent Damage","entries":["Persistent damage is a condition that causes damage to recur beyond the original effect. Unlike with normal damage, when you are subject to persistent damage, you don't take it right away. Instead, you take the specified damage at the end of your turns, after which you attempt a DC {@flatDC 15} flat check to see if you recover from the persistent damage.","Like normal damage, it can be doubled or halved based on the results of an attack roll or saving throw.","See the Conditions Appendix on pages 618–623 for the complete rules regarding the persistent damage condition."],"source":"CRB"},{"type":"pf2-h4","page":451,"name":"Doubling and Halving Damage","entries":["Sometimes you'll need to halve or double an amount of damage, such as when the outcome of your Strike is a critical hit, or when you succeed at a basic Reflex save against a spell. When this happens, you roll the damage normally, adding all the normal modifiers, bonuses, and penalties. Then you double or halve the amount as appropriate (rounding down if you halved it). The GM might allow you to roll the dice twice and double the modifiers, bonuses, and penalties instead of doubling the entire result, but this usually works best for singletarget attacks or spells at low levels when you have a small number of damage dice to roll. Benefits you gain specifically from a critical hit, like the {@item flaming} weapon rune's persistent fire damage or the extra damage die from the fatal weapon trait, aren't doubled."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 2: Determine The Damage Type","entries":["Once you've calculated how much damage you deal, you'll need to determine the damage type. There are many types of damage and sometimes certain types are applied in different ways. The smack of a club deals bludgeoning damage. The stab of a spear deals piercing damage. The staccato crack of a {@spell lightning bolt} spell deals electricity damage. Sometimes you might apply precision damage, dealing more damage for hitting a creature in a vulnerable spot or when the target is somehow vulnerable. The damage types are described on page 452.",{"type":"pf2-h4","page":451,"name":"Damage Types and Traits","entries":["When an attack deals a type of damage, the attack action gains that trait. For example, the {@action Strike||Strikes} and attack actions you use wielding a sword when its {@item flaming} rune is active gain the fire trait, since the rune gives the weapon the ability to deal fire damage."],"source":"CRB"},{"type":"pf2-brown-box","name":"DAMAGE TYPES","entries":["Damage has a number of different types and categories, which are described below.",{"type":"pf2-title","name":"Physical Damage"},"Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. {@b Bludgeoning damage} comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. {@b Piercing damage} is dealt from stabs and punctures, whether from a dragon's fangs or the thrust of a spear. {@b Slashing damage} is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.","Ghosts and other incorporeal creatures have a high resistance to physical attacks that aren't magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magical trait) and most other damage types.",{"type":"pf2-title","name":"Energy Damage"},"Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. {@b Acid damage} can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes harder materials. {@b Cold damage} freezes material by way of contact with chilling gases and ice. {@b Electricity Damage} comes from the discharge of powerful lightning and sparks. {@b Fire damage} burns through heat and combustion. {@b Sonic damage} assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.","Two special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create {@b positive damage} that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as {@b negative damage} that gnaws at the living.","Powerful and pure magical energy can manifest itself as {@b force damage}. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths.",{"type":"pf2-title","name":"Alignment Damage"},"Weapons and effects keyed to a particular alignment can deal {@b chaotic}, {@b evil}, {@b good}, or {@b lawful} damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures.",{"type":"pf2-title","name":"Mental Damage"},"Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals {@b mental damage}. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects.",{"type":"pf2-title","name":"Poison Damage"},"Venoms, toxins and the like can deal {@b poison damage}, which affects creatures by way of contact, ingestion, inhalation, or injury. In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457.",{"type":"pf2-title","name":"Bleed Damage"},"Another special type of physical damage is {@b bleed damage}. This is persistent damage that represents loss of blood.","As such, it has no effect on nonliving creatures or living creatures that don't need blood to live. Weaknesses and resistances to physical damage apply. Bleed damage ends automatically if you're healed to your full Hit Points.",{"type":"pf2-title","name":"Precision Damage"},"Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you {@b precision damage}, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogue's sneak attack increases the piercing damage by 1d6.","Some creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Since precision damage is always the same type of damage as the attack it's augmenting, a creature that is resistant to physical damage, like a gargoyle, would resist not only the dagger's damage but also the precision damage, even though it is not specifically resistant to precision damage.",{"type":"pf2-title","name":"Precious Materials"},"While not their own damage category, precious materials can modify damage to penetrate a creature's resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."]}],"source":"CRB"},{"type":"pf2-h3","page":451,"name":"Step 3: Apply the Target's Immunities, Weaknesses, and Resistances","entries":["Defenses against certain types of damage or effects are called immunities or resistances, while vulnerabilities are called weaknesses. Apply immunities first, then weaknesses, and resistances third. Immunity, weakness, or resistance to an alignment applies only to damage of that type, not to damage from an attacking creature of that alignment.",{"type":"pf2-h4","page":451,"name":"Immunity","entries":["When you have immunity to a specific type of damage, you ignore all damage of that type. If you have immunity to a specific condition or type of effect, you can't be affected by that condition or any effect of that type. If you have immunity to effects with a certain trait (such as death effects, poison, or disease) you are unaffected by any effect with that trait. Often, an effect can be both a trait and a damage type (this is especially true in the case of energy damage types). In these cases, the immunity applies to the entire effect, not just the damage. You can still be targeted by an ability with an effect you are immune to; you just don't apply the effect. However, some complex effects might have parts that affect you even if you're immune to one of the effect's traits; for instance, a spell that deals both fire and acid damage can still deal acid damage to you even if you're immune to fire.","Immunity to critical hits works a little differently. When a creature immune to critical hits is critically hit by a Strike or other attack that deals damage, it takes normal damage instead of double damage. This does not make it immune to any other critical success effects of other actions that have the attack trait (such as {@action Grapple} and {@action Shove}).","Another exception is immunity to nonlethal attacks. If you are immune to nonlethal attacks, you are immune to all damage from attacks with the nonlethal trait, no matter what other type the damage has. For instance, a {@creature stone golem} has immunity to nonlethal attacks. This means that no matter how hard you hit it with your fist, you're not going to damage it—unless your fists don't have the {@trait nonlethal} trait, such as if you're a {@class monk}."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Temporary Immunity","entries":["Some effects grant you immunity to the same effect for a set amount of time. If an effect grants you temporary immunity, repeated applications of that effect don't affect you for as long as the temporary immunity lasts. Unless the effect says it applies only to a certain creature's ability, it doesn't matter who created the effect. For example, the {@spell blindness} spell says, \"The target is temporarily immune to blindness for 1 minute.\" If anyone casts {@spell blindness} on that creature again before 1 minute passes, the spell has no effect.","Temporary immunity doesn't prevent or end ongoing effects of the source of the temporary immunity. For instance, if an ability makes you frightened and you then gain temporary immunity to the ability, you don't immediately lose the frightened condition due to the immunity you just gained—you simply don't become frightened if you're targeted by the ability again before the immunity ends."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Weakness","entries":["If you have a weakness to a certain type of damage or damage from a certain source, that type of damage is extra effective against you. Whenever you would take that type of damage, increase the damage you take by the value of the weakness. For instance, if you are dealt 2d6 fire damage and have weakness 5 to fire, you take 2d6+5 fire damage.","If you have a weakness to something that doesn't normally deal damage, such as water, you take damage equal to the weakness value when touched or affected by it. If more than one weakness would apply to the same instance of damage, use only the highest applicable weakness value. This usually happens only when a monster is weak to both a type of physical damage and a given material."],"source":"CRB"},{"type":"pf2-h4","page":453,"name":"Resistance","entries":["If you have resistance to a type of damage, each time you take that type of damage, you reduce the amount of damage you take by the listed amount (to a minimum of 0 damage). Resistance can specify combinations of damage types or other traits. For instance, you might encounter a monster that's resistant to non-magical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren't magical, but would take normal damage from your {@runeItem mace||+1 weapon potency|} (since it's magical) or a non-magical {@item spear} (since it deals piercing damage). A resistance also might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon.","If you have more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value.","It's possible to have resistance to all damage. When an effect deals damage of multiple types and you have resistance to all damage, apply the resistance to each type of damage separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage entirely."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":453,"name":"Step 4: If Damage Remains, Reduce the Target's Hit Points","entries":["After applying the target's immunities, resistances, and weaknesses to the damage, whatever damage is left reduces the target's Hit Points on a 1-to-1 basis. More information about Hit Points can be found in the Hit Points, Healing, and Dying section on page 459.",{"type":"pf2-h4","page":453,"name":"Nonlethal Attacks","entries":["You can make a nonlethal attack in an effort to knock someone out instead of killing them (see Knocked Out and Dying on page 459). Weapons with the nonlethal trait (including fists) do this automatically. You take a –2 circumstance penalty to the attack roll when you make a nonlethal attack using a weapon that doesn't have the nonlethal trait. You also take this penalty when making a lethal attack using a nonlethal weapon.","Spells and other effects with the nonlethal trait that reduce a creature to 0 Hit Points knock the creature out instead of killing them."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":481,"name":"Downtime Mode","entries":["Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime.",{"type":"pf2-h2","page":481,"name":"Long-Term Rest","entries":["You can spend an entire day and night resting during downtime to recover Hit Points equal to your Constitution modifier (minimum 1) multiplied by twice your level."],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Retraining","entries":["Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or ability scores. You can't perform other downtime activities while retraining.","Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor.","Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).","When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.",{"type":"pf2-h3","page":481,"name":"Feats","entries":["You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Skills","entries":["You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in {@skill Performance} and {@skill Stealth}, and an expert in {@skill Occultism}, you could reduce the character's proficiency in {@skill Stealth} to expert and become a master in {@skill Occultism}, but you couldn't reassign that skill increase to become legendary in {@skill Performance}. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.","You can also spend a week to retrain an initial trained skill you gained during character creation."],"source":"CRB"},{"type":"pf2-h3","page":481,"name":"Class Features","entries":["You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes—always at least a month."],"source":"CRB"},{"type":"pf2-brown-box","page":481,"name":"SKILL DOWNTIME ACTIVITIES","entries":["Chapter 4: Skills includes several downtime activities, which are summarized here.","{@b {@action Craft}:} Using the {@skill Crafting} skill, you can create items from raw materials (page 244).","{@b {@action Create Forgery}:} You forge a document (page 251).","{@b {@action Earn Income}:} You earn money, typically using {@skill Crafting}, Lore, or {@skill Performance} (page 236).","{@b {@action Subsist}:} You find food and shelter in the wilderness or within a settlement (page 240).","{@b {@action Treat Disease}:} You spend time caring for a diseased creature in the hope of curing that creature (page 248)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":481,"name":"Other Downtime Activities","entries":["Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living (the prices for this can be found on page 294).","You might acquire property, manage a business, become part of a guild or civic group, curry favor in a large city, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":453,"name":"Effects","entries":["Anything you do in the game has an {@b effect}. Many of these outcomes are easy to adjudicate during the game.","If you tell the GM that you draw your sword, no check is needed, and the result is that your character is now holding a sword. Other times, the specific effect requires more detailed rules governing how your choice is resolved.","Many spells, magic items, and feats create specific effects, and your character will be subject to effects caused by monsters, hazards, the environment, and other characters.","While a check might determine the overall impact or strength of an effect, a check is not always part of creating an effect. Casting a {@spell fly} spell on yourself creates an effect that allows you to soar through the air, but casting the spell does not require a check. Conversely, using the Intimidate skill to Demoralize a foe does require a check, and your result on that check determines the effect's outcome.","The following general rules are used to understand and apply effects.",{"type":"pf2-h3","page":455,"name":"Duration","entries":["Most effects are discrete, creating an instantaneous effect when you let the GM know what actions you are going to use. Firing a bow, moving to a new space, or taking something out of your pack all resolve instantly. Other effects instead last for a certain duration. Once the duration has elapsed, the effect ends. The rules generally use the following conventions for durations, though spells have some special durations detailed on pages 304–305.","For an effect that lasts a number of rounds, the remaining duration decreases by 1 at the start of each turn of the creature that created the effect. This is common for beneficial effects that target you or your allies. Detrimental effects often last \"until the end of the target's next turn\" or \"through\" a number of their turns (such as \"through the target's next 3 turns\"), which means that the effect's duration decreases at the end of the creature's turn, rather than the start.","Instead of lasting a fixed number of rounds, a duration might end only when certain conditions are met (or cease to be true). If so, the effects last until those conditions are met."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Range and Reach","entries":["Actions and other abilities that generate an effect typically work within a specified range or a reach. Most spells and abilities list a {@b range}—the maximum distance from the creature or object creating the effect in which the effect can occur.","Ranged and thrown weapons have a {@b range increment}.","Attacks with such weapons work normally up to that range. Attacks against targets beyond that range take a –2 penalty, which worsens by 2 for every additional multiple of that range, to a maximum of a –10 penalty after five additional range increments. Attacks beyond this range are not possible. For example, if you are using a shortbow, your attacks take no penalty against a target up to 60 feet away, a –2 penalty if a target is over 60 and up to 120 feet away, a –4 if a target is over 120 and up to 180 feet away, and so on, up to a maximum distance of 360 feet.","{@b Reach} is how far you can physically reach with your body or a weapon. Melee {@action Strike||Strikes} rely on reach. Your reach also creates an area around your space where other creatures could trigger your reactions. Your reach is typically 5 feet, but weapons with the reach trait can extend this. Larger creatures can have greater reach; for instance, an ogre has a 10-foot reach. Unlike with measuring most distances, 10-foot reach can reach 2 squares diagonally. Reach greater than 10 feet is measured normally; 20-foot reach can reach 3 squares diagonally, 25-foot reach can reach 4, and so on."],"source":"CRB"},{"type":"pf2-h3","page":455,"name":"Targets","entries":["Some effects require you to choose specific targets.","Targeting can be difficult or impossible if your chosen creature is undetected by you, if the creature doesn't match restrictions on who you can target, or if some other ability prevents it from being targeted.","Some effects require a target to be willing. Only you can decide whether your PC is willing, and the GM decides whether an NPC is willing. Even if you or your character don't know what the effect is, such as if your character is unconscious, you still decide if you're willing.","Some effects target or require an ally, or otherwise refer to an ally. This must be someone on your side, often another PC, but it might be a bystander you are trying to protect. You are not your own ally. If it isn't clear, the GM decides who counts as an ally or an enemy."],"source":"CRB"},{"type":"pf2-h3","page":456,"name":"Areas","entries":["Some effects occupy an area of a specified shape and size.","An area effect always has a point of origin and extends out from that point. There are four types of areas: emanations, bursts, cones, and lines. When you're playing in encounter mode and using a grid, areas are measured in the same way as movement (page 463), but areas' distances are never reduced or affected by {@quickref difficult terrain||3|terrain} or lesser cover (page 476). You can use the diagrams below as common reference templates for areas, rather than measuring squares each time. Many area effects describe only the effects on creatures in the area. The GM determines any effects to the environment and unattended objects.",{"type":"pf2-h4","page":456,"name":"Burst","entries":["A burst effect issues forth in all directions from a single corner of a square within the range of the effect, spreading in all directions to a specified radius. For instance, when you cast {@spell fireball}, it detonates at the corner of a square within 500 feet of you and creates a 20-foot burst, meaning it extends out 20 feet in every direction from the corner of the square you chose, affecting each creature whose space (or even one square of its space) is within the burst."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Cone","entries":["A cone shoots out from you in a quarter circle on the grid.","When you aim a cone, the first square of that cone must share an edge with your space if you're aiming orthogonally, or it must touch a corner of your space if you're aiming diagonally. If you're Large or larger, the first square can run along the edge of any square of your space. You can't aim a cone so that it overlaps your space. The cone extends out for a number of feet, widening as it goes, as shown in the Areas diagram. For instance, when a green dragon uses its breath weapon, it breathes a cone of poisonous gas that originates at the edge of one square of its space and affects a quarter-circle area 30 feet on each edge.","If you make a cone originate from someone or something else, follow these same rules, with the first square of the cone using an edge or corner of that creature or object's space instead of your own."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Emanation","entries":["An emanation issues forth from each side of your space, extending out to a specified number of feet in all directions. For instance, the {@spell bless} spell's emanation radiates 5 or more feet outward from the caster. Because the sides of a creature's space are the starting point for the emanation, an emanation from a Large or larger creature affects a greater overall area than that of a Medium or smaller creature. Unless the text states otherwise, the creature creating an emanation effect chooses whether the creature at its center is affected."],"source":"CRB"},{"type":"pf2-h4","page":457,"name":"Line","entries":["A line shoots forth from you in a straight line in a direction of your choosing. The line affects each creature whose space it overlaps. Unless a line effect says otherwise, it is 5 feet wide. For example, the {@spell lightning bolt} spell's area is a 60-foot line that's 5 feet wide."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Effect","entries":["When creating an effect, you usually need an unblocked path to the target of a spell, the origin point of an effect's area, or the place where you create something with a spell or other ability. This is called a line of effect. You have line of effect unless a creature is entirely behind a solid physical barrier. Visibility doesn't matter for line of effect, nor do portcullises and other barriers that aren't totally solid. If you're unsure whether a barrier is solid enough, usually a 1-foot-square gap is enough to maintain a line of effect, though the GM makes the final call.","In an area effect, creatures or targets must have line of effect to the point of origin to be affected. If there's no line of effect between the origin of the area and the target, the effect doesn't apply to that target. For example, if there's a solid wall between the origin of a {@spell fireball} and a creature that's within the burst radius, the wall blocks the effect—that creature is unaffected by the {@spell fireball} and doesn't need to attempt a save against it. Likewise, any ongoing effects created by an ability with an area cease to affect anyone who moves outside of the line of effect."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":457,"name":"Line of Sight","entries":["Some effects require you to have line of sight to your target. As long as you can precisely sense the area (as described in Perception on page 464) and it is not blocked by a solid barrier (as described in {@quickref Cover||3|Cover}), you have line of sight. An area of darkness prevents line of sight if you don't have {@ability darkvision}, but portcullises and other obstacles that aren't totally solid do not. If you're unsure whether a barrier is solid enough to block line of sight, usually a 1-foot-square gap is enough to maintain line of sight, though the GM makes the final call."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":468,"name":"Encounter Mode","entries":[{"type":"pf2-h2","page":468,"name":"Structure","entries":["An encounter is played out in a series of rounds, during which the player characters, adversaries, and other participants in the encounter act in sequence.","You roll initiative to determine this order at the start of the encounter and then play through rounds until a conclusion is reached and the encounter ends. The rules in this section assume a combat encounter—a battle—but the general structure can apply to any kind of encounter.",{"type":"pf2-h3","page":468,"name":"Step 1: Roll Initiative","entries":["When the GM calls for it, you'll roll initiative to determine your place in the initiative order, which is the sequence in which the encounter's participants will take their turns. Rolling initiative marks the start of an encounter. More often than not, you'll roll initiative when you enter a battle.","Typically, you'll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check. For instance, if you were Avoiding Notice during exploration (page 479), you'd roll a {@skill Stealth} check. A social encounter could call for a {@skill Deception} or {@skill Diplomacy} check.","The GM rolls initiative for anyone other than the player characters in the encounter. If these include a number of identical creatures, the GM could roll once for the group as a whole and have them take their turns within the group in any order. However, this can make battles less predictable and more dangerous, so the GM might want to roll initiative for some or all creatures individually unless it's too much of a burden.","Unlike a typical check, where the result is compared to a DC, the results of initiative rolls are ranked. This ranking sets the order in which the encounter's participants act—the initiative order. The character with the highest result goes first. The second highest follows, and so on until whoever had the lowest result takes their turn last.","If your result is tied with a foe's result, the adversary goes first. If your result is tied with another PC's, you can decide between yourselves who goes first when you reach that place in the initiative order. After that, your places in the initiative order usually don't change during the encounter."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 2: Play a Round","entries":["A round begins when the participant with the highest initiative roll result starts their turn, and it ends when the one with the lowest initiative ends their turn. The process of taking a turn is detailed below. Creatures might also act outside their turns with reactions and free actions."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 3: Begin the Next Round","entries":["Once everyone in the encounter has taken a turn, the round is over and the next one begins. Don't roll initiative again; the new round proceeds in the same order as the previous one, repeating the cycle until the encounter ends."],"source":"CRB"},{"type":"pf2-h3","page":468,"name":"Step 4: End the Encounter","entries":["When your foes are defeated, some sort of truce is reached, or some other event or circumstance ends the combat, the encounter is over. You and the other participants no longer follow the initiative order, and a more free-form style of play resumes, with the game typically moving into exploration mode. Sometimes at the end of an encounter, the GM will award Experience Points to the party or you'll find treasure to divvy up."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":468,"name":"Turns","entries":["When it's your turn to act, you can use single actions ({@as 1}), short activities ({@as 2} and {@as 3}), reactions ([reaction]), and free actions ({@as f}). When you're finished, your turn ends and the character next in the initiative order begins their turn.","Sometimes it's important to note when during your turn something happens, so a turn is divided into three steps.",{"type":"pf2-h3","page":468,"name":"Step 1: Start Your Turn","entries":["Many things happen automatically at the start of your turn—it's a common point for tracking the passage of time for effects that last multiple rounds. At the start of each of your turns, take these steps in any order you choose:",{"type":"list","items":["If you created an effect lasting for a certain number of rounds, reduce the number of rounds remaining by 1. The effect ends if the duration is reduced to 0. For example, if you cast a spell that lasts 3 rounds on yourself during your first turn of a fight, it would affect you during that turn, decrease to 2 rounds of duration at the start of your second turn, decrease to 1 round of duration at the start of your third turn, and expire at the start of your fourth turn.","You can use 1 free action or reaction with a trigger of \"Your turn begins\" or something similar.","If you're {@condition dying}, roll a recovery check (page 459).","Do anything else that is specified to happen at the start of your turn."]},"The last step of starting your turn is always the same.",{"type":"list","items":["Regain your 3 actions and 1 reaction. If you haven't spent your reaction from your last turn, you lose it—you can't \"save\" actions or reactions from one turn to use during the next turn. If a condition prevents you from being able to act, you don't regain any actions or your reaction. Some abilities or conditions (such as {@condition quickened} and {@condition slowed}) can change how many actions you regain and whether you regain your reaction. If you lose actions and gain additional actions (such as if you're both {@condition quickened} and {@condition slowed}), you choose which actions to lose."]}],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 2: Act","entries":["You can use actions in any order you wish during your turn, but you have to complete one action or activity before beginning another; for example, you can't use a single action in the middle of performing a 2-action activity. What actions you can use often depend on your class features, skills, feats, and items, but there are default actions anyone can use, described in Basic Actions below. Some effects might prevent you from acting. If you can't act, you can't use any actions, including reactions and free actions.","If you begin a 2-action or 3-action activity on your turn, you must be able to complete it on your turn. You can't, for example, begin to High Jump using your final action on one turn and then complete it as your first action on your next turn.","Once you have spent all 3 of your actions, your turn ends (as described in Step 3) and the next creature's turn begins. You can, however, use only some of your actions and end your turn early. As soon as your turn ends, you lose all your remaining actions, but not your reaction or your ability to use free actions."],"source":"CRB"},{"type":"pf2-h3","page":469,"name":"Step 3: End Your Turn","entries":["Once you've done all the things you want to do with the actions you have available, you reach the end of your turn.","Take the following steps in any order you choose. Play then proceeds to the next creature in the initiative order.",{"type":"list","items":["End any effects that last until the end of your turn. For example, spells with a sustained duration end at the end of your turn unless you used the {@action Sustain a Spell} action during your turn to extend them. Some effects caused by enemies might also last through a certain number of your turns, and you decrease the remaining duration by 1 during this step, ending the effect if its duration is reduced to 0.","If you have a {@condition Persistent Damage|CRB|persistent damage} condition, you take the damage at this point. After you take the damage, you can attempt the flat check to end the {@condition Persistent Damage|CRB|persistent damage}. You then attempt any saving throws for ongoing afflictions. Many other conditions change at the end of your turn, such as the {@condition frightened} condition decreasing in severity. These take place after you've taken any {@condition Persistent Damage|CRB|persistent damage}, attempted flat checks to end the {@condition Persistent Damage|CRB|persistent damage}, and attempted saves against any afflictions.","You can use 1 free action or reaction with a trigger of \"Your turn ends\" or something similar.","Resolve anything else specified to happen at the end of your turn."]}],"source":"CRB"},{"type":"pf2-brown-box","page":469,"name":"TRACKING INITIATIVE","entries":["The GM keeps track of the initiative order for an encounter.","It's usually okay for the players to know this order, since they'll see who goes when and be aware of one another's results. However, the GM might want to conceal the names of adversaries the PCs have yet to identify.","Once the encounter's order is set, it's usually not necessary to track the original initiative numbers. The GM can create a simple list, use a series of cards or other indicators, or use a {@i Pathfinder Combat Pad}, which has magnetic markers to allow for easily rearranging the order.",{"type":"pf2-title","name":"Changing the Initiative Order"},"Any method used to track the initiative order needs to be flexible because the order can change. A creature can use the Delay basic action to change its place in the order, in which case you can erase it from the list or pull its marker aside until it reenters the initiative order. When a creature gets knocked out, its initiative order also changes (see Knocked Out and Dying on page 459). Using the Ready basic action doesn't change a creature's place in the initiative order, though, because the designated action becomes a reaction."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":469,"name":"Basic Actions","entries":["Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, you'll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.","Actions that are used less frequently but are still available to most creatures are presented in Specialty Basic Actions starting on page 472. These typically have requirements that not all characters are likely to meet, such as wielding a shield or having a burrow Speed.","In addition to the actions in these two sections, the actions for spellcasting can be found on pages 302–305, and the actions for using magic items appear on pages 531–534.","{@note To view all actions, please visit the {@filter Actions page.|actions||source=CRB}}",{"type":"pf2-brown-box","page":471,"name":"SPEAKING","entries":["As long as you can act, you can also speak. You don't need to spend any type of action to speak, but because a round represents 6 seconds of time, you can usually speak at most a single sentence or so per round. Special uses of speech, such as attempting a {@skill Deception} skill check to Lie, require spending actions and follow their own rules.","All speech has the {@trait auditory} trait. If you communicate in some way other than speech, other rules might apply. For instance, using sign language is {@trait visual} instead of {@trait auditory}."],"source":"CRB"},{"type":"pf2-h3","page":472,"name":"Specialty Basic Actions","entries":["These actions are useful under specific circumstances. Some require you to have a special movement type (page 463)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Activities in Encounters","entries":["Activities that take longer than a turn can't normally be performed during an encounter. Spells with a casting time of 1 minute or more are a common example of this, as are several skill actions. When you commit to an activity during your turn in an encounter, you commit to spending all of the actions it requires. If the activity gets interrupted partway through, you lose all of the actions you would have spent on that activity. Activities are described in full on page 461."],"source":"CRB"},{"type":"pf2-h2","page":472,"name":"Reactions in Encounters","entries":["Your reactions let you respond immediately to what's happening around you. The GM determines whether you can use reactions before your first turn begins, depending on the situation in which the encounter happens.","Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone's turn (including your own), but only when its trigger occurs. If you don't use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn.","Some reactions are specifically meant to be used in combat and can change how the battle plays out drastically.","One example of such a reaction is {@action Attack of Opportunity}, which {@class fighter||fighters} gain at 1st level.","This reaction lets you make a melee {@action Strike} if a creature within reach uses a {@trait manipulate} or {@trait move} action, makes a ranged attack, or leaves a square during a {@trait move} action. The Triggering Moves diagram on page 474 illustrates examples of movements that might trigger an {@action Attack of Opportunity} from a creature without reach and one with reach.","You'll notice this reaction allows you to use a modified basic action, a {@action Strike}. This follows the rules on subordinate actions found on page 462.","Because your {@action Attack of Opportunity} takes place outside of your turn, the attack roll doesn't incur a multiple attack penalty."],"source":"CRB"},{"type":"pf2-h2","page":473,"name":"Movement in Encounters","entries":["Your movement during encounter mode depends on the actions and other abilities you use. Whether you Stride, Step, Swim, or Climb, the maximum distance you can move is based on your Speed. Certain feats or magic items can grant you other movement types, allowing you to swiftly burrow, climb, fly, or swim (page 463).","When the rules refer to a \"movement cost\" or \"spending movement,\" they are describing how many feet of your Speed you must use to move from one point to another. Normally, movement costs 5 feet per square when you're moving on a grid, or it costs the number of feet you move if you're not using a grid. However, sometimes it's harder to move a certain distance due to {@quickref difficult terrain||3|terrain} or other factors. In such a case, you might have to spend a different amount of movement to move from one place to another.","For example, a form of movement might require 10 feet of movement to move 1 square, and moving through some types of terrain costs an extra 5 feet of movement per square.",{"type":"pf2-h3","page":473,"name":"Grid Movement","entries":["If an encounter involves combat, it's often a good idea to track the movement and relative position of the participants using a Pathfinder Flip-Mat, Flip-Tiles, or some other form of grid to display the terrain, and miniatures to represent the combatants. When a character moves on a grid, every 1-inch square of the play area is 5 feet across in the game world. Hence, a creature moving in a straight line spends 5 feet of its movement for every map square traveled.","Because moving diagonally covers more ground, you count that movement differently. The first square of diagonal movement you make in a turn counts as 5 feet, but the second counts as 10 feet, and your count thereafter alternates between the two. For example, as you move across 4 squares diagonally, you would count 5 feet, then 10, then 5, and then 10, for a total of 30 feet. You track your total diagonal movement across all your movement during your turn, but reset your count at the end of your turn."],"source":"CRB"},{"type":"pf2-h3","page":473,"name":"Size, Space, and Reach","entries":["Creatures and objects of different sizes occupy different amounts of space. The sizes and the spaces they each take up on a grid are listed in {@table Size and Reach||Table 9–1: Size and Reach}.","Table 9–1 also lists the typical reach for creatures of each size, for both tall creatures (most bipeds) and long creatures (most quadrupeds). See page 455 for more about reach.","The Space entry lists how many feet on a side a creature's space is, so a Large creature fills a 10-foot-by-10-foot space (4 squares on the grid). Sometimes part of a creature extends beyond its space, such as if a giant octopus is grabbing you with its tentacles. In that case, the GM will usually allow attacking the extended portion, even if you can't reach the main creature. A Small or larger creature or object takes up at least 1 square on a grid, and creatures of these sizes can't usually share spaces except in situations like a character riding a mount. Rules for moving through other creatures' spaces appear below.",{"type":"data","tag":"table","source":"CRB","name":"Size and Reach"},"Multiple Tiny creatures can occupy the same square. At least four can fit in a single square, though the GM might determine that even more can fit. Tiny creatures can occupy a space occupied by a larger creature as well, and if their reach is 0 feet, they must do so in order to attack."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Move Actions That Trigger Reactions","entries":["Some reactions and free actions are triggered by a creature using an action with the move trait. The most notable example is Attack of Opportunity. Actions with the move trait can trigger reactions or free actions throughout the course of the distance traveled. Each time you exit a square (or move 5 feet if not using a grid) within a creature's reach, your movement triggers those reactions and free actions (although no more than once per move action for a given reacting creature). If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability.","Some actions, such as Step, specifically state they don't trigger reactions or free actions based on movement."],"source":"CRB"},{"type":"pf2-h3","page":474,"name":"Moving Through a Creature's Space","entries":["You can move through the space of a willing creature. If you want to move through an unwilling creature's space, you can {@action Tumble Through} that creature's space using {@skill Acrobatics}. You can't end your turn in a square occupied by another creature, though you can end a move action in its square provided that you immediately use another move action to leave that square. If two creatures end up in the same square by accident, the GM determines which one is forced out of the square (or whether one falls prone).",{"type":"pf2-h4","page":474,"name":"Prone and Incapacitated Creatures","entries":["You can share a space with a prone creature if that creature is willing, unconscious, or dead and if it is your size or smaller. The GM might allow you to climb atop the corpse or unconscious body of a larger creature in some situations. A prone creature can't stand up while someone else occupies its space, but it can Crawl to a space where it's able to stand, or it can attempt to Shove the other creature out of the way."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Creatures of Different Sizes","entries":["In most cases, you can move through the space of a creature at least three sizes larger than you (Table 9-1). This means a Medium creature can move through the space of a Gargantuan creature and a Small creature can move through the space of a Huge creature. Likewise, a bigger creature can move through the space of a creature three sizes smaller than itself or smaller. You still can't end your movement in a space occupied by a creature.","Tiny creatures are an exception. They can move through creatures' spaces and can even end their movement there."],"source":"CRB"},{"type":"pf2-h4","page":475,"name":"Objects","entries":["Because objects aren't as mobile as creatures are, they're more likely to fill a space. This means you can't always move through their spaces like you might move through a space occupied by a creature. You might be able to occupy the same square as a statue of your size, but not a wide column. The GM determines whether you can move into an object's square normally, whether special rules apply, or if you are unable to move into the square at all."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Forced Movement","entries":["When an effect forces you to move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you're not acting to move, this doesn't trigger reactions that are triggered by movement.","If forced movement would move you into a space you can't occupy—because objects are in the way or because you lack the movement type needed to reach it, for example—you stop moving in the last space you can occupy. Usually the creature or effect forcing the movement chooses the path the victim takes. If you're pushed or pulled, you can usually be moved through hazardous terrain, pushed off a ledge, or the like. Abilities that reposition you in some other way can't put you in such dangerous places unless they specify otherwise. In all cases, the GM makes the final call if there's doubt on where forced movement can move a creature."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":475,"name":"Terrain","entries":["Several types of terrain can complicate your movement by slowing you down, damaging you, or endangering you.",{"type":"pf2-h4","page":475,"name":"Difficult Terrain","entries":["Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@b difficult terrain} (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement.","Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. You can't Step into difficult terrain.","Movement you make while you are jumping ignores the terrain you're jumping over. Some abilities (such as flight or being incorporeal) allow you to avoid the movement reduction from some types of difficult terrain. Certain other abilities let you ignore difficult terrain on foot; such an ability also allows you to move through greater difficult terrain at the normal movement cost as for difficult terrain, though it wouldn't let you ignore greater difficult terrain unless the ability specifies otherwise."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Hazardous Terrain","entries":["Hazardous terrain damages you whenever you move through it. An acid pool and a pit of burning embers are both examples of hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Narrow Surfaces","entries":["A narrow surface is so precariously thin that you need to {@action Balance} or risk falling. Even on a success, you are {@condition flat-footed} on a narrow surface.","Each time you are hit by an attack or fail a save on a narrow surface, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to {@action Balance}) or fall."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Uneven Ground","entries":["Uneven ground is an area unsteady enough that you need to {@action Balance} or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are {@condition flat-footed} on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the {@skill Acrobatics} check to Balance) or fall prone."],"source":"CRB"},{"type":"pf2-h4","page":476,"name":"Inclines","entries":["An incline is an area so steep that you need to {@action Climb} using the {@skill Athletics} skill in order to progress upward.","You're {@condition flat-footed} when {@action Climb||Climbing} an incline."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":477,"name":"Special Battles","entries":["Sometimes fights occur while the characters are atop mounts or when the PCs take to the sky or seas.",{"type":"pf2-h3","page":478,"name":"Mounted Combat","entries":["You can ride some creatures into combat. As noted in the {@action Mount} specialty basic action, your mount needs to be at least one size larger than you and willing. Your mount acts on your initiative. You must use the {@action Command an Animal} action (page 249) to get your mount to spend its actions. If you don't, the animal wastes its actions. If you have the Ride general feat, you succeed automatically when you {@action Command an Animal} that's your mount.","For example, if you are mounted on a horse and you make three attacks, your horse would remain stationary since you didn't command it. If you instead spent your first action to {@action Command an Animal} and succeeded, you could get your mount to Stride. You could spend your next action to attack or to command the horse to attack, but not both.",{"type":"pf2-h4","page":478,"name":"Mounted Attacks","entries":["You and your mount fight as a unit. Consequently, you share a multiple attack penalty. For example, if you Strike and then {@action Command an Animal} to have your mount Strike, your mount's attack takes a –5 multiple attack penalty.","You occupy every square of your mount's space for the purpose of making your attacks. If you were Medium and on a Large mount, you could attack a creature on one side of your mount, then attack on the opposite side with your next action. If you have a longer reach, the distance depends partly on the size of your mount. On a Medium or smaller mount, use your normal reach. On a Large or Huge mount, you can attack any square adjacent to the mount if you have 5- or 10-foot reach, or any square within 10 feet of the mount (including diagonally) if you have 15-foot reach."],"source":"CRB"},{"type":"pf2-h4","page":478,"name":"Mounted Defenses","entries":["When you're mounted, attackers can target either you or your mount. Anything that affects multiple creatures (such as an area) affects both of you as long as you're both in the area. You are in an attacker's reach or range if any square of your mount is within reach or range. Because your mount is larger than you and you share its space, you have lesser cover against attacks targeting you when you're mounted if the mount would be in the way.","Because you can't move your body as freely while you're riding a mount, you take a –2 circumstance penalty to Reflex saves while mounted. Additionally, the only move action you can use is the Mount action to dismount."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":478,"name":"THREE-DIMENSIONAL COMBAT","entries":["In aerial and aquatic combat, you might need to track positioning in three dimensions. For flying creatures, you might use one of the following methods:",{"type":"list","items":["Find platforms to place flying creatures' miniatures on.","Set a die next to a creature with the number indicating how many squares up in the air it is.","Make a stack of dice or tokens, 1 per 5 feet of elevation.","Write the elevation next to the monster on the grid. In underwater combat, choose a plane to be the baseline, typically the waterline, the sea floor, or a stationary object you can measure from."]},"As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aerial Combat","entries":["Many monsters can fly, and PCs can use spells and items to gain the ability to fly. Flying creatures have to use the Fly action (page 472) to move through the air. Performing an especially tricky maneuver—such as trying to reverse course 180 degrees or fly through a narrow gap—might require using {@skill Acrobatics} to Maneuver in Flight. Creatures might fall from the sky, using the falling rules found on page 463. At the GM's discretion, some ground-based actions might not work in the air. For instance, a flying creature couldn't Leap."],"source":"CRB"},{"type":"pf2-h3","page":478,"name":"Aquatic Combat","entries":["Use these rules for battles in water or underwater:",{"type":"list","items":["You're {@condition flat-footed} unless you have a swim Speed.","You gain resistance 5 to acid and fire.","You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.","Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved.","You can't cast fire spells or use actions with the fire trait underwater.","At the GM's discretion, some ground-based actions might not work underwater or while floating."]},{"type":"pf2-h4","page":478,"name":"Drowning and Suffocating","entries":["You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including casting spells with verbal components or activating items with command components) you lose all remaining air.","When you run out of air, you fall {@condition unconscious} and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points)."],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":479,"name":"Exploration Mode","entries":["Much of exploration mode involves movement and roleplaying. You might be traveling from one town to another, chatting with a couple of merchants an outpost along the way, or maybe having a terse conversation with the watchful city guards at your destination. Instead of measuring your rate of movement in 5-foot squares every round, you measure it in feet or miles per minute, hour, or day, using your travel speed. Rather than deciding on each action every turn, you'll engage in an exploration activity, and you'll typically spend some time every day resting and making your daily preparations.",{"type":"pf2-h2","page":479,"name":"Travel Speed","entries":["Depending on how the GM tracks movement, you move in feet or miles based on your character's Speed with the relevant movement type. Typical rates are on the table below.",{"type":"data","tag":"table","source":"CRB","name":"Travel Speed"},"The rates in Table 9 –2 assume traveling over flat and clear terrain at a determined pace, but one that's not exhausting.","Moving through {@quickref difficult terrain||3|terrain} halves the listed movement rate. {@quickref greater difficult terrain||3|terrain} reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, the GM might call for a check once per hour using the result and the table above to determine your progress."],"source":"CRB"},{"type":"pf2-h2","page":479,"name":"Exploration Activities","entries":["While you're traveling and exploring, tell the GM what you'd generally like to do along the way. If you to do nothing more than make steady progress toward your goal, you move at the full travel speeds given in Table 9 –2.","When you want to do something other than simply travel, you describe what you are attempting to do. It isn't necessary to go into extreme detail, such as \"Using my dagger, I nudge the door so I can check for devious traps.\" Instead, \"I'm searching the area for hazards\" is sufficient. The GM finds the best exploration activity to match your description and describes the effects of that activity. Some exploration activities limit how fast you can travel and be effective.","These are most common exploration activities.",{"type":"pf2-brown-box","page":480,"name":"SKILL EXPLORATION ACTIVITIES","entries":["Chapter 4: Skills includes numerous additional exploration activities, which are summarized here.","{@b {@action Borrow an Arcane Spell}:} You use {@skill Arcana} to prepare a spell from someone else's spellbook (page 241).","{@b {@action Coerce}:} You use {@skill Intimidation} to threaten a creature so it does what you want (page 247).","{@b {@action Cover Tracks}:} You use {@skill Survival} to obscure your passing (page 252).","{@b {@action Decipher Writing}:} You use a suitable skill to understand archaic, esoteric, or obscure texts (page 234).","{@b {@action Gather Information}:} You use {@skill Diplomacy} to canvass the area to learn about a specific individual or topic (page 246).","{@b {@action Identify Alchemy}:} You use Craft and alchemist's tools to identify an alchemical item (page 245).","{@b {@action Identify Magic}:} Using a variety of skills, you can learn about a magic item, location, or ongoing effect (page 238).","{@b {@action Impersonate}:} You use {@skill Deception} and usually a disguise kit to create a disguise (page 245).","{@b {@action Learn a Spell}:} You use the skill corresponding to the spell's tradition to gain access to a new spell (page 238).","{@b {@action Make an Impression}:} You use {@skill Diplomacy} to make a good impression on someone (page 246).","{@b {@action Repair}:} With a repair kit and the {@skill Crafting} skill, you fix a damaged item (page 243).","{@b {@action Sense Direction}:} You use {@skill Survival} to get a sense of where you are or determine the cardinal directions (page 252).","{@b {@action Squeeze}:} Using {@skill Acrobatics}, you squeeze though very tight spaces (page 241).","{@b {@action Track}:} You use {@skill Survival} to find and follow creatures' tracks (page 252).","{@b {@action Treat Wounds}:} You use {@skill Medicine} to treat a living creature's wounds (page 249)."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":480,"name":"Rest and Daily Preparations","entries":["You perform at your best when you take enough time to rest and prepare. Once every 24 hours, you can take a period of rest (typically 8 hours), after which you regain Hit Points equal to your Constitution modifier (minimum 1) times your level, and you might recover from or improve certain conditions (page 453). Sleeping in armor results in poor rest that leaves you {@condition fatigued}. If you go more than 16 hours without resting, you become {@condition fatigued} (you cannot recover from this until you rest at least 6 continuous hours).","After you rest, you make your daily preparations, which takes around 1 hour. You can prepare only if you've rested, and only once per day. Preparing includes the following:",{"type":"list","items":["Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day.","Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset.","You don armor and equip weapons and other gear.","You invest up to 10 worn magic items to gain their benefits for the day."]}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":476,"name":"Flanking","entries":["When you and an ally are flanking a foe, it has a harder time defending against you. A creature is {@condition flat-footed} (taking a –2 circumstance penalty to AC) to melee attacks from creatures that are flanking it.","To flank a foe, you and your ally must be on opposites sides or corners of the creature. A line drawn between the center of your space and the center of your ally's space must pass through opposite sides or opposite corners of the foe's space. Additionally, both you and the ally have to be able to act, must be wielding melee weapons or able to make an unarmed attack, can't be under any effects that prevent you from attacking, and must have the enemy within reach. If you are wielding a reach weapon, you use your {@trait reach} with that weapon for this purpose."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":444,"name":"Game Conventions","entries":["Pathfinder has many specific rules, but you'll also want to keep these general guidelines in mind when playing.",{"type":"pf2-h3","name":"The GM Has the Final Say"},"If you're ever uncertain how to apply a rule, the GM decides.","Of course, Pathfinder is a game, so when adjudicating the rules, the GM is encouraged to listen to everyone's point of view and make a decision that is both fair and fun.",{"type":"pf2-h3","name":"Specific Overrides General"},"A core principle of Pathfinder is that specific rules override general ones. If two rules conflict, the more specific one takes precedence. If there's still ambiguity, the GM determines which rule to use. For example, the rules state that when attacking a concealed creature, you must attempt a DC {@flatDC 5} flat check to determine if you hit. Flat checks don't benefit from modifiers, bonuses, or penalties, but an ability that's specifically designed to overcome concealment might override and alter this. If a rule doesn't specify otherwise, default to the general rules presented in this chapter. While some special rules may also state the normal rules to provide context, you should always default to the normal rules even if effects don't specifically say to.",{"type":"pf2-h3","name":"Rounding"},"You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified.","For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.",{"type":"pf2-h3","name":"Multiplying"},"When more than one effect would multiply the same number, don't multiply more than once. Instead, combine all the multipliers into a single multiplier, with each multiple after the first adding 1 less than its value. For instance, if one ability doubled the duration of one of your spells and another one doubled the duration of the same spell, you would triple the duration, not quadruple it.",{"type":"pf2-h3","name":"Duplicate Effects"},"When you're affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using {@spell mage armor} and then cast it again, you'd still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.",{"type":"pf2-h3","name":"Ambiguous Rules"},"Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":467,"name":"Hero Points","entries":["Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.","The GM is in charge of awarding Hero Points (guidelines for doing so can be found {@quickref here||4|rewards|1}).","Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.","You can spend your Hero Points in one of two ways.","Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.",{"type":"list","items":["{@b Spend 1 Hero Point} to reroll a check. You must use the second result. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).","{@b Spend all your Hero Points} (minimum 1) to avoid death. You can do this when your {@condition dying} condition would increase. You lose the {@condition dying} condition entirely and stabilize with 0 Hit Points. You don't gain the {@condition wounded} condition or increase its value from losing the {@condition dying} condition in this way, but if you already had that condition, you don't lose it or decrease its value."]},{"type":"pf2-h3","page":467,"name":"Describing Heroic Deeds","entries":["Because spending Hero Points reflects heroic deeds or tasks that surpass normal expectations, if you spend a Hero Point, you should describe the deed or task your character accomplishes with it to the other players.","Your character's deed might invoke a lesson learned in a past adventure, could be spurred by a determination to save someone else, or might depend on an item that ended up on their person due to a previous exploit. If you don't want to describe the deed or don't have any strong ideas about how to do so, ask the GM to come up with something for you. This can be a collaborative process, too. The GM might remind you of a long-forgotten event in the campaign, and all you have to do is fill in how that event comes to mind just at the right time, motivating you to push past your limits."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":459,"name":"Hit Points, Healing, and Dying","entries":["All creatures and objects have Hit Points (HP). Your maximum Hit Point value represents your health, wherewithal, and heroic drive when you are in good health and rested. Your maximum Hit Points include the Hit Points you gain at 1st level from your ancestry and class, those you gain at higher levels from your class, and any you gain from other sources (like the Toughness general feat). When you take damage, you reduce your current Hit Points by a number equal to the damage dealt.","Some spells, items, and other effects, as well as simply resting, can heal living or undead creatures. When you are healed, you regain Hit Points equal to the amount healed, up to your maximum Hit Points.",{"type":"pf2-h3","page":459,"name":"Knocked Out and Dying","entries":["Creatures cannot be reduced to fewer than 0 Hit Points.","When most creatures reach 0 Hit Points, they die and are removed from play unless the attack was nonlethal, in which case they are instead knocked out for a significant amount of time (usually 1 minute or more). When undead and construct creatures reach 0 Hit Points, they are destroyed.","Player characters, their companions, and other significant characters and creatures don't automatically die when they reach 0 Hit Points. Instead, they are knocked out and are at risk of death. At the GM's discretion, villains, powerful monsters, special NPCs, and enemies with special abilities that are likely to bring them back to the fight (like ferocity, regeneration, or healing magic) can use these rules as well.","As a player character, when you are reduced to 0 Hit Points, you're knocked out with the following effects:",{"type":"list","items":["You immediately move your initiative position to directly before the turn in which you were reduced to 0 HP.","You gain the {@condition dying 1} condition. If the effect that knocked you out was a critical success from the attacker or the result of your critical failure, you gain the {@condition dying 2} condition instead. If you have the {@condition wounded} condition (page 460), increase your {@condition dying} value by an amount equal to your {@condition wounded} value. If the damage was dealt by a nonlethal attack or nonlethal effect, you don't gain the dying condition; you are instead unconscious with 0 Hit Points."]},{"type":"pf2-h4","page":459,"name":"Taking Damage while Dying","entries":["If you take damage while you already have the dying condition, increase your dying condition value by 1, or by 2 if the damage came from an attacker's critical hit or your own critical failure. If you have the wounded condition, remember to add the value of your wounded condition to your dying value."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Recovery Checks","entries":["When you're dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows.",{"type":"successDegree","entries":{"Critical Success":"Your {@condition dying} value is reduced by 2.","Success":"Your {@condition dying} value is reduced by 1.","Failure":"Your {@condition dying} value increases by 1.","Critical Failure":"Your {@condition dying} value increases by 2."}}],"source":"CRB"},{"type":"pf2-h3","page":459,"name":"Conditions Related to Death and Dying","entries":["To understand the rules for getting knocked out and how dying works in the game, you'll need some more information on the conditions used in those rules.","Presented below are the rules for the {@condition dying}, {@condition unconscious}, wounded, and doomed conditions.",{"type":"pf2-h4","page":459,"name":"Dying","entries":["You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value. If this value ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse.","If you lose the {@condition dying} condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described on page 460. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Anytime you lose the dying condition, you gain the wounded 1 condition, or increase your wounded value by 1 if you already have that condition."],"source":"CRB"},{"type":"pf2-h4","page":459,"name":"Unconscious","entries":["You're sleeping, or you've been knocked out. You can't act.","You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and {@condition flat-footed} conditions.","When you gain this condition, you fall {@condition prone} and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.","{@b If you're {@condition unconscious} because you're {@condition dying}}, you can't wake up as long as you have 0 Hit Points. If you're restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.","If you are {@condition unconscious} and at 0 Hit Points, but not {@b dying}, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.","If you're {@condition unconscious} and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways.","Each causes you to lose the {@condition unconscious} condition.",{"type":"list","items":["You take damage, provided the damage doesn't reduce you to 0 Hit Points. (If the damage reduces you to 0 Hit Points, you remain {@condition unconscious} and gain the {@condition dying} condition as normal.)","You receive healing, other than the natural healing you get from resting.","Someone nudges or shakes you awake using an Interact action.","Loud noise is being made around you—though this isn't automatic. At the start of your turn, you automatically attempt a Perception check against the noise's DC (or the lowest DC if there is more than one noise), waking up if you succeed. This is often DC 5 for a battle, but if creatures are attempting to stay quiet around you, this Perception check uses their {@skill Stealth} DC. Some magical effects make you sleep so deeply that they don't allow you to attempt this Perception check.","If you are simply asleep, the GM decides you wake up either because you have had a restful night's sleep or something disrupted that rest."]}],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Wounded","entries":["You have been seriously injured during a fight. Anytime you lose the dying condition, you become wounded 1 if you didn't already have the wounded condition. If you already have the wounded condition, your wounded condition value instead increases by 1. If you gain the dying condition while wounded, increase the dying condition's value by your wounded value. The wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."],"source":"CRB"},{"type":"pf2-h4","page":460,"name":"Doomed","entries":["Your life is ebbing away, bringing you ever closer to death. Some powerful spells and evil creatures can inflict the doomed condition on you. Doomed always includes a value. The maximum dying value at which you die is reduced by your doomed value. For example, if you were {@condition doomed 1}, you would die upon reaching dying 3 instead of dying 4. If your maximum dying value is ever reduced to 0, you instantly die. When you die, you're no longer doomed.","Your {@condition doomed} value decreases by 1 each time you get a full night's rest."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Death","entries":["After you die you lose all your actions, and you can't act or be affected by spells that target creatures (unless they specifically target dead creatures), and for all other purposes you are an object. When you die, you are reduced to 0 Hit Points if you had a different amount, and you can't be brought above 0 Hit Points as long as you remain dead. Some magic can bring creatures back to life, such as the {@ritual resurrect} ritual or the {@spell raise dead} spell."],"source":"CRB"},{"type":"pf2-h3","page":460,"name":"Heroic Recovery","entries":["If you have at least 1 Hero Point (page 467), you can spend all of your remaining Hero Points at the start of your turn or when your dying value would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value. You lose the dying condition and become conscious. You do not gain the wounded condition (or increase its value) when you perform a heroic recovery."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Death Effects and Instant Death","entries":["Some spells and abilities can kill you immediately or bring you closer to death without needing to reduce you to 0 Hit Points first. These abilities have the death trait and usually involve negative energy, the antithesis of life. If you are reduced to 0 Hit Points by a death effect, you are slain instantly without needing to reach dying 4. If an effect states it kills you outright, you die without having to reach dying 4 and without being reduced to 0 Hit Points."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Massive Damage","entries":["You die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Temporary Hit Points","entries":["Some spells or abilities give you temporary Hit Points.","Track these separately from your current and maximum Hit Points; when you take damage, reduce your temporary Hit Points first. Most temporary Hit Points last for a limited duration. You can't regain lost temporary Hit Points through healing, but you can gain more via other abilities. You can have temporary Hit Points from only one source at a time. If you gain temporary Hit Points when you already have some, choose whether to keep the amount you already have and their corresponding duration or to gain the new temporary Hit Points and their duration."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Fast Healing and Regeneration","entries":["A creature with fast healing or regeneration regains the listed amount of Hit Points each round at the beginning of its turn. A creature with regeneration has additional benefits. Its dying condition can't increase to a value that would kill it (this stops most creatures from going beyond dying 3) as long as its regeneration is active. If it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn, including against the triggering damage."],"source":"CRB"},{"type":"pf2-h3","page":461,"name":"Items and Hit Points","entries":["Items have Hit Points like creatures, but the rules for damaging them are different (page 272). An item has a Hardness statistic that reduces damage the item takes by that amount. The item then takes any damage left over. If an item is reduced to 0 HP, it's destroyed. An item also has a Broken Threshold. If its HP are reduced to this amount or lower, it's broken, meaning it can't be used for its normal function and it doesn't grant bonuses. Damaging an unattended item usually requires attacking it directly, and can be difficult due to that item's Hardness and immunities. You usually can't attack an attended object (one on a creature's person)."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":443,"name":"Making Choices","entries":["Pathfinder is a game where your choices determine the story's direction. Throughout the game, the GM describes what's happening in the world and then asks the players, \"So what do you do?\" Exactly what you choose to do, and how the GM responds to those choices, builds a unique story experience. Every game is different, because you'll rarely, if ever, make the same decisions as another group of players.","This is true for the GM as well—two GMs running the exact same adventure will put different emphasis and flourishes on the way they present each scenario and encounter.","Often, your choices have no immediate risk or consequences. If you're traveling along a forest path and come across a fork in the trail, the GM will ask, \"Which way do you go?\" You might choose to take the right fork or the left. You could also choose to leave the trail, or just go back to town. Once your choice is made, the GM tells you what happens next. Down the line, that choice may impact what you encounter later in the game, but in many cases nothing dangerous happens immediately.","But sometimes what happens as a result of your choices is less than certain. In those cases, you'll attempt a check."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":463,"name":"Movement","entries":["Your movement and position determine how you can interact with the world. Moving around in exploration and downtime modes is relatively fluid and free form.","Movement in encounter mode, by contrast, is governed by rules explained in Movement in Encounters (page 473). The rules below apply regardless of which mode you're playing in.",{"type":"pf2-h3","page":463,"name":"Movement Types","entries":["Creatures in Pathfinder soar through the clouds, scale sheer cliffs, and tunnel underfoot. Most creatures have a Speed, which is how fast they can move across the ground. Some abilities give you different ways to move, such as through the air or underground.","Each of these special movement types has its own Speed value. Many creatures have these Speeds naturally. The various types of movement are listed below. Since the Stride action can be used only with your normal Speed, moving using one of these movement types requires using a special action, and you can't Step while using one of these movement types. Since Speed by itself refers to your land Speed, rules text concerning these special movement types specifies the movement types to which it applies. Even though Speeds aren't checks, they can have item, circumstance, and status bonuses and penalties. These can't reduce your Speeds below 5 feet unless stated otherwise.","Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.",{"type":"pf2-h4","page":463,"name":"Speed","entries":["Most characters and monsters have a speed statistic—also called land Speed—which indicates how quickly they can move across the ground. When you use the Stride action, you move a number of feet equal to your Speed. Numerous other abilities also allow you to move, from Crawling to Leaping, and most of them are based on your Speed in some way. Whenever a rule mentions your Speed without specifying a type, it's referring to your land Speed."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Burrow Speed","entries":["A burrow Speed lets you tunnel through the ground. You can use the {@action Burrow} action if you have a burrow Speed. Burrowing doesn't normally leave behind a tunnel unless the ability specifically states that it does. Most creatures need to hold their breath when burrowing, and they may need tremorsense (page 465) to navigate with any accuracy."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Climb Speed","entries":["A climb Speed allows you to move up or down inclines and vertical surfaces. Instead of needing to attempt {@skill Athletics} checks to Climb, you automatically succeed and move up to your climb Speed instead of the listed distance.","You might still have to attempt {@skill Athletics} checks to Climb in hazardous conditions, to Climb extremely difficult surfaces, or to cross horizontal planes such as ceilings. You can also choose to roll an {@skill Athletics} check to Climb rather than accept an automatic success in hopes of getting a critical success. Your climb Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to Climb.","If you have a climb Speed, you're not {@condition flat-footed} while climbing."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Fly Speed","entries":["As long as you have a fly Speed, you can use the {@action Fly} and {@action Arrest a Fall} actions. You can also attempt to {@action Maneuver in Flight} if you're trained in the {@skill Acrobatics} skill.","Wind conditions can affect how you use the {@action Fly} action. In general, moving against the wind uses the same rules as moving through {@quickref difficult terrain||3|terrain} (or {@quickref greater difficult terrain||3|terrain}, if you're also flying upward), and moving with the wind allows you to move 10 feet for every 5 feet of movement you spend (not cumulative with moving straight downward). For more information on spending movement, see Movement in Encounters on page 473.","Upward and downward movement are both relative to the gravity in your area; if you're in a place with zero gravity, moving up or down is no different from moving horizontally."],"source":"CRB"},{"type":"pf2-h4","page":463,"name":"Swim Speed","entries":["With a swim Speed, you can propel yourself through the water with little impediment. Instead of attempting {@skill Athletics} checks to {@action Swim}, you automatically succeed and move up to your swim Speed instead of the listed distance. Moving up or down is still moving through {@quickref difficult terrain||3|terrain}.","You might still have to attempt checks to {@action Swim} in hazardous conditions or to cross turbulent water. You can also choose to roll an {@skill Athletics} check to {@action Swim} rather than accept an automatic success in hopes of getting a critical success. Your swim Speed grants you a +4 circumstance bonus to {@skill Athletics} checks to {@action Swim}.","Having a swim Speed doesn't necessarily mean you can breathe in water, so you might still have to hold your breath if you're underwater to avoid {@quickref drowning||3|drowning and suffocating}."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":463,"name":"Falling","entries":["When you fall more than 5 feet, you take bludgeoning damage equal to half the distance you fell when you land. Treat falls longer than 1,500 feet as though they were 1,500 feet (750 damage). If you take any damage from a fall, you land prone. You fall about 500 feet in the first round of falling and about 1,500 feet each round thereafter.","You can Grab an Edge as a reaction to reduce the damage from some falls. In addition, if you fall into water, snow, or another relatively soft substance, you can treat the fall as though it were 20 feet shorter, or 30 feet shorter if you intentionally dove in. The effective reduction can't be greater than the depth (so when falling into 10-foot-deep water, you treat the fall as 10 feet shorter).",{"type":"pf2-h4","page":464,"name":"Falling on a Creature","entries":["If you land on a creature, that creature must attempt a DC 15 Reflex save. Landing exactly on a creature after a long fall is almost impossible.",{"type":"successDegree","entries":{"Critical Success":"The creature takes no damage.","Success":"The creature takes bludgeoning damage equal to one-quarter the falling damage you took.","Failure":"The creature takes bludgeoning damage equal to half the falling damage you took.","Critical Failure":"The creature takes the same amount of bludgeoning damage you took from the fall."}}],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Falling Objects","entries":["A dropped object takes damage just like a falling creature. If the object lands on a creature, that creature can attempt a Reflex save using the same rules as for a creature falling on a creature. Hazards and spells that involve falling objects, such as a rock slide, have their own rules about how they interact with creatures and the damage they deal."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":618,"name":"Overriding Conditions","entries":["Some conditions override others. This is always specified in the entry for the overriding condition. When this happens, all effects of the overridden condition are suppressed until the overriding condition ends. The overridden condition's duration continues to elapse, and it might run out while suppressed."],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":464,"name":"Perception","entries":["Your Perception measures your ability to notice things, search for what's hidden, and tell whether something about a situation is suspicious. This statistic is frequently used for rolling initiative to determine who goes first in an encounter, and it's also used for the {@action Seek} action.","The rules for rolling a Perception check are found on page 448. The rules below describe the effects of light and visibility on your specific senses to perceive the world, as well as the rules for sensing and locating creatures with Perception.",{"type":"pf2-h3","page":464,"name":"Light","data":{"quickrefIndex":true},"entries":["The amount of light in an area can affect how well you see things. There are three levels of light: bright light, dim light, and darkness. The rules in this book assume that all creatures are in bright light unless otherwise noted. A source of light lists the radius in which it sheds bright light, and it sheds dim light to double that radius.",{"type":"pf2-h4","page":464,"name":"Bright Light","data":{"quickrefIndex":true},"entries":["In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better. Some types of creatures are {@condition dazzled} or {@condition blinded} by bright light."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Dim Light","data":{"quickrefIndex":true},"entries":["Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the {@condition concealed} condition, unless the seeker has {@ability darkvision} or {@ability low-light vision}, or a {@quickref precise sense|CRB|3|precise sense|0} other than vision."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Darkness","data":{"quickrefIndex":true},"entries":["A creature or object within darkness is hidden or undetected unless the seeker has {@ability darkvision} or a {@quickref precise sense|CRB|3|precise sense|0} other than vision. A creature without {@ability darkvision} or another means of perceiving in darkness has the {@condition blinded} condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you {@condition dazzled} for a short time, as determined by the GM."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":464,"name":"Senses","data":{"quickrefIndex":true},"entries":["The ways a creature can use {@skill Perception} depend on what senses it has. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. Vision, hearing, and scent are three prominent senses, but they don't have the same degree of acuity.",{"type":"pf2-h4","page":464,"name":"Precise Senses","data":{"quickrefIndex":true},"entries":["Average vision is a precise sense—a sense that can be used to perceive the world in nuanced detail. The only way to target a creature without having drawbacks is to use a precise sense. You can usually detect a creature automatically with a precise sense unless that creature is hiding or obscured by the environment, in which case you can use the Seek basic action to better detect the creature."],"source":"CRB"},{"type":"pf2-h4","page":464,"name":"Imprecise Senses","data":{"quickrefIndex":true},"entries":["Hearing is an imprecise sense—it cannot detect the full range of detail that a {@quickref precise sense|CRB|3|precise sense|0} can. You can usually sense a creature automatically with an imprecise sense, but it has the {@condition hidden} condition instead of the {@condition observed} condition. It might be {@condition undetected} by you if it's using {@skill Stealth} or is in an environment that distorts the sense, such as a noisy room in the case of hearing. In those cases, you have to use the {@action Seek} basic action to detect the creature. At best, an imprecise sense can be used to make an {@condition undetected} creature (or one you didn't even know was there) merely {@condition hidden}—it can't make the creature {@condition observed}."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Vague Senses","data":{"quickrefIndex":true},"entries":["A character also has many vague senses—ones that can alert you that something is there but aren't useful for zeroing in on it to determine exactly what it is. The most useful of these for a typical character is the sense of smell. At best, a vague sense can be used to detect the presence of an {@condition unnoticed} creature, making it {@condition undetected}. Even then, the vague sense isn't sufficient to make the creature {@condition hidden} or {@condition observed}.","When one creature might detect another, the GM almost always uses the most {@quickref precise sense|CRB|3|precise sense|0} available.","Pathfinder's rules assume that a given creature has vision as its only {@quickref precise sense|CRB|3|precise sense|0} and hearing as its only {@quickref imprecise sense|CRB|3|imprecise sense|0}. Some characters and creatures, however, have {@quickref precise|CRB|3|precise sense|0} or {@quickref imprecise senses|CRB|3|imprecise sense|0} that don't match this assumption. For instance, a character with poor vision might treat that sense as {@quickref imprecise|CRB|3|imprecise sense|0}, an animal with the {@ability scent} ability can use its sense of smell as an {@quickref imprecise sense|CRB|3|imprecise sense|0}, and a creature with echolocation or a similar ability can use hearing as a {@quickref precise|CRB|3|precise sense|0} sense. Such senses are often given special names and appear as \"echolocation (precise),\" \"scent (imprecise) 30 feet,\" or the like."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Special Senses","data":{"quickrefIndex":true},"entries":["While a human might have a difficult time making creatures out in dim light, an elf can see those creatures just fine. And though elves have no problem seeing on a moonlit night, their vision cannot penetrate complete darkness, whereas a dwarf's can.","Special senses grant greater awareness that allows a creature with these senses to either ignore or reduce the effects of the undetected, hidden, or concealed conditions (described in {@quickref Detecting Creatures|CRB|3|Detecting Creatures|0} below) when it comes to situations that foil average vision. The following are a few examples of common special senses.",{"type":"pf2-h4","page":465,"name":"Darkvision and Greater Darkvision","entries":["A creature with {@ability darkvision} or {@ability darkvision||greater darkvision} can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level {@spell darkness} spell, block normal {@ability darkvision}. A creature with {@ability darkvision||greater darkvision}, however, can see through even these forms of magical darkness."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Low-Light Vision","entries":["A creature with {@ability low-light vision} can see in dim light as though it were bright light, so it ignores the {@condition concealed} condition due to dim light."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Scent","entries":["Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).","If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of {@ability scent} abilities used to detect that creature, and the GM can reduce the range if a creature is downwind."],"source":"CRB"},{"type":"pf2-h4","page":465,"name":"Tremorsense","entries":["Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":465,"name":"DETECTING WITH OTHER SENSES","entries":["If a monster uses a sense other than vision, the GM can adapt the variables that keep its foes from being detected to equivalents that work with the monster's senses. For example, a creature that has echolocation might use hearing as a primary sense. This could mean its quarry is concealed in a noisy chamber, hidden in a great enough din, or even {@condition invisible} in the area of a {@spell silence} spell.",{"type":"pf2-title","name":"Using Stealth with Other Senses"},"The {@skill Stealth} skill is designed to use Hide for avoiding visual detection and Avoid Notice and Sneak to avoid being both seen and heard. For many special senses, a player can describe how they're avoiding detection by that special sense and use the most applicable {@skill Stealth} action. For instance, a creature stepping lightly to avoid being detected via tremorsense would be using Sneak.","In some cases, rolling a Dexterity-based {@skill Stealth} skill check to Sneak doesn't make the most sense. For example, when facing a creature that can detect heartbeats, a PC trying to avoid being detected might meditate to slow their heart rate, using Wisdom instead of Dexterity as the ability modifier for the {@skill Stealth} check. When a creature that can detect you has multiple senses, such as if it could also hear or see, the PC would use the lowest applicable ability modifier for the check."],"source":"CRB"},{"type":"pf2-h3","page":465,"name":"Detecting Creatures","data":{"quickrefIndex":true},"entries":["There are three conditions that measure the degree to which you can sense a creature: observed, hidden, and undetected. However, the concealed and invisible conditions can partially mask a creature, and the unnoticed condition indicates you have no idea a creature is around. In addition to the descriptions here, you can find these conditions in the {@pf2etools Conditions|conditions.html} page.","With the exception of {@condition invisible}, these conditions are relative to the viewer—it's possible for a creature to be observed to you but hidden from your ally. When you're trying to target a creature that's hard to see or otherwise sense, various drawbacks apply. Most of these rules apply to objects you're trying to detect as well as creatures.","Typically, the GM tracks how well creatures detect each other, since neither party has perfect information. For example, you might think a creature is in the last place you sensed it, but it was able to Sneak away. Or you might think a creature can't see you in the dark, but it has {@ability darkvision}.","You can attempt to avoid detection by using the {@skill Stealth} skill to {@action Avoid Notice}, {@action Hide}, or {@action Sneak}, or by using {@skill Deception} to {@action Create a Diversion}.",{"type":"pf2-h4","page":466,"name":"Observed","entries":["In most circumstances, you can sense creatures without difficulty and target them normally. Creatures in this state are observed. Observing requires a precise sense, which for most creatures means sight, but see the Detecting with Other Senses sidebar for advice regarding creatures that don't use sight as their primary sense. If you can't observe the creature, it's either {@condition hidden}, {@condition undetected}, or {@condition unnoticed}, and you'll need to factor in the targeting restrictions. Even if a creature is {@condition observed}, it might still be {@condition concealed}."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Hidden","entries":["A creature that's hidden is only barely perceptible. You know what space a hidden creature occupies, but little else. Perhaps the creature just moved behind cover and successfully used the Hide action. Your target might be in a deep fogbank or behind a waterfall, where you can see some movement but can't determine an exact location. Maybe you've been {@condition blinded} or the creature is under the effects of {@spell invisibility}, but you used the {@action Seek} basic action to determine its general location based on hearing alone. Regardless of the specifics, you're {@condition flat-footed} to a hidden creature.","When targeting a {@condition hidden} creature, before you roll to determine your effect, you must attempt a DC {@flatDC 11} flat check. If you fail, you don't affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain {@condition flat-footed} to the creature, whether you successfully target it or not."],"source":"CRB"},{"type":"pf2-h4","page":466,"name":"Undetected","entries":["If a creature is undetected, you don't know what space it occupies, you're {@condition flat-footed} to it, and you can't easily target it. Using the {@action Seek} basic action can help you find an undetected creature, usually making it {@condition hidden} from you instead of {@condition undetected}. If a creature is {@condition undetected}, that doesn't necessarily mean you're unaware of its presence—you might suspect an {@condition undetected} creature is in the room with you, even though you're unable to find its space. The {@condition unnoticed} condition covers creatures you're entirely unaware of.","Targeting an {@condition undetected} creature is difficult. If you suspect there's a creature around, you can pick a square and attempt an attack. This works like targeting a {@condition hidden} creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you why you missed—whether it was due to failing the flat check, rolling an insufficient attack roll, or choosing the wrong square. The GM might allow you to try targeting an undetected creature with some spells or other abilities in a similar fashion. {@condition Undetected} creatures are subject to area effects normally.","For instance, suppose an enemy elf wizard cast {@spell invisibility} and then {@action sneak||Sneaked} away. You suspect that with the elf's Speed of 30 feet, they probably moved 15 feet toward an open door. You move up and attack a space 15 feet from where the elf started and directly on the path to the door. The GM secretly rolls an attack roll and flat check, but they know that you were not quite correct—the elf was actually in the adjacent space! The GM tells you that you missed, so you decide to make your next attack on the adjacent space, just in case. This time, it's the right space, and the GM's secret attack roll and flat check both succeed, so you hit!"],"source":"CRB"},{"type":"pf2-h4","page":467,"name":"Unnoticed","entries":["If you have no idea a creature is even present, that creature is unnoticed by you. A creature that is undetected might also be unnoticed. This condition usually matters for abilities that can be used only against targets totally unaware of your presence."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":450,"name":"Special Checks","entries":["Some categories of checks follow special rules. The most notable are flat checks and secret checks.",{"type":"pf2-h3","page":450,"name":"Flat Checks","entries":["When the chance something will happen or fail to happen is based purely on chance, you'll attempt a flat check. A flat check never includes any modifiers, bonuses, or penalties—you just roll a d20 and compare the result on the die to the DC. Only abilities that specifically apply to flat checks can change the checks' DCs; most such effects affect only certain types of flat checks.","If more than one flat check would ever cause or prevent the same thing, just roll once and use the highest DC. In the rare circumstance that a flat check has a DC of 1 or lower, skip rolling; you automatically succeed. Conversely, if one ever has a DC of 21 or higher, you automatically fail."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Secret Checks","entries":["Sometimes you as the player shouldn't know the exact result and effect of a check. In these situations, the rules (or the GM) will call for a secret check. The secret trait appears on anything that uses secret checks. This type of check uses the same formulas you normally would use for that check, but is rolled by the GM, who doesn't reveal the result. Instead, the GM simply describes the information or effects determined by the check's result. If you don't know a secret check is happening (for instance, if the GM rolls a secret Fortitude save against a poison that you failed to notice), you can't use any fortune or misfortune abilities (see the sidebar on page 449) on that check, but if a fortune or misfortune effect would apply automatically, the GM applies it to the secret check. If you know that the GM is attempting a secret check—as often happens with {@action Recall Knowledge} or Seek—you can usually activate fortune or misfortune abilities for that check. Just tell the GM, and they'll apply the ability to the check.","The GM can choose to make any check secret, even if it's not usually rolled secretly. Conversely, the GM can let you roll any check yourself, even if that check would usually be secret. Some groups find it simpler to have players roll all secret checks and just try to avoid acting on any out-of-character knowledge, while others enjoy the mystery."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"},{"type":"section","page":446,"name":"Specific Checks","entries":["While most checks follow these basic rules, it's useful to know about a few specific types of checks, how they're used, and how they differ from one another.",{"type":"pf2-h3","page":446,"name":"Attack Rolls","entries":["When you use a {@action Strike} action or make a spell attack, you attempt a check called an attack roll. Attack rolls take a variety of forms and are often highly variable based on the weapon you are using for the attack, but there are three main types: melee attack rolls, ranged attack rolls, and spell attack rolls. Spell attack rolls work a little bit differently, so they are explained separately on the next page.","{@b Melee attack rolls} use Strength as their ability modifier by default. If you're using a weapon or attack with the {@trait finesse} trait, then you can use your Dexterity modifier instead.",{"type":"pf2-inset","entries":["Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a {@trait finesse} weapon) + proficiency bonus + other bonuses + penalties"]},"{@b Ranged attack rolls} use Dexterity as their ability modifier.",{"type":"pf2-inset","entries":["Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons. For instance, at 5th level, a fighter gains the weapon mastery class feature, which grants master proficiency with the simple and martial weapons of one weapon group, expert proficiency with advanced weapons of that group and other simple and martial weapons, and trained proficiency in all other advanced weapons.","The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from magic weapons—notably, a weapon's potency rune (page 580).","Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item (page 273). When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies anytime you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.",{"type":"pf2-h4","page":446,"name":"Multiple Attack Penalty","entries":["The more attacks you make beyond your first in a single turn, the less accurate you become, represented by the multiple attack penalty. The second time you use an {@trait attack} action during your turn, you take a –5 penalty to your check. The third time you attack, and on any subsequent attacks, you take a –10 penalty to your check. Every check that has the {@trait attack} trait counts toward your multiple attack penalty, including {@action Strike||Strikes}, spell attack rolls, certain skill actions like {@action Shove}, and many others.","Some weapons and abilities reduce multiple attack penalties, such as {@trait agile} weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.",{"type":"table","colStyles":["text-center","text-center","text-center"],"rows":[["Attack","Multiple Attack Penalty","Agile"],["First","None","None"],["Second","–5","–4"],["Third or subsequent","–10","–8"]]},"Always calculate your multiple attack penalty for the weapon you're using on that attack. For example, let's say you're wielding a {@item longsword} in one hand and a {@item shortsword} (which has the {@trait agile} trait) in your other hand, and you are going to make three {@action Strike||Strikes} with these weapons during the course of your turn. The first {@action Strike} you make during your turn has no penalty, no matter what weapon you are using. The second Strike will take either a –5 penalty if you use the {@item longsword} or a –4 penalty if you use the {@item shortsword}.","Just like the second attack, the penalty for your third attack is based on which weapon you're using for that particular {@action Strike}. It would be a –10 penalty with the {@item longsword} and a –8 penalty with the {@item shortsword}, no matter what weapon you used for your previous {@action Strike||Strikes}.","The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else's turn.",{"type":"pf2-h4","page":446,"name":"Range Penalty","entries":["Ranged and thrown weapons each have a listed range increment, and attacks with them grow less accurate against targets farther away (range and range increments are covered in depth on page 279). As long as your target is at or within the listed range increment, also called the first range increment, you take no penalty to the attack roll. If you're attacking beyond that range increment, you take a –2 penalty for each additional increment beyond the first.","You can attempt to attack with a ranged weapon or thrown weapon up to six range increments away, but the farther away you are, the harder it is to hit your target.","For example, the range increment of a crossbow is 120 feet. If you are shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range."],"source":"CRB"},{"type":"pf2-h4","page":447,"name":"Armor Class","entries":["Attack rolls are compared to a special difficulty class called an {@b Armor Class} ({@b AC}), which measures how hard it is for your foes to hit you with {@action Strike||Strikes} and other attack actions. Just like for any other check and DC, the result of an attack roll must meet or exceed your AC to be successful, which allows your foe to deal damage to you.","Armor Class is calculated using the following formula.",{"type":"pf2-inset","entries":["Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties"]},"Use the proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.","Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.","Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor (page 273)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":447,"name":"STRIDING AND STRIKING","entries":["Two of the simplest and most common actions you'll use in combat are Stride and Strike, described in full on page 471.","{@b {@action Stride}} is an action that has the move trait and that allows you to move a number of feet up to your Speed.","You'll often need to Stride multiple times to reach a foe who's far away or to run from danger! Move actions can often trigger reactions or free actions. However, unlike other actions, a move action can trigger reactions not only when you first use the action, but also for every 5 feet you move during that action, as described on page 474. The Step action (page 471) lets you move without triggering reactions, but only 5 feet.","{@b {@action Strike}} is an action that has the attack trait and that allows you to attack with a weapon you're wielding or an unarmed attack (such as a fist).","If you're using a melee weapon or unarmed attack, your target must be within your reach; if you're attacking with a ranged weapon, your target must be within range. Your reach is how far you can physically extend a part of your body to make an unarmed attack, or the farthest distance you can reach with a melee weapon. This is typically 5 feet, but special weapons and larger creatures have longer reaches. Your range is how far away you can attack with a ranged weapon or with some types of magical attacks.","Different weapons and magical attacks have different maximum ranges, and ranged weapons get less effective as you exceed their range increments.","Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are {@action Strike||Strikes}, special attacks like the Grapple action of the {@skill Athletics} skill, or spell attack rolls."],"source":"CRB"},{"type":"pf2-h3","page":447,"name":"Spell Attack Rolls","entries":["If you cast spells, you might be able to make a spell attack roll. These rolls are usually made when a spell makes an attack against a creature's AC.","The ability modifier for a spell attack roll depends on how you gained access to your spells. If your class grants you spellcasting, use your key ability modifier. Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which ability modifier you use for spell attack rolls in the ability that granted them. If you have spells from multiple sources or traditions, you might use different ability modifiers for spell attack rolls for these different sources of spells. For example, a dwarf cleric with the Stonewalker ancestry feat would use her Charisma modifier when casting {@spell meld into stone} from that feat, since it's a divine innate spell, but she would use her Wisdom modifier when casting {@spell heal} and other spells using her cleric divine spellcasting.","Determine the spell attack roll with the following formula.",{"type":"pf2-inset","entries":["Spell attack roll result = d20 roll + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]},"If you have the ability to cast spells, you'll have a proficiency rank for your spell attack rolls, so you'll always add a proficiency bonus. Like your ability modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.","Many times, instead of requiring you to make a spell attack roll, the spells you cast will require those within the area or targeted by the spell to attempt a saving throw against your {@b Spell DC} to determine how the spell affects them.","Your spell DC is calculated using the following formula.",{"type":"pf2-inset","entries":["Spell DC = 10 + ability modifier used for spellcasting + proficiency bonus + other bonuses + penalties"]}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Perception","entries":["Perception measures your ability to be aware of your environment. Every creature has Perception, which works with and is limited by a creature's senses (described on page 464). Whenever you need to attempt a check based on your awareness, you'll attempt a Perception check.","Your Perception uses your Wisdom modifier, so you'll use the following formula when attempting a Perception check.",{"type":"pf2-inset","entries":["Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments, and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, a fine spyglass grants a +1 item bonus to Perception when attempting to see something a long distance away. Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.","Many abilities are compared to your {@b Perception DC} to determine whether they succeed. Your Perception DC is 10 + your total Perception modifier.",{"type":"pf2-h4","page":448,"name":"Perception for Initiative","entries":["Often, you'll roll a Perception check to determine your order in initiative. When you do this, instead of comparing the result against a DC, everyone in the encounter will compare their results. The creature with the highest result acts first, the creature with the second-highest result goes second, and so on. Sometimes you may be called on to roll a skill check for initiative instead, but you'll compare results just as if you had rolled Perception. The full rules for initiative are found in the rules for encounter mode on page 468."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":448,"name":"Saving Throws","entries":["There are three types of saving throws: Fortitude saves, Reflex saves, and Will saves. In all cases, saving throws measure your ability to shrug off harmful effects in the form of afflictions, damage, or conditions. You'll always add a proficiency bonus to each save. Your class might give a different proficiency to each save, but you'll be trained at minimum. Some circumstances and spells might give you circumstance or status bonuses to saves, and you might find {@item resilient} armor or other magic items that give an item bonus.","{@b Fortitude saving throws} allow you to reduce the effects of abilities and afflictions that can debilitate the body.","They use your Constitution modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties"]},"{@b Reflex saving throws} measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties"]},"{@b Will saving throws} measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.",{"type":"pf2-inset","entries":["Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties"]},"Sometimes you'll need to know your DC for a given saving throw. The DC for a saving throw is 10 + the total modifier for that saving throw.","Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.",{"type":"pf2-h4","page":449,"name":"Basic Saving Throws","entries":["Sometimes you will be called on to attempt a basic saving throw. This type of saving throw works just like any other saving throw—the \"basic\" part refers to the effects.","For a basic save, you'll attempt the check and determine whether you critically succeed, succeed, fail, or critically fail like you would any other saving throw. Then one of the following outcomes applies based on your degree of success—no matter what caused the saving throw.",{"type":"successDegree","entries":{"Critical Success":"You take no damage from the spell, hazard, or effect that caused you to attempt the save.","Success":"You take half the listed damage from the effect.","Failure":"You take the full damage listed from the effect.","Critical Failure":"You take double the listed damage from the effect."}}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":449,"name":"FORTUNE AND MISFORTUNE EFFECTS","entries":["Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and use the higher result, or force you to roll twice and use the lower result.","You can never have more than one fortune and more than one misfortune effect come into play on a single roll. For instance, if an effect lets you roll twice and use the higher roll, you can't then use Halfling Luck (a fortune effect) to reroll if you fail. If multiple fortune effects would apply, you have to pick which to use. If two misfortune effects apply, the GM decides which is worse and applies it.","If both a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally."],"source":"CRB"},{"type":"pf2-h3","page":449,"name":"Skill Checks","entries":["Pathfinder has a variety of skills, from {@skill Athletics} to {@skill Medicine} to {@skill Occultism}. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key ability score, based on the scope of the skill in question. For instance, {@skill Athletics} deals with feats of physical prowess, like swimming and jumping, so its key ability score is Strength. {@skill Medicine} deals with the ability to diagnose and treat wounds and ailments, so its key ability score is Wisdom. The key ability score for each skill is listed in Chapter 4: Skills. No matter which skill you're using, you calculate a check for it using the following formula.",{"type":"pf2-inset","entries":["Skill check result = d20 roll + modifier of the skill's key ability score + proficiency bonus + other bonuses + penalties"]},"You're unlikely to be trained in every skill. When using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty, as described on page 446.","When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill."],"source":"CRB"},{"type":"pf2-h3","page":450,"name":"Notating Total Modifiers","entries":["When creating your character and adventuring you'll record the total modifier for various important checks on your character sheet. Since many bonuses and penalties are due to the immediate circumstances, spells, and other temporary magical effects, you typically won't apply them to your notations.","Item bonuses and penalties are often more persistent, so you will often want to record them ahead of time. For instance, if you are using a weapon with a {@item +1 weapon potency} rune, you'll want to add the +1 item bonus to your notation for your attack rolls with that weapon, since you will include that bonus every time you attack with that weapon. But if you have a fine spyglass, you wouldn't add its item bonus to your Perception check notation, since you gain that bonus only if you are using sight—and the spyglass!—to see long distances."],"source":"CRB"}],"data":{"quickref":4},"source":"CRB"}]},{"type":"entries","entries":[{"type":"section","name":"Difficulty Classes","page":503,"alias":["DCs"],"entries":[{"type":"pf2-h2","page":503,"name":"Simple DCs","entries":["Sometimes you need to quickly set a Difficulty Class. The easiest method is to select a simple DC from Table 10–4 by estimating which proficiency rank best matches the task (that rank is usually not required to succeed at the task).","If it's something pretty much anyone would have a decent chance at, use the untrained DC. If it would require a degree of training, use the DC listed for trained, expert, master, or legendary proficiency, as appropriate to the complexity of the task. For example, say a PC was trying to uncover the true history behind a fable. You determine this requires a check to {@action Recall Knowledge}, and that only someone with master proficiency in Folktale Lore would know the information, so you'd set the DC at 30—the simple master DC.","Simple DCs work well when you need a DC on the fly and there's no level associated with the task. They're most useful for skill checks. Because there isn't much gradation between the simple DCs, they don't work as well for hazards or combatants, where the PCs' lives are on the line; you're better off using level-based DCs for such challenges.",{"type":"data","tag":"table","name":"Simple DCs","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Level-Based DCs","entries":["When you're determining a skill DC based on something that has a level, use Table 10–5 to set the DC. Find the level of the subject, and assign the corresponding DC. Since spells use a 1–10 scale, use the Spell Level column for them.","Use these DCs when a PC needs to Identify a Spell or {@action Recall Knowledge} about a creature, attempts to Earn Income by performing a task of a certain level, and so on. You can also use the level-based DCs for obstacles instead of assigning a simple DC. For example, you might determine that a wall in a high-level dungeon was constructed of smooth metal and is hard to climb. You could simply say only someone with master proficiency could climb it, and use the simple DC of 30. Or you might decide that the 15th-level villain who created the dungeon crafted the wall, and use the 15th-level DC of 34. Either approach is reasonable!","Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.",{"type":"data","tag":"table","name":"DCs by Level","source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":503,"name":"Adjusting Difficulty","entries":["You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it.","Adjustments happen most often with tasks whose DCs are based on their level. Adjustments use a scale of –10 to +10, from incredibly easy checks to incredibly hard ones, and are broken into increments of 2, 5, and 10.","You'll often apply the adjustments for uncommon, rare, or unique subjects.",{"type":"data","tag":"table","name":"DC Adjustments","source":"CRB"},"The adjustments' names don't translate to how hard a task actually is for a PC or group of PCs, and adjustments aren't meant to balance out or replace PCs' bonuses and penalties. PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th-level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a high level group.","You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about aberrant creatures. The tome is 4th-level and has the occult trait, so you set the DC of an {@skill Occultism} check to Identify the Magic to 19, based on Table 10–5. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using {@skill Arcana} and set the DC at 24 for characters using that skill. If a character in your group had Aberration Lore, you might determine that it would be easy or very easy to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.",{"type":"pf2-h3","page":504,"name":"Group Attempts","entries":["The DCs in this chapter give an individual character a strong and increasing chance of success if they have some proficiency. On occasion, though, you'll have a task that only one person in the group needs to succeed at, but that everyone can attempt. The number of dice being rolled means that there's a very high chance at least one of them will succeed. Most of the time, that's perfectly fine, but sometimes you'll want the task to be a challenge, with some uncertainty as to whether the party can succeed. In these cases, make the check very hard, or incredibly hard if you want it to be particularly difficult or at high levels.","At these DCs, most of the party will probably fail, but someone will probably still succeed, likely a character who has heavily invested in the given skill, as is expected for specialized characters."],"source":"CRB"}],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Minimum Proficiency","entries":["Sometimes succeeding at a particular task requires a character to have a specific proficiency rank in addition to a success on the check. Locks and traps often require a certain proficiency rank to successfully use the Pick a Lock or Disable a Device actions of {@skill Thievery}. A character whose proficiency rank is lower than what's listed can attempt the check, but they can't succeed. You can apply similar minimum proficiencies to other tasks. You might decide, for example, that a particular arcane theorem requires training in {@skill Arcana} to understand. An untrained barbarian can't succeed at the check, but she can still attempt it if she wants—after all, she needs to have a chance to critically fail and get erroneous information!","For checks that require a minimum proficiency, keep the following guidelines in mind. A 2nd-level or lower task should almost never require expert proficiency, a 6th-level or lower task should almost never require master proficiency, and a 14th-level or lower task should almost never require legendary proficiency. If they did, no character of the appropriate level could succeed."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h2","page":504,"name":"Specific Actions","entries":["Several parts of this book, most notably Chapter 4: Skills, state that you as the GM set the DCs for certain checks or determine other parameters. Here are guidelines for the most common tasks. Remember that all of these are guidelines, and you can adjust them as necessary to suit the situation.",{"type":"pf2-h3","page":504,"name":"Craft","entries":["When a character Crafts an item, use the item's level to determine the DC, applying the adjustments from Table 10–6 for the item's rarity if it's not common. You might also apply the easy DC adjustment for an item the crafter has made before. Repairing an item usually uses the DC of the item's level with no adjustments, though you might adjust the DC to be more difficult for an item of a higher level than the character can Craft."],"source":"CRB"},{"type":"pf2-h3","page":504,"name":"Earn Income","entries":["You set the task level when someone tries to Earn Income.","The highest-level task available is usually the same as the level of the settlement where the character is located. If you don't know the settlement's level, it's usually 0–1 for a village, 2–4 for a town, or 5–7 for a city. A PC might need to travel to a metropolis or capital to find tasks of levels 8-10, and to the largest cities in the world or another plane to routinely find tasks beyond that. Some locations might have higher-level tasks available based on the nature of the settlement. A major port might have higher-level tasks for Sailing Lore, a city with a vibrant arts scene might have higher-level tasks for {@skill Performance}, and so on. If someone is trying to use a particularly obscure skill, they might have trouble finding tasks of an ideal level, or any at all—no one in most settlements is clamoring for the expertise of someone with Troll Lore.","Once the PC has decided on a particular level of task from those available, use the DC for that level from Table 10–5. You might adjust the DC to be more difficult if there's inclement weather during an outdoor job, a rowdy audience for a performance, or the like."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Gather Information","entries":["To set the DC to Gather Information, use a simple DC representing the availability of information about the subject. Adjust the DC upward if the PC Gathering Information seeks in-depth information. For example, if a character wants to Gather Information about a visiting caravan, you might decide that a common person wouldn't know much about it, but any merchant or guard would, so learning basic facts uses the simple DC for trained proficiency. A caravan leader's name is superficial, so discovering it might be DC 15 (the simple trained DC in Table 10–4). Learning the identity of the leader's employers, however, might be DC 20 if the employers are more obscure."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Identify Magic or Learn a Spell","entries":["The DC to {@action Identify Magic} or {@action Learn a Spell} is usually the DC listed in Table 10–5 for the spell or item's level, adjusted for its rarity. A very strange item or phenomenon usually uses a higher DC adjustment. For a cursed item or certain illusory items, use an incredibly hard DC to increase the chance of misidentification."],"source":"CRB"},{"type":"pf2-h3","page":505,"name":"Recall Knowledge","entries":["On most topics, you can use simple DCs for checks to {@action Recall Knowledge}. For a check about a specific creature, trap, or other subject with a level, use a {@quickref level-based DCs||4|level-based dcs} (adjusting for rarity as needed). You might adjust the difficulty down, maybe even drastically, if the subject is especially notorious or famed. Knowing simple tales about an infamous dragon's exploits, for example, might be incredibly easy for the dragon's level, or even just a simple trained DC.",{"type":"pf2-h4","page":505,"name":"Alternative Skills","entries":["As noted in the action's description, a character might attempt to {@action Recall Knowledge} using a different skill than the ones listed as the default options. If the skill is highly applicable, like using {@skill Medicine} to identify a medicinal tonic, you probably don't need to adjust the DC. If its relevance is a stretch, adjust the DC upward as described in {@quickref Adjusting Difficulty||4|Adjusting Difficulty}."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Additional Knowledge","entries":["Sometimes a character might want to follow up on a check to {@action Recall Knowledge}, rolling another check to discover more information. After a success, further uses of {@action Recall Knowledge} can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject."],"source":"CRB"},{"type":"pf2-h4","page":505,"name":"Creature Identification","entries":["A character who successfully identifies a creature learns one of its best-known attributes—such as a troll's regeneration (and the fact that it can be stopped by acid or fire) or a manticore's tail spikes. On a critical success, the character also learns something subtler, like a demon's weakness or the trigger for one of the creature's reactions.","The skill used to identify a creature usually depends on that creature's trait, as shown on Table 10–7, but you have leeway on which skills apply. For instance, hags are humanoids but have a strong connection to occult spells and live outside society, so you might allow a character to use {@skill Occultism} to identify them without any DC adjustment, while Society is harder. Lore skills can also be used to identify their specific creature. Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).",{"type":"data","tag":"table","name":"Creature Identification Skills","source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":506,"name":"DETERMINING THE SCOPE OF LORE","entries":["{@skill Lore} skills are one of the most specialized aspects of Pathfinder, but they require GM oversight, particularly in determining which {@skill Lore} subcategories are acceptable for characters to select. A {@skill Lore} subcategory represents a narrow focus, and thus it shouldn't replace all or even most of an entire skill, nor should it convey vast swaths of information. For example, a single {@skill Lore} subcategory doesn't cover all religions—that's covered by the {@skill Religion} skill—but a character could have a {@skill Lore} subcategory that covers a single deity. One {@skill Lore} subcategory won't cover an entire country or all of history, but it could cover a city, an ancient civilization, or one aspect of a modern country, like Taldan History {@skill Lore}. A single {@skill Lore} subcategory couldn't cover the entire multiverse, but it could cover a whole plane other than the Material Plane."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Sense Direction","entries":["Pick the most appropriate simple DC when someone uses {@skill Survival} to Sense Direction. This is usually the trained DC in normal wilderness, expert in deep forest or underground, master in featureless or tricky locations, or legendary in weird or surreal environments on other planes."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Social Skills","entries":["When a character uses {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance} to influence or impress someone whose level or Will DC you don't know, estimate the level of the creature and use that DC. A commoner is usually level 0 or 1. Don't worry about being exact. It often makes sense to adjust the DC based on the target's attitude for {@skill Deception}, {@skill Diplomacy}, or {@skill Performance}, making the DC easy for a friendly creature, very easy for a helpful one, hard for an unfriendly one, or very hard for a hostile one. You might adjust the DC further or differently based on the PC's goal; for instance, the DC to Request something an indifferent NPC is fundamentally opposed to might be incredibly hard or impossible, and it might be easy to convince an unfriendly creature to do something it already wants to do."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Subsist","entries":["A simple DC is usually sufficient for the Subsist action, with a trained DC for a typical situation. Use the disposition of the environment or city as a guide; an environment with scarce resources or a city with little tolerance for transience might require an expert or higher DC."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Track","entries":["Often when a PC uses {@skill Survival} to Track, you can pick a simple DC and adjust it based on the circumstances. For example, an army is usually easy to track, so you could use the untrained DC of 10. If the army marched through mud, you could even adjust this down to DC 5. On the other hand, if the party pursues a cunning survivalist using Cover Tracks, you might use their {@skill Survival} DC as the DC to Track."],"source":"CRB"},{"type":"pf2-h3","page":506,"name":"Train an Animal","entries":["Train Animal (page 268) allows PCs to teach animals tricks. Use the level of the animal as the baseline; you can adjust the DC up if the trick is especially difficult, or down if the animal is especially domesticated, like a dog."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":120,"name":"Drugs","entries":["Drugs offer short-term benefits with harmful side effects and long-term consequences. These short-term benefits, such as euphoria, draw many to drugs, but addiction keeps users hooked long after their first dose. A character can voluntarily fail their initial save against a drug, but for each dose they consume, they must attempt a saving throw against addiction, a disease that represents cravings and withdrawal. Addiction is unique to each drug, so a character can be affected by multiple instances of addiction at once.","Certain drugs alter how addiction works for that drug, adding the {@trait virulent} trait to the addiction, limiting the maximum stage a character can reach, or adding additional stages beyond those listed in the base affliction.",{"type":"data","tag":"disease","data":{"source":"GMG","page":120,"name":"Addiction","level":", level varies","type":"disease","entries":["Track the maximum stage you reach with each drug's addiction. This maximum stage is separate from your current addiction stage for the drug. The maximum stage can't be reduced, even if you fully remove the disease. When you take the drug, two things happen: you attempt a saving throw against addiction, and you suppress the effects of addiction for 1 day. Failing a save against addiction caused by taking the drug causes you to go to 1 stage higher than the maximum stage you had previously reached (2 stages higher on a critical failure). If you're currently suffering from addiction when you attempt a save from taking the drug, you can't improve your stage; if you succeed at the save, the stage remains the same as it was.","When you attempt your save against addiction each week, the stage you are currently at can't get worse—it can only stay the same or improve. The conditions from addiction can't be removed while you are affected by the addiction, and suppressing addiction by taking the drug only avoids the effects—it doesn't remove the disease.",{"type":"affliction","savingThrow":"Fortitude (DC equals that of the drug)","onset":"1 day","stages":[{"stage":1,"entry":"{@condition fatigued}","duration":"1 week"},{"stage":2,"entry":"{@condition fatigued} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":3,"entry":"{@condition fatigued}, {@condition drained||drained 1} and {@condition sickened||sickened 1}","duration":"1 week"},{"stage":4,"entry":"{@condition fatigued}, {@condition drained||drained 2}, {@condition sickened||sickened 2} and {@condition stupefied||stupefied 2}","duration":"1 week"}]}]}},{"type":"pf2-brown-box","source":"GMG","page":120,"name":"DRUGS IN YOUR GAME","entries":["Drugs are socially complex, and including them in your game has the potential to make some of your players uncomfortable—particularly players who have struggled with substance abuse themselves or seen friends and family members go through that struggle. As with any potentially difficult subject matter, you should discuss the role drugs play in your game with your players and ensure that all the players at the table are comfortable with the material; if they aren't, avoid the topic.","If you do include drugs in your game, consider the role they'll play. In some campaigns, drugs might simply be an element of flavor and a tool characters use to reach their goals; in others, the side effects and risk of addiction might be a terrible price to pay. The rules assume something of a middle path, where drugs are addictive substances that may provide a short-term benefit but have consequences. To make drugs more accessible in your game, remove some of the more severe stages of addiction. To make them more dangerous, add the {@trait virulent} trait to the addiction affliction, add more stages with increasingly severe effects, or increase the DC of the save against the addiction by 1 for every use of the drug, decreasing back to normal over time as they stop using the drug."]}],"data":{"quickref":5}},{"type":"section","page":512,"name":"Environment","entries":["Each of the environments presented in this section uses the terrain rules (which are summarized on page 514 and appear in full beginning on page 475) in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate (page 517) and natural disasters (beginning on page 517). Many places have the traits of multiple environments; a snow-covered mountain might use both the arctic and mountain environments, for example. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even {@quickref difficult terrain||3|terrain}).","Table 10–12 lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature, while also providing a rough estimate of the danger or complexity of the feature.",{"type":"data","tag":"table","name":"Enviromental Features","source":"CRB"},{"type":"pf2-h2","page":512,"name":"Environmental Damage","entries":["Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers.","Use Table 10–11 below to determine damage from an environment or natural disaster. When deciding the exact damage amount, use your best judgment based on how extreme you deem the danger to be.",{"type":"data","tag":"table","name":"Enviromental Damage","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Aquatic","entries":["Aquatic environments are among the most challenging for PCs short of other worlds and unusual planes. PCs in an aquatic environment need a way to breathe (typically a {@spell water breathing} spell) and must usually {@action Swim} to move, though a PC who sinks to the bottom can walk awkwardly, using the rules for {@quickref greater difficult terrain||3|terrain}.","Characters in aquatic environments make frequent use of the {@quickref aquatic combat||3|aquatic combat} and {@quickref drowning and suffocation||3|drowning and suffocating} rules.",{"type":"pf2-h3","page":512,"name":"Currents and Flowing Water","entries":["Ocean currents, flowing rivers, and similar moving water are {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain} (depending on the speed of the water) for a creature Swimming against the current. At the end of a creature's turn, it moves a certain distance depending on the current's speed. For instance, a 10-foot current moves a creature 10 feet in the current's direction at the end of that creature's turn."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Visibility","entries":["It's much harder to see things at a distance underwater than it is on land, and it's particularly difficult if the water is murky or full of particles. In pure water, the maximum visual range is roughly 240 feet to see a small object, and in murky water, visibility can be reduced to only 10 feet or even less."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Arctic","entries":["The main challenge in an arctic environment is the low temperature, but arctic environments also contain ice and snow. The disasters that most often strike in arctic environments are avalanches, blizzards, and floods.",{"type":"pf2-h3","page":512,"name":"Ice","entries":["Icy ground is both uneven ground and {@quickref difficult terrain||3|terrain}, as characters slip and slide due to poor traction."],"source":"CRB"},{"type":"pf2-h3","page":512,"name":"Snow","entries":["Depending on the depth of snow and its composition, most snowy ground is either {@quickref difficult terrain||3|terrain} or {@quickref greater difficult terrain||3|terrain}. In denser snow, characters can attempt to walk along the surface without breaking through, but some patches might be loose or soft enough that they're uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":512,"name":"Desert","entries":["Desert encompasses sandy and rocky deserts as well as badlands. Though tundra is technically a desert, it's classified as arctic, as the climate is the primary challenge in such areas. Sandy deserts often have quicksand hazards (page 526) and sandstorms.",{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Rocky deserts are strewn with rubble, which is {@quickref difficult terrain||3|terrain}. Rubble dense enough to be walked over rather than navigated through is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Sand","entries":["Packed sand doesn't usually significantly impede a character's movement, but loose sand is either {@quickref difficult terrain||3|terrain} (if it's shallow) or uneven ground (if it's deep).","The wind in a desert often shifts sand into dunes, hills of loose sand with uneven ground facing the wind and steeper inclines away from the wind."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Forest","entries":["These diverse environments include jungles and other wooded areas. They are sometimes struck by wildfires.",{"type":"pf2-h3","page":513,"name":"Canopies","entries":["Particularly dense forests, such as rain forests, have a canopy level above the ground. A creature trying to reach the canopy or travel along it must Climb. Swinging on vines and branches usually requires an {@skill Acrobatics} or {@skill Athletics} check. A canopy provides cover, and a thicker one can prevent creatures in the canopy from seeing those on the ground, and vice versa."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Trees","entries":["While trees are omnipresent in a forest, they typically don't provide cover unless a character uses the Take Cover action. Only larger trees that take up an entire 5-foot square on the map (or more) are big enough to provide cover automatically."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that automatically provides cover. Some sorts of undergrowth, such as thorns, might also be hazardous terrain, and areas with plenty of twisting roots might be uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":513,"name":"Mountain","entries":["Mountain environments also include hills, which share many aspects of mountains, though not their more extreme features. The most common disasters here are avalanches.",{"type":"pf2-h3","page":513,"name":"Chasms","entries":["Chasms are natural pits, typically at least 20 feet long and clearly visible (barring mundane or magical efforts to conceal them). The main danger posed by a chasm is that characters must Long Jump to get across. Alternatively, characters can take the safer but slower route of Climbing down the near side of the chasm and then ascending the far side to get across."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Cliffs","entries":["Cliffs and rock walls require creatures to {@action Climb} to ascend or descend. Without extensive safety precautions, a critical failure can result in significant falling damage."],"source":"CRB"},{"type":"pf2-h3","page":513,"name":"Rubble","entries":["Mountains often have extremely rocky areas or shifting, gravelly scree that makes for {@quickref difficult terrain||3|terrain}. Especially deep or pervasive rubble is uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Slopes","entries":["Slopes vary from the gentle rises of normal terrain to {@quickref difficult terrain||3|terrain} and inclines, depending on the angle of elevation. Moving down a slope is typically normal terrain, but characters might need to Climb up particularly steep slopes."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is common in mountains. It is {@quickref difficult terrain||3|terrain} and allows a character to Take Cover."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Plains","entries":["The plains environment encompasses grasslands such as savannas and farmland. The most common disasters in plains are tornadoes and wildfires.",{"type":"pf2-h3","page":514,"name":"Hedges","entries":["Hedges are planted rows of bushes, shrubs, and trees.","Their iconic appearance in adventures consists of tall hedges grown into mazes. A typical hedge is 2 to 5 feet tall, takes up a row of squares, and provides cover. A character trying to push through a hedge faces {@quickref greater difficult terrain||3|terrain}; it's sometimes faster to Climb over."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover. Heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Undergrowth in plains is usually light with a few scattered areas of heavy undergrowth, but fields of certain crops, like corn, are entirely heavy undergrowth."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Swamp","entries":["Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors.","Swamps often contain quicksand hazards (page 526).","Despite their soggy nature, swamps aren't very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.",{"type":"pf2-h3","page":514,"name":"Bogs","entries":["Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools.","Shallow bogs are {@quickref difficult terrain||3|terrain} for a Medium creature, and deep bogs are {@quickref greater difficult terrain||3|terrain}. If a bog is deep enough that a creature can't reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain."],"source":"CRB"},{"type":"pf2-h3","page":514,"name":"Undergrowth","entries":["Light undergrowth is {@quickref difficult terrain||3|terrain} that allows a character to Take Cover, while heavy undergrowth is {@quickref greater difficult terrain||3|terrain} that provides cover automatically.","Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":514,"name":"TERRAIN RULES","entries":["Environments make frequent use of the rules for {@quickref difficult terrain||3|terrain}, {@quickref greater difficult terrain||3|terrain}, and hazardous terrain, so those rules are summarized here.","{@b Difficult terrain} is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of {@quickref difficult terrain||3|terrain} (or moving 5 feet into or within an area of {@quickref difficult terrain||3|terrain}, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of {@b greater difficult terrain} instead costs 10 additional feet of movement. This additional cost is not increased when moving diagonally. Creatures can't normally Step into {@quickref difficult terrain||3|terrain}.","Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of {@quickref difficult terrain||3|terrain}. Certain other abilities let creatures ignore {@quickref difficult terrain||3|terrain} while traveling on foot; such an ability also allows a creature to move through {@quickref greater difficult terrain||3|terrain} using the movement cost for {@quickref difficult terrain||3|terrain}, but unless the ability specifies otherwise, these abilities don't let creatures ignore {@quickref greater difficult terrain||3|terrain}.","{@b Hazardous terrain} damages creatures whenever they move through it. For instance, an acid pool, a pit of burning embers, and a spike-filled passageway all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain."],"source":"CRB"},{"type":"pf2-h2","page":514,"name":"Urban","entries":["Urban environments include open city spaces as well as buildings. The building information in this section also applies to ruins and constructed dungeons. Depending on their construction and location, cities might be vulnerable to many sorts of disasters, especially fires and floods.",{"type":"pf2-h3","page":514,"name":"Crowds","entries":["Crowded thoroughfares and similar areas are {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain} if an area is truly packed with people. You might allow a character to get a crowd to part using {@skill Diplomacy}, {@skill Intimidation}, or {@skill Performance}.","A crowd exposed to an obvious danger, like a fire or a rampaging monster, attempts to move away from the danger as quickly as possible, but it is slowed by its own mass. A fleeing crowd typically moves at the Speed of an average member each round (usually 25 feet), potentially trampling or leaving behind slower-moving members of the crowd."],"data":{"quickrefIndex":true},"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Doors","entries":["Opening an unlocked door requires an Interact action (or more than one for a particularly complicated or large door). Stuck doors must be Forced Open, and locked ones require a character to {@action Pick a Lock||Pick the Lock} or Force them Open."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Floors","entries":["Wooden floors are easy to walk on, as are flagstone floors made of fitted stones. However, floors of worn flagstone often contain areas of uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Gates","entries":["Walled settlements often have gates that the city can close for defense or open to allow travel. A typical gate consists of one portcullis at each end of a gatehouse, with murder holes in between or other protected spots from which guards can attack foes."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Guards","entries":["Most settlements of significant size have guards working in shifts to protect the settlement at all hours, patrolling the streets and guarding various posts. The size of this force varies from one guard for every 1,000 residents to a force 10 times this number."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Portcullises","entries":["A portcullis is a wooden or iron grate that descends to seal off a gate or corridor. Most are raised on ropes or chains operated by a winch, and they have locking mechanisms that keep them from being lifted easily. The rules on lifting a portcullis or bending its bars appear in the sidebar on this page. If a portcullis falls on a creature, use a slamming door trap (page 523)."],"source":"CRB"},{"type":"pf2-brown-box","page":515,"name":"DOORS, GATES, AND WALLS","entries":["Some of the most common obstacles that characters face in urban areas and dungeons are doors, gates, and walls.",{"type":"pf2-title","name":"Climbing"},"The table below gives the typical DC for {@skill Athletics} checks to Climb a structure, which is usually a simple DC. You might adjust the difficulty based on the specifics of the structure and environment.",{"type":"pf2-title","name":"Demolishing"},"A character might want to smash their way through a door, a window, or certain walls. The Hardness, Hit Point, and Broken Threshold values provided in the table below are based on the material the structure is typically made out of, so a portcullis made of iron, for example, has a higher Hardness than one of wood. For more on damaging objects, see page 272.","Strong walls, such as well-maintained masonry or hewn stone, can't be broken without dedicated work and proper tools. Getting through such walls requires downtime.",{"type":"table","rowLabelIdx":[0,5,11],"colStyles":["text-center","text-center","text-center"],"rows":[["Door","Climb DC","Hardness, HP (BT)"],["Wood","20","10, 40 (20)"],["Stone","30","14, 56 (28)"],["Reinforced Wood","15","15, 60 (30)"],["Iron","30","18, 72 (36)"],["Wall","Climb DC","Hardness, HP (BT)"],["Crumbling masonry","15","10, 40 (20)"],["Wooden slats","15","10, 40 (20)"],["Masonry","20","14, 56 (28)"],["Hewn stone","30","14, 56 (28)"],["Iron","40","18, 72 (36)"],["Portcullis","Climb DC","Hardness, HP (BT)"],["Wood","10","10, 40 (20)"],["Iron","10","18, 72 (36)"]]},{"type":"pf2-title","name":"Forcing Open"},"Structures that can be opened—such as doors, gates, and windows—can be Forced Open using {@skill Athletics}. This is usually necessary only if they're locked or stuck. The DC to Force Open a structure uses the {@skill Thievery} DC of its lock but adjusts it to be very hard (increasing the DC by 5).","If there's no lock, use the following table; when lifting a portcullis, use the lock DC or the DC from the table, whichever is higher."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Rooftops","entries":["Rooftops make for memorable ambushes, chase scenes, infiltrations, and running fights. Flat roofs are easy to move across, but they're rare in any settlement that receives significant snowfall, since heavy buildups of snow can collapse a roof. Angled roofs are uneven ground, or inclines if they're especially steep. The peak of an angled roof is a narrow surface.","Hurdling from roof to roof often requires a Long Jump, though some buildings are close enough to Leap between.","A High Jump might be necessary to reach a higher roof, or a Leap followed by Grabbing an Edge and Climbing up."],"source":"CRB"},{"type":"pf2-h3","page":515,"name":"Sewers","entries":["Sewers are generally 10 feet or more below street level and are equipped with ladders or other means to ascend and descend. Raised paths along the walls allow sewer workers access, while channels in the center carry the waste itself. Less sophisticated sewers, or sections those workers don't usually access, might require wading through diseaseridden waste. Sewers can be accessed through sewer grates, which usually require 2 or more Interact actions to open.",{"type":"pf2-h4","page":516,"name":"Sewer Gas","entries":["Sewer gas often contains pockets of highly flammable gas. A pocket of sewer gas exposed to a source of flame explodes, dealing moderate environmental fire damage to creatures in the area."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stairs","entries":["Stairs are {@quickref difficult terrain||3|terrain} for characters moving up them, and shoddy stairs might also be uneven ground. Some temples and giant-built structures have enormous stairs that are {@quickref greater difficult terrain||3|terrain} both up and down, or might require Climbing every step."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Streets","entries":["Most settlements have narrow and twisting streets that were largely established organically as the settlement grew. These roads are rarely more than 20 feet wide, with alleys as narrow as 5 feet. Streets are generally paved with cobblestones. If the cobblestones are in poor repair, they could be {@quickref difficult terrain||3|terrain} or uneven ground.","Particularly lawful or well-planned cities have major thoroughfares that allow wagons and merchants to reach marketplaces and other important areas in town. These need to be at least 25 feet wide to accommodate wagons moving in both directions, and they often have narrow sidewalks that allow pedestrians to avoid wagon traffic."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Walls","entries":["Well-built structures have exterior walls of brick or stonemasonry. Smaller, lower-quality, or temporary structures might have wooden walls. Interior walls tend to be less sturdy; they could be made of wooden planks, or even simply of thick, opaque paper held in a wooden frame. An underground structure might have thick walls carved out of solid rock to prevent the weight of the ground above from collapsing the structure. Rules for climbing and breaking walls are in the sidebar on page 515."],"source":"CRB"},{"type":"pf2-h2","page":516,"name":"Underground","entries":["Underground environments consist of caves and natural underground areas. Artificial dungeons and ruins combine underground features with urban features like stairs and walls. Deep underground vaults have some of the same terrain features as mountains, such as chasms and cliffs.","The most common disasters underground are collapses.",{"type":"pf2-h3","page":516,"name":"Floors","entries":["Natural underground environments rarely have flat floors, instead featuring abrupt changes in elevation that result in {@quickref difficult terrain||3|terrain}, uneven ground, and inclines."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Ledges","entries":["Ledges are narrow surfaces that overlook a lower area or provide the only means to move along the edge of a chasm. Moving across a narrow ledge requires using {@skill Acrobatics} to Balance."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Rubble","entries":["Caverns can be covered in rubble, which is {@quickref difficult terrain||3|terrain}. Deep or pervasive rubble is also uneven ground."],"source":"CRB"},{"type":"pf2-h3","page":516,"name":"Stalagmites and Stalactites","entries":["Stalagmites are tapering columns that rise from the floor of a cave. Areas filled with stalagmites are {@quickref greater difficult terrain||3|terrain}, and especially large stalagmites have to be sidestepped or Climbed. Stalagmites can be sharp enough they can be used as hazardous terrain in some circumstances, as can stalactites (icicle-shaped formations that hang from the roof of a cave) if they're knocked loose from a ceiling or overhang."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Walls","entries":["Natural cave walls are uneven, with nooks, crannies, and ledges. Since most caves are formed by water, cave walls are often damp, making them even more difficult to Climb."],"source":"CRB"},{"type":"pf2-brown-box","page":517,"name":"DUNGEONS","entries":["Dungeon environments, which include both ruins and contemporary buildings constructed in the wilderness, are a fairly common venue for adventures. As an environment, they combine urban features like doors and buildings (page 515) with features from an underground environment, and occasionally components from other environments. While underground dungeons are particularly common, you might also consider setting your adventure in a ruin reclaimed by the forest, with giant trees spreading their roots through the walls, or a ruin deep in a swamp, with bogs covering access to some of the ruin's hidden secrets."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":517,"name":"Climate","entries":["Weather is more than just set dressing to establish mood—it has mechanical effects you can combine with environmental components to create a more memorable encounter. Weather can impose circumstance penalties on certain checks, from –1 to –4 based on severity.",{"type":"pf2-h3","page":517,"name":"Fog","entries":["Fog imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness; it causes creatures viewed through significant amounts of fog to be concealed; and it cuts off all visibility at half a mile or less—possibly much less. Conditions limiting visibility to about a mile are called mist, and those that do so to about 3 miles are called haze."],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Precipitation","entries":["Precipitation includes rain as well as colder snow, sleet, and hail. Wet precipitation douses flames, and frozen precipitation can create areas of snow or ice on the ground. Drizzle or light snowfall has little mechanical effect beyond limited visibility.",{"type":"pf2-h4","page":517,"name":"Visibility","entries":["Most forms of precipitation impose circumstance penalties on visual {@skill Perception} checks. Hail often is sparser but loud, instead penalizing auditory {@skill Perception} checks.","Especially heavy precipitation, such as a downpour of rain or heavy snow, might make creatures concealed if they're far away."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Fatigue","entries":["Precipitation causes discomfort and fatigue. Anything heavier than drizzle or light snowfall reduces the time it takes for characters to become fatigued from overland travel to only 4 hours. Heavy precipitation can be dangerous in cold environments when characters go without protection. Soaked characters treat the temperature as one step colder (mild to severe, severe to extreme; see Temperature below)."],"source":"CRB"},{"type":"pf2-h4","page":517,"name":"Thunderstorms","entries":["High winds and heavy precipitation accompany many thunderstorms. There's also a very small chance that a character might be struck by lightning during a storm. A lightning strike usually deals moderate electricity damage, or major electricity damage in a severe thunderstorm."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Temperature","entries":["Often, temperature doesn't impose enough of a mechanical effect to worry about beyond describing the clothing the characters need to wear to be comfortable.","Particularly hot and cold weather can make creatures fatigued more quickly during overland travel and can cause damage if harsh enough, as shown in Table 10–13 on page 518.","Appropriate cold-weather gear (such as the winter clothing) can negate the damage from severe cold or reduce the damage from extreme cold to that of particularly severe cold.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":517,"name":"Wind","entries":["Wind imposes a circumstance penalty on auditory {@skill Perception} checks depending on its strength. It also interferes with physical ranged attacks such as arrows, imposing a circumstance penalty to attack rolls involving such weapons, and potentially making attacks with them impossible in powerful windstorms. Wind snuffs out handheld flames; lanterns protect their flame from the wind, but particularly powerful winds can extinguish these as well.",{"type":"pf2-h4","page":517,"name":"Moving in Wind","entries":["Wind is difficult or {@quickref greater difficult terrain||3|terrain} when Flying.","Moving in wind of sufficient strength requires a Maneuver in Flight action, and fliers are blown away on a critical failure or if they don't succeed at a minimum of one such check each round.","Even on the ground, particularly strong winds might require a creature to succeed at an {@skill Athletics} check to move, knocking the creature back and prone on a critical failure. On such checks, Small creatures typically take a –1 circumstance penalty, and Tiny creatures typically take a –2 penalty."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":518,"name":"Natural Disasters","entries":["Climate and environmental features can be a hindrance or long-term threat, but natural disasters represent acute danger, especially to those directly exposed to their fury.","The damage in the following sections uses the categories in {@table Environmental Damage||Table 10–11: Environmental Damage}.",{"type":"pf2-h3","page":518,"name":"Avalanches","entries":["Though the term avalanche specifically refers to a cascading flow of ice and snow down a mountain's slope, the same rules work for landslides, mudslides, and other similar disasters. Avalanches of wet snow usually travel up to 200 feet per round, though powdery snow can travel up to 10 times faster. Rockslides and mudslides are slower, sometimes even slow enough that a character might be able to outrun them.","An avalanche deals major or even massive bludgeoning damage to creatures and objects in its path. These victims are also buried under a significant mass. Creatures caught in an avalanche's path can attempt a Reflex save; if they succeed, they take only half the bludgeoning damage, and if they critically succeed, they also avoid being buried.",{"type":"pf2-h4","page":518,"name":"Burial","entries":["Buried creatures take minor bludgeoning damage each minute, and they potentially take minor cold damage if buried under an avalanche of snow. At the GM's discretion, creatures without a sufficient air pocket could also risk suffocation (page 478). A buried creature is restrained and usually can't free itself.","Allies or bystanders can attempt to dig out a buried creature. Each creature digging clears roughly a 5-footby- 5-foot square every 4 minutes with a successful {@skill Athletics} check (or every 2 minutes on a critical success).","Using shovels or other proper tools halves the time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Blizzards","entries":["Blizzards combine cold weather, heavy snow, and strong winds. They don't pose a single direct threat as other disasters do; instead, the combination of these factors all at once poses a substantial impediment to characters."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Collapses","entries":["Collapses and cave-ins occur when caverns or buildings fall, dumping tons of rock or other material on those caught below or inside them. Creatures under the collapse take major or massive bludgeoning damage and become buried, just as with an avalanche. Fortunately, collapses don't spread unless they weaken the overall integrity of the area and lead to further collapses."],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Earthquakes","entries":["Earthquakes often cause other natural disasters in the form of avalanches, collapses, floods, and tsunamis, but they also present unique threats such as fissures, soil liquefaction, and tremors.",{"type":"pf2-h4","page":518,"name":"Fissures","entries":["Fissures and other ground ruptures can destabilize structures, but more directly they lead to creatures taking bludgeoning damage from falling into a fissure."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Soil Liquefaction","entries":["Liquefaction occurs when granular particles shake to the point where they temporarily lose their solid form and act as liquids. When this happens to soil, it can cause creatures and even whole buildings to sink into the ground. You can use the {@spell earthquake} spell for more specific rules, though that spell represents only one particular kind of localized quake."],"source":"CRB"},{"type":"pf2-h4","page":518,"name":"Tremors","entries":["Tremors knock creatures prone, causing them to fall or careen into other objects, which can deal bludgeoning damage appropriate to the severity of the quake."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":518,"name":"Floods","entries":["Though more gradual floods can damage structures and drown creatures, flash floods are similar to avalanches, except with a liquid mass instead of a solid one. Instead of burying creatures, a flash flood carries creatures and even massive objects away, buffeting the creatures and potentially drowning them. The drowning rules appear on page 478.",{"type":"data","tag":"table","name":"Temperature Effects","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Sandstorms","entries":["Mild sandstorms and dust storms don't present much more danger than a windy rainstorm, but they can cause damage to a creature's lungs and spread diseases across long distances. Heavy sandstorms deal minor slashing damage each round to those exposed to the sand, force creatures to hold their breath to avoid suffocation, or both."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tornadoes","entries":["In a tornado's path, wind conditions impose severe circumstance penalties, but creatures that would normally be blown away are instead picked up in the tornado's funnel, where they take massive bludgeoning damage from flying debris as they rise through the cone until they are eventually expelled (taking bludgeoning damage from falling).","Tornadoes usually travel around 300 feet per round (roughly 30 miles per hour). They normally travel a few miles before dissipating. Some tornadoes are stationary or travel much faster."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Tsunamis","entries":["Tsunamis present many of the same dangers as flash floods but are much larger and more destructive. Tsunami waves can reach <100 feet> or more in height, wrecking buildings and creatures alike with massive bludgeoning damage from both the wave itself and debris pulled up along its path of destruction."],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Volcanic Eruptions","entries":["Volcanic eruptions can contain any combination of ash, lava bombs, lava flows, pyroclastic flows, and vents.",{"type":"pf2-h4","page":519,"name":"Ash","entries":["Ash from volcanic eruptions is hot enough to cause minor fire damage each minute. It limits visibility like a thick fog and can make air unbreathable, requiring characters to hold their breath or suffocate (page 478).","Ash clouds generate ash lightning strikes, which typically deal moderate electricity damage but are very unlikely to hit an individual creature. Ash buildup on the ground creates areas of uneven ground, {@quickref difficult terrain||3|terrain}, or {@quickref greater difficult terrain||3|terrain}, and ash in the atmosphere can block the sun for weeks or even months, leading to colder temperatures and longer winters."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Bombs","entries":["Pressure can launch lava into the air that falls as lava bombs: masses of lava that solidify as they fly and shatter on impact, dealing at least moderate bludgeoning damage and moderate fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Lava Flows","entries":["Lava flows are an iconic volcanic threat; they usually move between 5 and 60 feet per round over normal ground, so characters can often outrun them. However, flows can move up to 300 feet per round in a steep volcanic tube or channel. Lava emanates heat that deals minor fire damage even before it comes into contact with creatures, and immersion in lava deals massive fire damage each round."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Pyroclastic Flows","entries":["Mixes of hot gases and rock debris, pyroclastic flows spread much faster than lava, sometimes more than 4,000 feet per round. While cooler than the hottest lava, pyroclastic flows are capable of overwhelming entire settlements. They work like avalanches but deal half of their damage as fire damage."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Vents","entries":["Steam vents shoot from the ground, dealing moderate fire damage or more in a wide column. Acidic and poisonous gases released from beneath the surface can create wide areas of hazardous terrain that deals at least minor acid or poison damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":519,"name":"Wildfires","entries":["Wildfires travel mainly along a front moving in a single direction. In a forest, the front can advance up to 70 feet per round (7 miles per hour). They can move up to twice as fast across plains due to a lack of shade and the relatively low humidity. Embers from the fire, carried by winds and rising hot air, can scatter, forming spot fires as far as 10 miles away from the main wildfire. Wildfires present three main threats: flames, heat, and smoke.",{"type":"pf2-h4","page":519,"name":"Flames","entries":["Flames are hazardous terrain, usually dealing moderate damage and potentially setting a character on fire, dealing moderate persistent fire damage. The flames from a small fire are often less dangerous than the advancing heat from the front of a large fire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Heat","entries":["Wildfires increase the temperature in advance of the front, reaching nearly 1,500° F at the fire's arrival, as hot as some lava. This begins as minor fire damage every round at a reasonable distance from the front and increases to massive fire damage for someone within the wildfire."],"source":"CRB"},{"type":"pf2-h4","page":519,"name":"Smoke","entries":["Wind can carry smoke far in front of the wildfire itself. Smoke imposes a circumstance penalty to visual {@skill Perception} checks, depending on the thickness. It causes creatures viewed through significant amounts of smoke to be concealed, and it cuts off all visibility at half a mile or less. Near or within the wildfire, the combination of smoke and heated air require characters to hold their breath or suffocate (page 478)."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":520,"name":"Hazards","entries":[{"type":"pf2-h2","page":520,"name":"Detecting a Hazard","entries":["Every hazard has a trigger of some kind that sets its dangers in motion. For traps, this could be a mechanism like a trip wire or a pressure plate, while for an environmental hazard or haunt, the trigger may simply be proximity. When characters approach a hazard, they have a chance of finding the trigger area or mechanism before triggering the hazard. They automatically receive a check to detect hazards unless the hazards require a minimum proficiency rank to do so.","During exploration, determine whether the party detects a hazard when the PCs first enter the general area in which it appears. If the hazard doesn't list a minimum proficiency rank, roll a secret Perception check against the hazard's {@skill Stealth} DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively searching (using the Search activity while exploring or the {@action Seek} action in an encounter), and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice.","Magical hazards that don't have a minimum proficiency rank can be found using {@spell detect magic}, but this spell doesn't provide enough information to understand or disable the hazard—it only reveals the hazard's presence.","Determining a magical hazard's properties thoroughly enough to disable it requires either the use of more powerful magic or a successful skill check, likely using {@action Identify Magic} or {@action Recall Knowledge}. Magical hazards with a minimum proficiency rank cannot be found with {@spell detect magic} at all."],"source":"CRB"},{"type":"pf2-h2","page":520,"name":"Triggering a Hazard","entries":["If the group fails to detect a hazard and the hazard's trigger is a standard part of traveling (such as stepping on a floor plate or moving through a magical sensor while walking), the hazard's reaction occurs. Hazards that would be triggered only when someone directly manipulates the environment—by opening a door, for example—use their reactions only if a PC explicitly takes that action.",{"type":"pf2-h3","page":520,"name":"Reaction or Free Action","entries":["Most hazards have reactions that occur when they're triggered. For simple hazards, the reaction is the entirety of the hazard's effect. For complex hazards, the reaction may also cause the hazard to roll initiative, either starting a combat encounter or joining one already in progress, and the hazard continues to pose a threat over multiple rounds. Some hazards have a triggered free action instead of a reaction; for instance, quicksand can suck down multiple creatures per round."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Routine","entries":["A complex hazard usually follows a set of preprogrammed actions called a routine. Once triggered, the hazard first performs its initial reaction; then, if the PCs are not yet in encounter mode, they should roll initiative. (If they're already in encounter mode, their initiative remains the same.) The hazard might tell you to roll initiative for it—in this case, the hazard rolls initiative using its {@skill Stealth} modifier.","After this happens, the hazard follows its routine each round on its initiative. The number of actions a hazard can take each round, as well as what they can be used for, depend on the hazard."],"source":"CRB"},{"type":"pf2-brown-box","page":520,"name":"MONSTERS AND HAZARDS","entries":["The statistics for NPCs and monsters usually don't list their proficiency ranks. Most of the time, they don't need to deal with detecting or disabling hazards the way PCs do, so you don't need this information. However, if a PC resets a trap in a monster's path or plans to lure a monster into a hazard, you can improvise this information.","For Perception, a monster is usually an expert at 3rd or 4th level, a master at 8th or 9th level, and legendary at 16th or 17th level. If the monster has {@skill Thievery} listed in its skills, it has the highest proficiency possible for its level (trained at 1st, expert at 3rd, master at 7th, and legendary at 15th); otherwise, it's untrained. Of course, an individual monster might deviate from these guidelines, especially if it's mindless or not very perceptive."],"source":"CRB"},{"type":"pf2-h3","page":520,"name":"Resetting a Hazard","entries":["Some hazards can be reset, allowing them to be triggered again. This can occur automatically, as for quicksand, whose surface settles after 24 hours, or manually, like a hidden pit, whose trapdoor must be closed for the pit to become hidden again."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Disabling a Hazard","entries":["The most versatile method for deactivating traps is the Disable a Device action of the {@skill Thievery} skill, though most mechanical traps can also simply be smashed, and magical traps can usually be counteracted. Environmental hazards often can be overcome with {@skill Nature} or {@skill Survival}, and haunts can often be overcome with {@skill Occultism} or {@skill Religion}. The specific skill and DC required to disable a hazard are listed in the hazard's stat block. Like using Disable a Device, using these skills to disable a trap is a 2-action activity with the same degrees of success, though the activity might have different traits determined by the GM. As with detecting a hazard, disabling a hazard might require a character to have a certain proficiency rank in the listed skill.","A character must first detect a hazard (or have it pointed out to them) to try to deactivate it. They can attempt to deactivate a hazard whether or not it has already been triggered, though some hazards no longer pose a danger once their reactions have occurred, especially if there is no way for them to be reset.","For most hazards, a successful check for the listed skill against the DC in the stat block disables the hazard without triggering it. Any other means of deactivating the hazard are included in the hazard's stat block, as are any additional steps required to properly deactivate it.","A critical failure on any roll to disable a hazard triggers it, including a critical failure on a roll to counteract a magic hazard.","Some hazards require multiple successful checks to deactivate, typically because they have a particularly complicated component or have several discrete portions. For hazards with a complex component, a critical success on a check to disable the hazard counts as two successes on a single component.",{"type":"pf2-h3","page":521,"name":"Damaging a Hazard","entries":["Rather than trying to carefully disable a hazard, a character might just smash it. Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See page 272 in Chapter 6 for more information on damaging objects.)","Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.",{"type":"pf2-h4","page":521,"name":"Attacking a Hazard","entries":["If someone hits a hazard—especially if it's a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."],"source":"CRB"},{"type":"pf2-h4","page":521,"name":"Repairing a Hazard","entries":["You might allow a character to repair a damaged hazard to restore its functionality. You determine the specifics of this, since it can vary by trap. The Repair action might be insufficient if fixing the trap requires gathering scattered components or the like. If the item has a Reset entry, the character needs to do whatever is listed there, in addition to repairing the damage."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":521,"name":"Counteracting a Magical Hazard","entries":["Some magical hazards can be counteracted using {@spell dispel magic} and the counteracting rules found on page 458. These hazards' spell levels and counteract DCs are listed in their stat block. Counteracting a hazard otherwise works like using a skill check to disable the hazard."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":521,"name":"Hazard Experience","entries":["Characters gain Experience Points for overcoming a hazard, whether they disable it, avoid it, or simply endure its attacks. If they trigger the same hazard later on, they don't gain XP for the hazard again. The XP values for hazards of different levels also appear on page 508, but are repeated here for convenience. The XP for a complex hazard is equal to the XP for a monster of the same level, and the XP for a simple hazard is one-fifth of that. Hazards of a lower level than the party's level –4 are trivial and award no XP.",{"type":"data","tag":"table","name":"Hazard XP","source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":522,"name":"Hazard Format","entries":["Hazards are presented in a stat block format similar to those used for monsters. A few notes regarding the format follow the sample stat block.",{"type":"data","tag":"generic","data":{"source":"CRB","page":522,"name":"Hazard Name","category":"Hazard","level":" [Level]","traits":["traits"],"sections":[[[{"name":"Stealth","entry":"This entry lists the {@skill Stealth} modifier for a complex hazard's initiative or the {@skill Stealth} DC to detect a simple hazard, followed by the minimum proficiency rank to detect the hazard (if any) in parentheses. If {@spell detect magic} can be used to detect the hazard, this information is located here as well."}],[{"name":"Description","entry":"This explains what the hazard looks like and might include special rules."}]],[[{"name":"Disable","entry":"The DC of any skill checks required to disable the hazard are here; if the hazard can be counteracted, its spell level and counteract DC are listed in parentheses."}],[{"name":"AC","entry":"the hazard's AC"},{"name":"Saving Throws","entry":"the hazard's saves. Usually only haunts are subject to Will saves."}],[{"name":"Hardness","entry":"the hazard's Hardness"},{"name":"HP","entry":"the hazard's Hit Points, with its Broken Threshold in parentheses"},{"name":"Immunities","entry":"the hazard's immunities"},{"name":"Weaknesses","entry":"the hazard's weaknesses, if any"},{"name":"Resistances","entry":"the hazard's resistances, if any"}],[{"name":"Action Type","entry":"{@as r} or {@as f} This is the reaction or free action the hazard uses"},{"name":"Trigger","entry":"The trigger that sets off the hazard appears here"},{"name":"Effect","entry":"For a simple hazard, this effect is often all the hazard does. For a complex hazard, this might also cause the hazard to roll initiative. Routine This section describes what a"}],[{"name":"Routine","entry":"This section describes what a complex hazard does on each of its turns during an encounter; the number in parentheses after the word \"Routine\" indicates how many actions the hazard can use each turn. Simple hazards don't have this entry."}],[{"name":"Action","entry":"Any action the hazard can use appears here. Typically, this is a melee or ranged attack."}]],[[{"name":"Reset","entry":"If the hazard can be reset, that information is here."}]]]}},{"type":"pf2-h3","page":522,"name":"Level","entries":["The hazard's level indicates what level of party it's a good challenge for. If the hazard involves a toxin, curse, or other non-spell feature, that feature's level is the hazard's level."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Traits","entries":["The most notable hazard traits are trap (constructed to harm intruders), environmental (natural hazards), and haunt (spectral phenomena). Traps have a trait to indicate whether they're magical or mechanical. Hazards that have initiative and a routine have the complex trait."],"source":"CRB"},{"type":"pf2-h3","page":522,"name":"Stealth or Stealth DC","entries":["Complex hazards list their {@skill Stealth} modifier, which they use for initiative, instead of their {@skill Stealth} DC. If you need the DC, it's equal to this modifier + 10."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":526,"name":"Hazards","entries":["{@note To view all Hazards, please view the {@filter Hazards page.|hazards||source=CRB}}",{"type":"pf2-brown-box","page":528,"name":"UPGRADED SUMMONING RUNES","entries":["You can make a summoning rune of nearly any level. It summons a creature of a level equal to the trap's level.","Use {@table DCs by Level||Table 10–5: DCs by Level} to determine the {@skill Thievery} DC and spell DC, using the trap's level and applying a {@table DC Adjustments||hard adjustment} (+2). The {@skill Stealth} modifier for the trap is equal to this number –10. Stronger summoning runes usually require expert proficiency or better in {@skill Perception} to find, and they might require a higher proficiency rank in {@skill Thievery} to disable."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":483,"name":"Planning a Campaign","entries":["A Pathfinder game is typically structured as a campaign—a serialized story that focuses on a single party of characters.","A campaign is subdivided into multiple adventures, smaller stories that involve exploration and interaction with nonplayer characters. A single adventure represents a complete story that might be connected to the larger arc of a campaign. Playing an adventure spans one or more game sessions—gatherings where the group plays a part of the adventure over the course of several hours.","A campaign provides the overall structure for your Pathfinder game. As you prepare for your campaign, you'll establish its scope and themes, which you'll then reinforce in the adventures and scenes that take place within it.",{"type":"pf2-brown-box","page":483,"name":"COLLABORATION DURING PLAY","entries":["As Game Master, you have the final say on how the world and rules function, and how nonplayer characters act. This rule's purpose is to make the game run smoothly, with one guiding hand ensuring consistency. It's not intended to make one player into a dictator over the rest of the group. Collaboration is vital to roleplaying games!","How you implement collaboration in a game depends on what your players are interested in. In some groups, players enjoy adding details to the world and to nonplayer characters. In others, players want to feel like the world is outside their control, and the only decisions they get to make are those made by their own characters. Both are fun and acceptable ways to play.","You are encouraged to collect input from your players before you start, asking what storytelling genres they'd like to emphasize, which areas of the world they want to play in, the types of enemies they'd like to face, or which published adventure they want to play. A good campaign includes some back-and-forth at the beginning as the players figure out what characters they want to play and you figure out what sort of adventure to run. The results can range from building an adventure entirely to fit the characters to choosing a specific published adventure, having the players make their characters, and then just adapting the beginning of that adventure so that all the player characters have a reason to be involved.","As you play, opportunities to collaborate will occur again and again. When players throw out suggestions or come up with specific theories about the events of the campaign, they're telling you what they'd like to see in the game. Try to find ways to incorporate their suggestions, but with enough of a twist that each still includes something unexpected."],"source":"CRB"},{"type":"pf2-h3","page":483,"name":"Campaign Length","entries":["The length of a campaign can range from a few sessions to many years. Two main factors determine campaign length: how much time you need to complete the story, and how much time players want to devote to the game.","A single session, or a \"one-shot,\" is great if your group is trying out Pathfinder or wants to play a specific short adventure. This requires a smaller time commitment but requires the GM to present the events of the game in a way that is immediately engaging, since there's less opportunity for the players to become invested in the story or setting.","If you want to play through a longer campaign, you'll need to add some story elements that speak directly to the characters in your game rather than just to the events of the adventure. In other words, the characters should have individual goals in addition to the group's overall goals.","You can estimate how long a campaign will take by looking at the amount of time you actually have to play, or the number of character levels you intend the characters to advance. It typically takes three to four sessions for a group to level up. Since you'll probably cancel sessions on occasion, playing once a week for a year results in roughly a 14-level campaign, playing every 2 weeks for a year gives you an 8-level campaign, and playing monthly allows for a 5-level campaign. If you play only once a month, you might consider holding longer sessions and using fast advancement (page 509).","It's entirely okay to have a campaign with an indefinite length. Many groups play through one adventure and then decide to take on another. If you run an indefinite campaign, however, avoid ongoing plots that you can't satisfactorily end if the campaign comes to a close after the next adventure. If you introduce an overwhelmingly powerful villain who's crucial to the story but can't be stopped until the player characters are 15th level, ending the campaign at 8th level will feel anticlimactic.","It pays to be conservative when estimating your campaign length and scope. It's always tempting to run a 20-level epic campaign with complex, interwoven plots, but such games can fall apart long before the end if your group can play only once a month and the players have other responsibilities.",{"type":"pf2-h4","name":"Expected Duration","entries":["Not every campaign ends at the same point. Some campaigns go all the way to 20th level, ending after the player characters attain the height of power and confront the greatest threats any mortal could face. Others end at a lower level, after the group takes down a major villain or solves a crucial problem. And still other campaigns end when players become unable to attend or decide its a good time to stop playing.","You should have an end point in mind when you start a campaign. Still, you have to be flexible, since you're telling the story alongside other players, and your initial expectations for the campaign may be proven incorrect. When you think you're heading toward a satisfying conclusion, it's useful to check in with the other players. You might say, \"I think we have about two sessions left. Does that work for everyone? Is there any unfinished business you want to take care of?\" This lets you gauge whether your assumptions match up with the rest of the group—and make any necessary adjustments."]}],"source":"CRB"},{"type":"pf2-h3","page":484,"name":"Themes","entries":["The themes you choose for your campaign are what distinguish it from other campaigns. They include the major dramatic questions of your story and the repeated use of certain environments or creatures, and they can also include embracing a genre beyond traditional high fantasy. The themes you choose for your campaign also suggest storyline elements you might use.","A storyline's themes usually relate to the backstories, motivations, and flaws of the player characters and villains. For example, if you've chosen revenge as one of the themes of your game, you might introduce a villain whose quest for revenge tears his life apart and causes tragic harm to those around him. If one of the player characters is a chaotic good believer in liberty and freedom, you might engage that character by pitting the group against slavers. Or, you might choose a theme of love, leading to nonplayer characters involved in doomed romances, seeking to regain lovers they have lost, or courting the player characters.","Using similar locations and related creatures helps you form connections between disparate adventures. The players feel like their characters are becoming experts negotiating with giants, navigating seaways, battling devils, exploring the planes, or dealing with whatever the recurring elements are. For example, you might have the players explore a frozen tundra early on, then later travel to an icy plane filled with more difficult challenges that can be overcome using knowledge they've previously developed. Likewise, hobgoblin soldiers may be tough enemies for your group at low levels, but as the PCs attain higher levels and the hobgoblins become mere minions of another creature, the players feel a sense of progression.","Pathfinder is a fantasy adventure game, but you can shift your campaign to include elements of other fictional genres. You might want to infuse your game a with a sense of horror, reduce the amount of magic and use slow advancement (page 509) to make it a tale of sword and sorcery, or turn magic into technology for a steampunk setting."],"source":"CRB"},{"type":"pf2-h3","page":485,"name":"A Welcoming Environment","entries":["The role of Game Master comes with the responsibility of ensuring you and the rest of the players have a rewarding, fun time during the game. Games can deal with difficult subjects and have stressful moments, but fundamentally Pathfinder is a leisure activity. It can remain so only if the players follow the social contract and respect one another.","Players with physical or mental disabilities might find themselves more challenged than abled players. Work with your players to ensure they have the resources and support they need. Additionally, be on the lookout for behavior that's inappropriate, whether intentional or inadvertent, and pay careful attention to players' body language during the game. If you notice a player becoming uncomfortable, you are empowered to pause the game, take it in a new direction, privately check in with your players during or after the session, or take any other action you think is appropriate.","If a player tells you they're uncomfortable with something in the game, whether it's content you've presented as the GM or another player's or PC's actions, listen carefully to that player and take steps to ensure they can once again have fun during your game. If you're preparing prewritten material and you find a character or a situation inappropriate, you are fully empowered to change any details as you see fit. You also have the authority (and responsibility) to ask players to change their behavior—or even leave the table—if what they're doing is unacceptable or makes others feel uncomfortable. It's never appropriate to make the person who is uncomfortable responsible for resolving a problem. It's okay if mistakes happen. What's important is how you respond and move forward.","Gaming is for everyone. Never let those acting in bad faith undermine your game or exclude other players. Your efforts are part of the long-term process of making games and game culture welcoming to all. Working together, we can build a community where players of all identities and experiences feel safe.",{"type":"pf2-brown-box","page":485,"name":"TOOLS FOR RESPONSIBLE PLAY","entries":["Consent and comfort are important topics for roleplaying games, and many designers have created techniques to help facilitate responsible play. Some methods you can use are lines and veils, developed by Ron Edwards, and the X-Card, developed by John Stavropoulos.","Lines and Veils The terms \"line\" and \"veil\" can give your table a common vocabulary for the concepts described in this section. A line is a hard limit to the actions players might take, such as \"We're drawing a line at torture.\" The group agrees not to cross a line and omits that content from the game.","A veil indicates something that shouldn't be described in detail. The scene fades to black for a veil, or the group moves on to discuss a different topic, though whatever the veil is drawn across still happens. For example, you might say, \"We'll draw a veil across the scene as those characters head into the bedroom.\" You might come up with some lines and veils in advance, but then find more as play continues.","The X-Card Draw an \"X\" on a card, and you've got an X-Card. Place it on the table at the start of the session and describe its use to the players: any player can silently reject content they find upsetting by tapping the X-Card; whoever's speaking then rewinds a bit and continues on, excising the objectionable content. As with setting the basic guidelines for your campaign, there are no questions asked, no judgment, and no argument when someone invokes the X-Card. You can, however, ask for clarification if you need it, such as \"How far back should I rewind this?\" Some groups instead make an X with their hands, say \"Let's X that out,\" or use some other method. Either way, follow up with the player privately, after the game, to see if the guidelines need to be revised.","You can find more details at {@b {@link tinyurl.com/x-card-rpg|https://tinyurl.com/x-card-rpg}}."],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"Objectionable Content","entries":["Before a campaign begins, check in with your players—as a group or individually—to find out what types of content they want to allow in the game, and which topics they would prefer to avoid. Because the story unfolds in real time, it's essential that you discuss these topics before the game starts. These discussions are intended to keep players safe, and so it's not okay to ask why someone wants a type of content banned. If someone wants it banned, ban it—no questions asked.","It can help to start with a rating, like those used for movies or video games. Pathfinder games often include violence and cruelty. What's the limit on how graphically these concepts should be described? Can players swear at the table? Does anyone have phobias they don't want to appear in the game, such as spiders or body horror?","After you figure out the limits on objectionable content, you have four important tasks:",{"type":"list","items":["Clearly convey these limits to the other players.","Ensure you and the players abide by the boundaries.","Act immediately if someone becomes uncomfortable about content during a session, even if it wasn't already banned in a prior discussion. Once the issue is resolved, move on.","Resolve the issue if any player deliberately pushes these boundaries, tries to find loopholes, tries to renegotiate the limits, or belittles people for having a different tolerance to objectionable content."]}],"source":"CRB"},{"type":"pf2-h4","page":486,"name":"The Pathfinder Baseline","entries":["You might find that your players don't have much to say on the topic of objectionable content, and just assume that general societal mores will keep the most uncomfortable topics out of the game. That's not always enough, as that approach relies on shared assumptions that aren't always accurate. The following is a set of basic assumptions that works for many groups, which you can modify to fit your preferences and those of the other players.",{"type":"list","items":["Bloodshed, injuries, and even dismemberment might be described. However, excessive descriptions of gore and cruelty should be avoided.","Romantic and sexual relationships can happen in the game, but players should avoid being overly suggestive. Sex always happens \"off-screen.\" Because attempts at initiating a relationship between player characters can be uncomfortably similar to one player hitting on another, this should generally be avoided (and is entirely inappropriate when playing with strangers).","Avoid excessively gross or scatological descriptions."]},"The following acts should never be performed by player characters:",{"type":"list","items":["Torture","Rape, nonconsensual sexual contact, or sexual threats","Harm to children, including sexual abuse","Owning slaves or profiting from the slave trade","Reprehensible uses of mind-control magic"]},"Villains might engage in such acts, but they won't happen \"on-screen\" or won't be described in detail. Many groups choose to not have villains engage in these activities at all, keeping these reprehensible acts out of mind entirely."],"source":"CRB"},{"type":"pf2-h4","name":"Social Splash Damage","page":486,"entries":["As important as it is to take care of yourself and the other players in your game, be mindful of your group's impact on the other people around you. If you're playing in a space that's not your own, respect your hosts. If you're playing in public, consider the comfort of the people around you, not just what your group is comfortable with. It's easy to get caught up in a game, as we get sucked into the microcosm of an imagined world, but don't ignore the real world around you. Be aware when you're making too much noise, leaving a mess, alarming passersby with graphic descriptions of violence, or even just giving the cold shoulder to curious spectators witnessing RPG play for the first time."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":486,"name":"Character Creation","entries":["At the outset of a new campaign, the players will create new player characters. Part of that process involves you introducing what the campaign will be about and what types of characters are most appropriate. Work with the players to determine which rule options are available. The safest options are the common choices from the {@book Pathfinder Core Rulebook|CRB}. If players want to use common options from other books or uncommon or rare options, through play, review those options to see if any of them conflict with the style of campaign you have in mind or might present strange surprises down the road. It's usually best to allow new options, but there's no obligation to do so. Be as open as you're comfortable with."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":486,"name":"Preparing an Adventure","entries":["An adventure is a self-contained collection of story elements, characters, and settings that become the basis for the story you and the other players tell. Think of the adventure as an outline for your own story. You'll have major beats you want to include, some consistent characters, and themes you want to convey, but all sorts of things can change during the process of turning the outline into a completed story.","You might use a published adventure from Paizo or another company, or you might construct your own adventure as you prepare for your game sessions.",{"type":"pf2-h3","page":486,"name":"Published Adventures","entries":["Prewritten adventures include background information and nonplayer characters needed for the story, plus all the locations, maps, and monster groups necessary for both exploration and encounters. Prewritten adventures can speed up your preparation, since you can simply read the relevant sections of the adventure before a game, and you don't have to create everything from scratch. A published adventure already includes the expected amount of encounters and treasure, and you can find adventures built for different character levels to match your group. Reading a published adventure or running one as your first game can help you see how adventures are structured, which makes it easier to write one later if you choose.","Though a published adventure is prewritten, it's not set in stone. Changing the details of an adventure to suit your group isn't just acceptable, it's preferred! Use the backstories and predilections of the player characters to inform how you change the adventure. This can mean altering adversaries so they're linked to the player characters, changing the setting to a place some of the player characters are from, or excising particular scenes if you know they won't appeal to your players."],"source":"CRB"},{"type":"pf2-h3","page":487,"name":"Creating Adventures","entries":["Building your own adventure is much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Later sections in this chapter include guidelines for building and running encounters, placing treasure, and setting appropriately difficult challenges, all to help you construct your own adventures.","Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.",{"type":"pf2-h4","page":487,"name":"Locations","entries":["Memorable settings that include mysterious and fantastical locations for players to visit can elicit the players' curiosity.","Exploring each location should be a treat in itself, not just a chore the players must complete to get from one fight to the next. As you create a locale, picture it in your mind's eye and write down minor details you can include as you narrate the game. Describing decorations, natural landmarks, wildlife, peculiar smells, and even temperature changes make a place feel more real.","Beyond monsters and loot, your locations can include environment-based challenges, from environmental conditions like blizzards to puzzles, traps, or other hazards.","These challenges should suit your adventure's location: walls of brambles in a castle ruin overrun with vegetation, pools of acid in a cursed swamp, or magical traps in the tomb of a paranoid wizard. Rules for environments appear on page 512, and those for hazards start on page 520."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Encounters","entries":["A robust set of encounters forms the backbone of your adventure. Encounters often feature combat with other creatures, but they can also include hazards, or you might create social encounters in which characters duel only with words. The rules for building encounters appropriate to your group's level begin below.","Some adventures have a clear and direct progression, with encounters occurring at specific times or in a specific order. Others, such as a dungeon filled with interconnected rooms the group can investigate in any order, are nonlinear, and the group can face encounters in any order—or even avoid them entirely. Most adventures are somewhere in between, with some keystone encounters you know the characters will need to contend with, but others that are optional."],"source":"CRB"},{"type":"pf2-h4","page":487,"name":"Treasure","entries":["Your adventure should give out an amount of treasure that's appropriate to the characters' level. The guidelines for assigning treasure are on page 508. You can dole out treasure in all kinds of ways. Treasure could be items carried by an adversary, rewards from a patron for completing a mission, or a classic pile of coins and items inside a wooden chest guarded by a monster. It's best to spread treasure throughout an adventure rather than stockpiled in a single hoard. This gives the players incremental rewards, letting their characters advance in frequent small steps rather than giant leaps separated by many hours of play."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":488,"name":"USING RARITY AND ACCESS","entries":["The rarity system has two purposes: to convey how common or rare certain spells, creatures, or items are in the game world, and to give you an easy tool to control the complexity of your game. Uncommon and rare options aren't more powerful than other options of their level, but they introduce complications for certain types of stories, or are less common in the world. For instance, it might be more challenging to run a mystery adventure when a player can cast an uncommon spell such as {@spell detect evil}.","At the start of the campaign, communicate your preferred expectations on rarity to the players. Unless you decide otherwise, the players can choose from any common options they qualify for, plus any uncommon options granted by their character choices—primarily their ancestry and class. By default, a character who tries hard enough might eventually find an uncommon option, whereas a rare option is always a special reward.","Beyond that baseline, you can grant access as freely as you want; some GMs open up all uncommon and rare options universally. If you're not sure, just look over any uncommon or rare elements before you include them as rewards or otherwise allow a player to acquire them.",{"type":"pf2-title","name":"Rewards"},"You can use uncommon and rare rules elements to reward characters. These still have the same value and approximate power as any other treasure of the same Price, but they're just a bit more special because they hail from distant lands or have unusual or surprising abilities.","Items are the most likely candidates for uncommon or rare rewards, but an NPC might teach an uncommon or rare spell to a PC in gratitude or to help the party prepare for a certain adversary. You can also improvise extra benefits based around uncommon or rare items. For instance, if a PC gains a rare plant with occult uses, you might also decide that the PC should temporarily get more money if they use it while Earning Income using Herbalism Lore, because it enables them to produce novel poultices.",{"type":"pf2-title","name":"Different Locations"},"The rarities in this book assume you're playing in the Inner Sea region of Golarion, where most Pathfinder games are set. These rarities are also suitable for most western medieval fantasy games. However, you might want to alter the rarities for a campaign set in another location on Golarion (detailed in Chapter 8), to emphasize a non-human culture, or to play in a fantasy setting with different roots, like a wuxia game based on Chinese culture. These changes most often affect basic items. If you start your campaign in a dwarven stronghold, for example, you might make all the weapons with the dwarf trait common. You should feel free to adjust rarities to suit your campaign's theme, but if you do, you should share your changes with your group."],"source":"CRB"},{"type":"pf2-h3","page":488,"name":"Building Encounters","entries":["The most common type of encounter is a combat encounter, where the PCs face other creatures. Combat encounters are strictly governed by rules; the guidelines that follow will help you build combat encounters that pose appropriate challenges for your group. Building hazard encounters works the same way. Social encounters are more free-form, and are up to you as the GM to design.","To build a combat encounter, first decide how the encounter fits in the adventure as a whole. Then, estimate how much of a threat you want the encounter to pose, using one of five categories below.","{@b Trivial-threat} encounters are so easy that the characters have essentially no chance of losing; they shouldn't even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of threat.","{@b Low-threat} encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.","{@b Moderate-threat} encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.","{@b Severe-threat} encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.","{@b Extreme-threat} encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extremethreat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.",{"type":"pf2-h4","page":488,"name":"XP Budget","entries":["Once you've selected a threat level, it's time to build the encounter. You have an XP budget based on the threat, and each creature costs some of that budget. Start with the monsters or NPCs that are most important to the encounter, then decide how you want to use the rest of your XP budget. Many encounters won't match the XP budget exactly, but they should come close. The XP budget is based on a group of four characters. If your group is larger or smaller, see Different Party Sizes below."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Choosing Creatures","entries":["In all but the most unusual circumstances, you'll select creatures for your encounter that range from 4 levels lower than the PCs' level to 4 levels higher (see {@table Creature XP and Role||Table 10–2: Creature XP and Role}). Each creature has a part to play in your encounter, from a lowly lackey to a boss so mighty it could defeat the entire party single-handedly.","Each creature costs some of the XP from your XP budget for the encounter, based on its level compared to the levels of the characters in your party. For instance, if the PCs are 5th level, a 2nd-level creature is a \"party level –3\" creature, a lackey appropriate for a lowto- moderate-threat encounter, and it costs 15 XP in an encounter's XP budget. Party level is explained in detail on page 508."],"source":"CRB"},{"type":"pf2-h4","page":488,"name":"Different Party Sizes","entries":["For each additional character in the party beyond the fourth, increase your XP budget by the amount shown in the Character Adjustment value for your encounter in {@table Encounter Budget||Table 10–1: Encounter Budget}. If you have fewer than four characters, use the same process in reverse: for each missing character, remove that amount of XP from your XP budget. Note that if you adjust your XP budget to account for party size, the XP awards for the encounter don't change—you'll always award the amount of XP listed for a group of four characters.","It's best to use the XP increase from more characters to add more enemies or hazards, and the XP decrease from fewer characters to subtract enemies and hazards, rather than making one enemy tougher or weaker. Encounters are typically more satisfying if the number of enemy creatures is fairly close to the number of player characters."],"source":"CRB"},{"type":"data","tag":"table","source":"CRB","name":"Encounter Budget"},{"type":"data","tag":"table","source":"CRB","name":"Creature XP and Role"}],"data":{"quickrefIndex":true},"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":507,"name":"Rewards","entries":[{"type":"pf2-h2","page":507,"name":"Hero Points","entries":["Unlike Experience Points and treasure, which stay with a character, Hero Points are granted and used on a per-session basis. At the start of a game session, you give out 1 Hero Point to each player character. You can also give out more Hero Points during the game, typically after a heroic moment or accomplishment (see below). As noted on page 467, a player can spend 1 Hero Point for a reroll, or they can spend all their Hero Points to recover when near death.","In a typical game, you'll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more overthetop game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.","Brave last stands, protecting innocents, and using a smart strategy or spell to save the day could all earn a character a Hero Point. Look for those moments when everybody at the table celebrates or sits back in awe of a character's accomplishments; that's your cue to issue that character a Hero Point.","The party could also gain Hero Points for their accomplishments throughout the game. For a moderate or major accomplishment, consider giving out a Hero Point as well. This point typically goes to a PC who was instrumental in attaining that accomplishment."],"source":"CRB"},{"type":"pf2-h2","page":507,"name":"Experience Points","entries":["As characters adventure, they earn Experience Points (XP).","These awards come from achieving goals, completing social encounters, exploring new places, fighting monsters, overcoming hazards, and other sorts of deeds. You have a great deal of control over when the characters gain XP, though the following guidelines are what you're expected to give out in a standard campaign.","Normally, when a player character reaches 1,000 XP or more, they level up, reduce their XP by 1,000, and start progressing toward the next level. Other means of advancement are described in the Advancement Speeds sidebar on page 509.",{"type":"pf2-h3","page":507,"name":"XP Awards","entries":["Experience Points are awarded for encounters, exploration, and progress in an adventure. When the PCs face direct opposition, such as a fight or a social conflict, the XP earned is based on the level of the challenge the party overcame. Characters can also gain XP from exploration, such as finding secret areas, locating a hideout, enduring a dangerous environment, or mapping an entire dungeon.","Any XP awarded goes to all members of the group. For instance, if the party wins a battle worth 100 XP, they each get 100 XP, even if the party's rogue was off in a vault stealing treasure during the battle. But if the rogue collected a splendid and famous gemstone, which you've decided was a moderate accomplishment worth 30 XP, each member of the party gets 30 XP, too.",{"type":"pf2-h3","page":507,"name":"Adversaries and Hazards","entries":["Encounters with adversaries and hazards grant a set amount of XP. When the group overcomes an encounter with creatures or hazards, each character gains XP equal to the total XP of the creatures and hazards in the encounter (this excludes XP adjustments for different party sizes; see Party Size on page 508 for details).","Trivial encounters don't normally grant any XP, but you might decide to award the same XP as for a minor or moderate accomplishment for a trivial encounter that was important to the story, or for an encounter that became trivial because of the order in which the PCs encountered it in a nonlinear adventure."],"source":"CRB"},{"type":"pf2-h3","page":507,"name":"Accomplishments","entries":["Characters' actions that move the story forward—like securing a major alliance, establishing an organization, or causing an NPC to have a change of heart—are considered accomplishments and should be rewarded with XP. Their significance determines the size of the XP award. Determine whether the achievement was a minor, moderate, or major accomplishment, and refer to {@table XP Awards||Table 10–8: XP Awards} to award an appropriate amount of XP. Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game. A moderate accomplishment typically represents a goal that takes most of a session to complete, and a major accomplishment is usually the culmination of the characters' efforts across many sessions. Moderate and major accomplishments usually come after heroic effort, so that's an ideal time to also give a Hero Point to one or more of the characters involved.","As mentioned earlier, it's up to you how much XP to give out for accomplishments. As a general guideline, in a given game session, you'll typically give several minor awards, one or two moderate awards, and only one major award, if any."],"source":"CRB"},{"type":"data","tag":"table","name":"XP Awards","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Party Size","entries":["The rules for advancement assume a group of four PCs. The rules for encounters (page 489) describe how to accommodate groups of a different size, but the XP awards don't change—always award the amount of XP listed for a group of four characters. You usually won't need to make many adjustments for a differently sized group outside of encounters. Be careful of providing too many ways to get accomplishment XP when you have a large group, though, since they can pursue multiple accomplishments at once, which can lead to the PCs leveling up too fast."],"source":"CRB"},{"type":"pf2-h3","page":508,"name":"Group Parity and Party Level","entries":["It's recommended that you keep all the player characters at the same XP total. This makes it much easier to know what challenges are suitable for your players. Having characters at different levels can mean weaker characters die more easily and their players feel less effective, which in turn makes the game less fun for those players.","If you choose not to keep the whole group at the same character level, you'll need to select a party level to determine your XP budget for encounters. Choose the level you think best represents the party's ability as a whole. Use the highest level if only one or two characters are behind, or an average if everyone is at a different level. If only one character is two or more levels ahead, use a party level suitable for the lower-level characters, and adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party.","Party members who are behind the party level gain double the XP other characters do until they reach the party's level. When tracking individually, you'll need to decide whether party members get XP for missed sessions."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":508,"name":"Treasure","entries":["As the GM, it's your job to distribute treasure to the player characters. Treasure appears throughout an adventure, and the PCs obtain it by raiding treasure hoards, defeating foes who carry valuable items or currency, getting paid for successful quests, and any other way you can imagine.","This section provides guidelines for distributing treasure in a typical Pathfinder campaign, but you always have the freedom to assign extra treasure for a high-powered game, less treasure for a gritty survival horror adventure, or any amount in between.",{"type":"pf2-h3","page":508,"name":"Treasure by Level","entries":["{@table Party Treasure by Level||Table 10–9: Party Treasure by Level} on the next page shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 510 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency.","When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Chapter 6 worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level.","Some creature entries in the {@Pf2eTools Pathfinder Bestiary|bestiary.html} list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level.","Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind.",{"type":"pf2-h4","page":509,"name":"Currency","entries":["A party will find money and other treasure that isn't useful on its own but that can be sold or spent on other things. The gp values in the Party Currency column don't refer only to coins. Gems, art objects, crafting materials (including precious materials), jewelry, and even items of much lower level than the party's level can all be more interesting than a pile of gold.","If you include a lower-level permanent item as part of a currency reward, count only half the item's Price toward the gp amount, assuming the party will sell the item or use it as crafting material. But lower-level consumables might still be useful, particularly scrolls, and if you think your party will use them, count those items at their full Price."],"source":"CRB"},{"type":"pf2-brown-box","page":509,"name":"ADVANCEMENT SPEEDS","entries":["By varying the amount of XP it takes to gain a level, you can change how quickly characters gain power. The game rules assume a group playing with standard advancement.","Fast advancement works best when you know you won't be playing a very long campaign and want to accomplish as much as possible quickly; slow advancement works best for a gritty campaign where all progress is hard won.","You can alter XP from one adventure to the next to get a different feel. During a street-level murder mystery and travel through a haunted wilderness, you might use slow advancement. When the PCs reach the dungeon, you might switch to standard or fast advancement. The values below are just examples. You can use values even higher or lower.",{"type":"table","colStyles":["text-center","text-center"],"rows":[["Advancement Speed","XP to Level Up"],["Fast","800 XP"],["Standad","1,000 XP"],["Slow","1,200 XP"]]},{"type":"pf2-title","name":"Story-Based Leveling"},"If you don't want to deal with managing and handing out XP, or if you want to have progression based solely on events in the story, you can ignore the XP process entirely and instead simply decide when the characters level up.","Generally, the characters should gain a level every three to four game sessions, just after the most appropriate big event that happens during that time, such as defeating a significant villain or achieving a major goal."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Other Types of Treasure","entries":["Not all treasure has to be items or currency. Crafters can use the {@skill Crafting} skill to turn raw materials directly into items instead of buying those items with coins. Knowledge can expand a character's abilities, and formulas make good treasure for item-crafting characters. A spellcaster might get access to new spells from an enemy's spellbook or an ancient scholar, while a monk might retrain techniques with rarer ones learned from a master on a remote mountaintop."],"source":"CRB"},{"type":"pf2-h4","page":509,"name":"Treasure and Rarity","entries":["Giving out uncommon and rare items and formulas can get players more interested in treasure. It's best to introduce uncommon items as a reward fairly regularly but rare items only occasionally. These rewards are especially compelling when the adventurers get the item by defeating or outsmarting an enemy who carries an item that fits their backstory or theme.","Uncommon and rare formulas make great treasure for a character who Crafts items. Note that if an uncommon or rare formula is broadly disseminated, it eventually becomes more common. This can take months or years, but the item might start showing up in shops all around the world."],"source":"CRB"},{"type":"data","tag":"table","name":"Party Treasure by Level","source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Item Levels","entries":["The levels listed for items on {@table Party Treasure by Level||Table 10–9: Party Treasure by Level} aren't set in stone. You can provide items of slightly higher or lower level as long as you take into account the value of the items you hand out. For instance, suppose you were considering giving a party of 11th-level PCs a {@item runestone} with a {@item fortification} rune (with a Price of 2,000 gp) as one of their 12th-level items, but you realize they've had trouble finding armor in their recent adventures, so you instead decide to give them a suit of 11th-level +2 resilient armor (1,400 gp) instead. Since the armor has a lower Price than the rune, you might also add a 9th-level {@item shadow} rune (650 gp) to make up the difference. The total isn't exactly the same, but that's all right.","However, if you wanted to place a 13th-level permanent item in a treasure hoard, you could remove two 11thlevel permanent items to make a roughly equivalent exchange. When you make an exchange upward like this, be cautious: not only might you introduce an item with effects that are disruptive at the party's current level of play, but you also might give an amazing item to one PC while other characters don't gain any new items at all!","If you're playing in a long-term campaign, you can spread out the treasure over time. A major milestone can give extra treasure at one level, followed by a tougher dungeon with fewer new items at the next level. Check back occasionally to see whether each PC's treasure is comparable to the amount they'd get if they created a new character at their current level, as described under Treasure for New Characters below. They should be a bit higher. but if there's a significant discrepancy, adjust the adventure's upcoming treasure rewards accordingly."],"source":"CRB"},{"type":"pf2-h4","page":510,"name":"Different Party Sizes","entries":["If a party has more than four characters, add the following for each additional character:",{"type":"list","items":["One permanent item of the party's level or 1 level higher","Two consumables, usually one of the party's level and one of 1 level higher","Currency equal to the value in the Currency per Additional PC column of Table 10–9"]},"If the party has fewer than four characters, you can subtract the same amount for each missing character, but since the game is inherently more challenging with a smaller group that can't cover all roles as efficiently, you might consider subtracting less treasure and allowing the extra gear help compensate for the smaller group size."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":510,"name":"ADJUSTING TREASURE","entries":["The treasure you award to the party should be monitored and adjusted as you play. You might need to give out treasure you hadn't originally planned for, especially if the group bypasses part of an adventure. Keep an eye on the party's resources. If they're running out of consumables or money, or if they're having trouble in combat because their items aren't up to the task, you can make adjustments.","This is especially common in adventures that have little downtime or that take place far from civilization. If the group goes a long time without being able to purchase or Craft useful items, the PCs will be flush with coins and valuables but behind on useful equipment. In a situation like this, you can either place more useful treasure in the adventure or introduce NPCs who are willing to trade.",{"type":"pf2-title","name":"Megadungeons and Sandboxes"},"Some adventures have an expectation that the player characters explore where they want and find only what their skill, luck, and ingenuity afford. Two common examples of this type of adventure are the sprawling dungeon with multiple different sections and paths, often called a megadungeon, and free-form exploration, often called a sandbox and typically occurring in a wilderness.","If you want to build a free-form adventure like this where characters are likely to miss at least some of the treasure, increase the amount of treasure you place. Be aware, however, that a meticulous group can end up with more treasure than normal and will have advantages in later adventures.","For a simple guideline to these situations, increase the treasure as though there were one more PC in the party.","If the structure is especially loose, especially in sandbox adventures, you can increase this amount even further."],"source":"CRB"},{"type":"pf2-h3","page":510,"name":"Treasure for New Characters","entries":["When your new campaign starts at a higher level, a new player joins an existing group, or a current player's character dies and they need a new one, your campaign will have one or more PCs who don't start at 1st level. In these cases, refer to {@table Character Wealth||Table 10–10: Character Wealth} on the next page, which shows how many common permanent items of various levels the PC should have, in addition to currency. A single item on this table is always a baseline item. If the player wants armor or a weapon with property runes, they must buy the property runes separately, and for armor or a weapon made of a precious material, they must pay for the precious material separately as well.","These values are for a PC just starting out at the given level. If the PC is joining a party that has already made progress toward the next level, consider giving the new character an additional item of their current level. If your party has kept the treasure of dead or retired PCs and passed it on to new characters, you might need to give the new character less than the values on the table or reduce some of the treasure rewards of the next few adventures.",{"type":"pf2-h4","page":511,"name":"Item Selection","entries":["You should work with the new character's player to decide which items their character has. Allow the player to make suggestions, and if they know what items they want their character to have, respect their choices unless you believe those choices will have a negative impact on your game.","At your discretion, you can grant the player character uncommon or rare items that fit their backstory and concept, keeping in mind how many items of those rarities you have introduced into your game. The player can also spend currency on consumables or lower-level permanent items, keeping the rest as coinage. As usual, you determine which items the character can find for purchase.","A PC can voluntarily choose an item that has a lower level than any or all of the listed items, but they don't gain any more currency by doing so.","If you choose, you can allow the player to instead start with a lump sum of currency and buy whatever common items they want, with a maximum item level of 1 lower than the character's level. This has a lower total value than the normal allotment of permanent items and currency, since the player can select a higher ratio of high-level items."],"source":"CRB"},{"type":"data","tag":"table","name":"Character Wealth","source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":511,"name":"Buying and Selling Items","entries":["Characters can usually buy and sell items only during downtime. An item can typically be sold for only half its Price, though art objects, gems, and raw materials can be sold for their full Price (page 271)."],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":493,"name":"Running Modes of Play","entries":["Encounters take place in real time or slower, and they involve direct engagement between players and enemies, potential allies, or each other. Combat and direct social interaction usually take place in encounter mode.","Exploration is the connective tissue of an adventure, and it is used whenever characters are exploring a place where there's danger or uncertainty, such as an unfamiliar city or a dungeon. In exploration mode, characters aren't in immediate peril, but they must still be on their toes. Exploration and encounters are collectively called adventuring.","When the party isn't adventuring, the characters are in downtime. This mode covers most of a normal person's life, such as mundane, day-to-day tasks and working toward long-term goals.",{"type":"pf2-h2","page":493,"name":"Encounters","entries":["Encounter mode is the most structured mode of play, and you'll mostly be following the rules presented in Chapter 9 to run this mode. Because you usually call for initiative during exploration before transitioning into an encounter, guidelines for initiative order appear on page 498 in the discussion of exploration mode. Rules for building combat encounters appear on page 488.","{@b Stakes:} Moderate to high. Encounters always have significant stakes, and they are played in a step-by-step time frame to reflect that.","{@b Time Scale:} Encounter mode is highly structured and proceeds in combat rounds for combat encounters, while other sorts of encounters can have rounds of any length. In combat, 1 minute consists of 10 rounds, where each combat round is 6 seconds long, but you might decide a verbal confrontation proceeds in minute-long or longer rounds to give each speaker enough time to make a solid point.","{@b Actions and Reactions:} In combat encounters, each participant's turn is broken into discrete actions, and participants can use reactions when their triggers occur.","Reactions can occur in social situations, though their triggers are usually more descriptive and less tactical.",{"type":"pf2-h3","page":493,"name":"Choosing Adversaries' Actions","entries":["Players often coordinate and plan to be as efficient as possible, but their adversaries might not. As the GM, you're roleplaying these foes, and you decide their tactics.","Most creatures have a basic grasp of simple tactics like flanking or focusing on a single target. But you should remember that they also react based on emotions and make mistakes—perhaps even more than the player characters do.","When selecting targets or choosing which abilities to use, rely on the adversaries' knowledge of the situation, not your own. You might know that the cleric has a high Will save modifier, but a monster might still try to use a fear ability on her. That doesn't mean you should play adversaries as complete fools; they can learn from their mistakes, make sound plans, and even research the player characters in advance.","Adversaries usually don't attack a character who's knocked out. Even if a creature knows a fallen character might come back into the fight, only the most vicious creatures focus on helpless foes rather than the more immediate threats around them.","Running adversaries is a mix of being true to the creature and doing what's best for the drama of the game. Think of your encounter like a fight scene in a movie or novel. If the fighter taunts a fire giant to draw its attention away from the fragile wizard, the tactically sound decision is for the giant to keep pummeling the wizard. But is that the best choice for the scene? Perhaps everyone will have more fun if the giant redirects its ire to the infuriating fighter."],"source":"CRB"},{"type":"pf2-h3","page":493,"name":"Bypassed Encounters","entries":["What happens if you've planned a fight or challenge and the PCs find a way to avoid it entirely? This could leave them behind in XP or cause them to miss important information or treasure.","In the case of XP, the guidelines are simple: If the player characters avoided the challenge through smart tactical play, a savvy diplomatic exchange, clever use of magic, or another approach that required ingenuity and planning, award them the normal XP for the encounter.","If they did something that took only moderate effort or was a lucky break, like finding a secret passage and using it to avoid a fight, award them XP for a minor or moderate accomplishment. In an adventure that's more free-form, like a sprawling dungeon with multiple paths, there might be no reward for bypassing an encounter, because doing so was trivial.","You'll have to think on your feet if information or items get skipped when players bypass encounters. First, look for another reasonable place in the adventure to place the information or item. If it makes sense, move the original encounter to another part of the adventure and give the PCs a major advantage for bypassing the encounter in the first place."],"source":"CRB"},{"type":"pf2-brown-box","page":494,"name":"PLAYING WITHOUT A GRID","entries":["The Pathfinder rules are built to play combat encounters on a 1-inch grid, but you can play without a grid or map. In what's traditionally called the \"theater of the mind,\" you and other players imagine the locations of the combatants and the environment. In this style of play, you'll frequently need to make judgment calls. These are usually simple, like \"Can I see the ogre from where I'm standing?\" or \"Can I get to the ogre with one Stride?\" It's often best to have a player tell you what they want to do, such as \"I want to cross the beam to get to the ogre and attack it.\" Then, you tell the player how that breaks down into actions, like \"You'll need to spend one action and succeed at an {@skill Acrobatics} check, then Stride to get close enough, then you'll have one action left for a Strike.\"","When preparing encounters, avoid using lots of {@quickref difficult terrain||3|terrain}, cover, or other battlefield challenges that work better on a grid. Also, be more lenient with combat tactics like flanking. You won't have a way to measure flanking, but the rules expect melee characters like rogues to often get into a flanking position—often, two characters ganging up in melee is enough to count."],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Ending Encounters","entries":["A combat encounter typically ends when all the creatures on one side are killed or knocked unconscious. Once this happens, you can stop acting in initiative order.","The surviving side then has ample time to ensure that everyone taken out stays down. However, you might need to keep using combat rounds if any player characters are near death, clinging to a cliff, or in some other situation where every moment matters for their survival.","You can decide a fight is over if there's no challenge left, and the player characters are just cleaning up the last few weak enemies. However, avoid doing this if any of the players still have inventive and interesting things they want to try or spells they're concentrating on—ending an encounter early is a tool to avoid boredom, not to deny someone their fun. You can end a fight early in several ways: the foes can surrender, an adversary can die before its Hit Points actually run out, or you can simply say the battle's over and that the PCs easily dispatch their remaining foes. In this last case, you might ask, \"Is everyone okay if we call the fight?\" to make sure your players are on board.","One side might surrender when almost all its members are defeated or if spells or skills thoroughly demoralize them. Once there's a surrender, come out of initiative order and enter into a short negotiation.","These conversations are really about whether the winners will show mercy to the losers or just kill or otherwise get rid of them. The surrendering side usually doesn't have much leverage in these cases, so avoid long back-and-forth discussions.",{"type":"pf2-h3","page":494,"name":"Fleeing Enemies","entries":["Fleeing enemies can be a problem. Player characters often want to pursue foes that flee because they think an enemy might return as a threat later on. Avoid playing this out move by move, as it can easily bog down the game. If every adversary is fleeing, forgo initiative order and give each PC the option to pursue any one fleeing foe. Each PC can declare one action, spell, or other ability to use to try to keep up. Then, compare the PC's Speed to that of the target, assess how much the pursuer's chosen spell or ability would help, and factor in any abilities the quarry has that would aid escape. If you determine that the pursuer catches up, go back into combat with the original initiative order. If not, the quarry escapes for now.","If the PCs decide to flee, it's usually best to let them do so. Pick a particular location and allow them to escape once they all reach it. However, if they're encumbered or otherwise slowed down, or if enemies have higher Speeds and a strong motive to pursue, you might impose consequences upon PCs who flee."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":494,"name":"Social Encounters","entries":["Most conversations play best as free-form roleplaying, with maybe one or two checks for social skills involved.","Sometimes, though, a tense situation or crucial parlay requires a social encounter that uses initiative, much like a combat encounter. As with any other encounter, the stakes of a social encounter need to be high! A failed social encounter could mean a character is imprisoned or put to death, a major rival becomes a political powerhouse, or a key ally is disgraced and ostracized.","Using the structure of an encounter is {@condition helpful} because it makes the timing clearer than in free-form play, and each character feels like they're contributing. When running a social encounter, establish the stakes up front, so the players know the consequences of success or failure and the circumstances that will cause the encounter to end.","You have much more flexibility in how you run a social encounter than in a combat encounter. Extending the length of rounds beyond 6 seconds, allowing more improvisation, and focusing less on special attacks and spells all differentiate a social encounter from a combat one. In most cases, you don't need to worry about character's movements, nor do you need a map. Some examples of social encounters include:",{"type":"list","items":["Proving someone's innocence in front of a judge.","Convincing a neighboring monarch to help defend against an invasion.","Besting a rival bard in a battle of wits.","Exposing a villain's deception before a noble court."]},{"type":"pf2-h4","page":494,"name":"Initiative and Actions","entries":["Initiative in a social encounter typically has characters rolling {@skill Society} or a Charisma-based skill, such as {@skill Diplomacy} or {@skill Deception}. As with other encounters, a character's approach to the conflict determines which skill they'll roll. On a character's turn, they typically get to attempt one roll, usually by using a skill action. Let the player roleplay what their character says and does, then determine what they'll roll. Allow them to use any abilities or spells that might help them make their case, though keep in mind that when most people see the visual signs of a spell being cast, they think someone is using magic to try to influence or harm them, and they have a negative reaction.","Good social encounters include an opposition. This can be direct, such as a rival who argues against the characters' case, or passive, such as a mob that automatically becomes more unruly as each round passes. Give the opposition one or more positions in the initiative order so you can convey what it is doing. You can create game statistics for the opposition, especially if it's an individual, but in situations like that of the unruly mob, you might need nothing more than establish a set of increasingly difficult DCs."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Measuring Success and Progress","entries":["You'll need to decide how to measure the characters' success in social encounters, because there's no AC to target or HP to whittle down. Chapter 4 includes guidance on setting DCs for social skill actions, often using a target's Will DC. If you need a DC for people who don't have stats, such as a crowd or an NPC for whom you haven't already generated statistics, use the guidelines on setting DCs, found on page 503. You can either pick a simple DC or use a level-based DC, estimating a level for the subject or how challenging it should be to sway them.","The attitude conditions—{@condition hostile}, {@condition unfriendly}, {@condition indifferent}, friendly, and helpful—provide a useful way to track the progress of a social encounter. Use these to represent the attitude of an authority, a crowd, a jury, or the like. A typical goal for a social encounter is to change the attitude of a person or group to helpful so they assist you, or calming a hostile group or person to defuse a situation. Try to give the players a clear idea of how much they've progressed as the encounter proceeds.","Another option is to track the number of successes or failures the characters accrue. For instance, you might need to trick four guards into leaving their posts, and count each successful attempt to Lie or Create a Diversion toward a total of four necessary successes. You can combine these two methods; if the PCs need a group of important nobles to vote their way, the goal of the encounter might be to ensure that a majority of the nobles have a better attitude toward the PCs than they have of a rival—all within a limited time frame."],"source":"CRB"},{"type":"pf2-h4","page":495,"name":"Consequences","entries":["When you set stakes at the start of a social encounter, give an idea of the consequences. Beyond whatever narrative benefits player characters might gain, a social encounter usually includes an XP award. Because these are encounters along the same lines as combat encounters, they grant a sizable amount of XP, typically that of a moderate accomplishment, or even a major accomplishment if the encounter was the culmination of long-term plans or a significant adversary got their comeuppance.","The outcome of a social encounter should direct the story of the game. Look for repercussions. Which NPCs might view the PCs more favorably now? Which might hold a grudge or formulate a new plan? A social encounter can seal the fate of an NPC and end their story, but this isn't true for player characters. Even if something looks truly dire for them, such as a death sentence, the social encounter isn't the end—there's still time for desperate heroics or a twist in the story."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":496,"name":"Exploration","entries":["Exploration mode is intentionally less regimented than encounters. As a result, during exploration you'll be making judgment calls on just about everything that happens.","Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important.","As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.","{@b Stakes:} Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.","{@b Time Scale:} When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.","{@b Actions and Reactions:} Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.",{"type":"pf2-h3","page":496,"name":"Exploration Activities","entries":["In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there's no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character's actions differ from those on the list.","The following sections discuss exploration activities that require adjudication from you beyond the guidelines for players detailed on pages 479–480 of Chapter 9.",{"type":"pf2-h4","page":496,"name":"Detect Magic","entries":["This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with {@spell detect magic}, nor can illusions of equal or higher level than the spell.","When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Follow the Expert","entries":["A skilled character can help out less skilled allies who choose to {@action Follow the Expert}. This is a good way to help a character with a low {@skill Stealth} modifier sneak around, get a character with poor {@skill Athletics} up a steep cliff, and so on. Usually, a character who is {@action Following the Expert} can't perform other exploration activities or follow more than one person at a time."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Investigate","entries":["As with {@action Searching} or {@action Detecting Magic}, the initial result of {@action Investigating} is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with {@language Abyssal} writing, but they would need to stop to read the text or determine that it's written in blood."],"source":"CRB"},{"type":"pf2-h4","page":496,"name":"Search","entries":["With a successful Perception check while {@action Search||Searching}, a character notices the presence or absence of something unusual in the area, but it doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a {@action Search||Searching} character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.","If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), {@action Search||Searching} would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.","You roll a secret Perception check for a {@action Search||Searching} character to detect any secrets they pass that's in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":498,"name":"EXPLORATION ACTIVITIES","entries":["The following exploration activities are fully detailed on pages 479–480 of Chapter 9. Many more appear within Chapter 4: Skills.",{"type":"list","items":["{@action Avoid Notice}","{@action Defend}","{@action Detect Magic}","{@action Follow the Expert}","{@action Hustle}","{@action Investigate}","{@action Repeat a Spell}","{@action Scout}","{@action Search}"]},{"type":"pf2-title","name":"Improvising New Activities"},"If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.","You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn't sustainable over the longer time frame of exploration."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Setting a Party Order","entries":["In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.","When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe."],"source":"CRB"},{"type":"pf2-h3","page":497,"name":"Adverse Terrain and Weather","entries":["Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters' progress. The specific effects of certain types of terrain and weather are described starting on page 512.","{@quickref difficult terrain||3|terrain} such as thick undergrowth usually slows down progress. Unless it's important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on {@table Travel Speed||Table 9–2: Travel Speed}, typically cutting it in half if almost all of the land is {@quickref difficult terrain||3|terrain} or to one-third for {@quickref greater difficult terrain||3|terrain}.","Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.","Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Hazards","entries":["Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they're using the Search activity (and the Detect Magic activity, in the case of some magic traps)."],"source":"CRB"},{"type":"pf2-h3","page":498,"name":"Rolling Initiative","entries":["Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:",{"type":"list","items":["A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it's time to roll initiative.","Amiri and a kobold champion agree to have a {@condition friendly} wrestling match. They square off on a patch of dirt, and you call for initiative using {@skill Athletics}.","Merisiel and Kyra are negotiating with the kobold king. Things aren't going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.","Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll."]},{"type":"pf2-h4","page":498,"name":"Initiative after Reactions","entries":["In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that's triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Choosing the Type of Roll","entries":["When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is {@skill Perception}; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are {@skill Stealth} (for sneaking up, like the dragon in the last example) and {@skill Deception} (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use {@skill Deception}, {@skill Diplomacy}, {@skill Intimidation}, {@skill Performance}, or {@skill Society}.","If you're unsure what roll to call for, use {@skill Perception}. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or {@skill Perception} and let the player decide. Don't do this if it's absolutely clear another kind of check matters more sense than {@skill Perception}, such as when the character is sneaking up on enemies and should definitely use {@skill Stealth}.","You can allow a player to make a case that they should use a different skill than {@skill Perception}, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, \"I'm going to dangle down off the chandelier to get the drop on them,\" you could let them use {@skill Acrobatics} for their initiative roll. If they just said, \"Hey, I want to attack these guys. Can I use {@skill Acrobatics}?\" without having established a reason beforehand, you probably shouldn't allow it."],"source":"CRB"},{"type":"pf2-h4","page":498,"name":"Character Placement","entries":["When calling for initiative for a combat encounter, you'll need to decide where the participants in the encounter go on the battle map. Use the party's order, described on page 497, as a base. You can move forward characters who are using {@skill Stealth} to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to make sure their position makes sense to both of you."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":499,"name":"MONITORING SPELL DURATIONS","entries":["Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn't mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn't as precise as encounter rounds.","If a question arises about whether a spell has expired, you make the call. You shouldn't be punitive, but you also shouldn't treat characters like they move with clockwork precision and perfect efficiency between encounters.","There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.",{"type":"pf2-title","name":"Multiple Encounters"},"A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.","Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.",{"type":"pf2-title","name":"Before a Fight"},"Casting advantageous spells before a fight (sometimes called \"pre-buffing\") gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.","Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can't hold up in every situation! In many cases, the act of casting spells gives away the party's presence. In cases where the PCs' preparations could give them away, you might roll for initiative before everyone can complete their preparations."],"source":"CRB"},{"type":"pf2-h3","page":499,"name":"Resting","entries":["Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:",{"type":"list","items":["The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).","The character loses the {@condition fatigued} condition.","The character reduces the severity of the {@condition doomed} and {@condition drained} conditions by 1.","Most spellcasters need to rest before they regain their spells for the day."]},"A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.","Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.","If a character goes more than 16 hours without going to sleep, they become fatigued.","Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 502 for these rules.",{"type":"pf2-h4","page":499,"name":"Resting","entries":["Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. Table 10–3:","Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.","If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a {@skill Stealth} check against the Perception DCs of all characters to see if anyone noticed its approach.",{"type":"data","tag":"table","source":"CRB","name":"Watches and Rest"}],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Daily Preperations","entries":["Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.",{"type":"list","items":["Spellcasters who prepare spells choose which spells they'll have available that day.","Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.","Each character equips their gear. This includes donning their armor and strapping on their weapons.","Characters invest up to 10 worn magic items to gain their benefits for the day (page 531)."]}],"source":"CRB"},{"type":"pf2-h3","page":500,"name":"Starvation and Thirst","entries":["Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. After 1 day + a creature's Constitution modifier without water, it takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it sates its hunger."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h2","page":500,"name":"Downtime","entries":["In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.","Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.","This section describes ways to handle downtime and details several activities and considerations specific to downtime, such as cost of living, buying and selling goods, long-term rest, and retraining. Most other downtime activities are skill actions; a number of these common downtime activities and their associated skills are listed below. See the relevant skills in Chapter 4 for details.",{"type":"list","items":["{@action Craft} ({@skill Crafting})","{@action Earn Income} ({@skill Crafting}, {@skill Lore}, {@skill Performance})","{@action Treat Disease} ({@skill Medicine})","{@action Create Forgery} ({@skill Society})","{@action Subsist} ({@skill Society}, {@skill Survival})"]},"{@b Stakes:} None to low. Downtime is the counterpart to adventuring and covers low-risk activities.","{@b Time Scale:} Downtime can last days, weeks, months, or years in the game world in a few minutes of real time.","{@b Actions and Reactions:} If you need to use actions and reactions, switch to exploration or encounter mode.","A creature that can't act is unable to perform most downtime activities, but it can take long-term rest.",{"type":"pf2-h3","page":500,"name":"Playing out a Downtime Day","entries":["At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they are cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.","Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.",{"type":"pf2-h4","page":500,"name":"Cooperation","entries":["Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a desert island, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a theater, with one character drawing up architectural plans, one doing manual labor, and one talking to local politicians and guilds."],"source":"CRB"},{"type":"pf2-h4","page":500,"name":"Checks","entries":["Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance {@feat Assurance} could apply."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":501,"name":"Longer Periods of Downtime","entries":["Running downtime during a long time off—like several weeks, months, or even years—can be more challenging.","However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-to-day activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and pay for their cost of living.",{"type":"pf2-h4","page":501,"name":"Events","entries":["After the characters state what they want to achieve in their downtime, select a few standout events for each of them—usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development.","Though the following examples of downtime events all involve Earning Income, you can use them to spark ideas for other activities. A character using Perform to Earn Income could produce a commanding performance of a new play for visiting nobility. Someone using {@skill Crafting} might get a lucrative commission to craft a special item. A character with Lore might have to research a difficult problem that needs a quick response.","PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build their own library to house their books on magic, you might decide setting the foundation and organizing the library once construction is finished are major events. The first could be a {@skill Crafting} check, and the second an {@skill Arcana} or Library Lore check."],"source":"CRB"},{"type":"pf2-h4","page":501,"name":"Average Progress","entries":["For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes on page 503 for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.","The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Sailing Lore for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Cost of Living","entries":["For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. They can use the prices for inn stays and meals found on page 294. For long stretches of downtime, use the values on {@table Cost of Living||Table 6–16: Cost of Living} on the same page. Deduct these costs from a character's funds after they gain any money from their other downtime activities.","A character can live off the land instead, but each day they do, they typically use the Subsist activity (page 240) to the exclusion of any other downtime activity."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Buying and Selling","entries":["After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 day of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, or items that aren't in high demand.","This assumes the characters are at a settlement of decent size during their downtime. In some cases, they might spend time traveling for days to reach bigger cities.","As always, you have final say over what sort of shops and items are available.","An item can usually be purchased at its full Price and sold for half its Price. Supply and demand adjusts these numbers, but only occasionally."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Long-Term Rest","entries":["Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest (as listed on page 499). They must spend this time resting in a comfortable and secure location, typically in bed.","If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest."],"source":"CRB"},{"type":"pf2-h3","page":502,"name":"Retraining","entries":["The retraining rules on page 481 allow a player to change some character choices, but they rely on you to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a sorcerer's bloodline, should be off limits without extraordinary circumstances.","Try to make retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research in a mysterious old library, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.",{"type":"pf2-h4","page":502,"name":"Time","entries":["Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, and possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually you won't want to require more than a month for a feat or skill, or 4 months for a class feature.","A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Instruction and Cost","entries":["The rules abstract the process of learning new things as you level up—you're learning on the job—but retraining suggests that the character works with a teacher or undergoes specific practice to retrain. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.","Any costs to retraining should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done, or simply ask for a favor in return."],"source":"CRB"},{"type":"pf2-h4","page":502,"name":"Disallowed Options","entries":["While some character options can't normally be retrained, you can invent ways for a character to retrain even these—special rituals, incredible quests, or the perfect tutor. For example, ability scores can't normally be retrained, as that can unbalance the game. But not all players necessarily want to exploit the system—maybe a player simply wants to swap an ability boost between two low stats. In situations like this, you could let them spend a few months working out or studying to reassign an ability boost."],"source":"CRB"}],"source":"CRB"}],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","page":489,"name":"Running a Game Session","entries":["A campaign happens over a series of sessions. Each session is usually several hours long, with multiple encounters, some exploration, and possibly downtime. Your session can be compared to an episode of a TV show; it should include some twists, turns, and changes, and end leaving people excited about what comes next.",{"type":"pf2-h3","page":489,"name":"Planning a Session","entries":["One of the greatest challenges in gaming is scheduling a time for everyone to get together and play. Often, this responsibility falls on you as the GM, since you're the one who has to prepare your game between sessions. Many games have a set schedule, such as once per week, once every 2 weeks, or once per month. The less frequently your group meets, the better notes and recaps you'll need to keep everyone on the same page.","Plan a time for everybody will arrive, and also try to set a time when playing the game will begin. This can make it easier for everyone to finish chatting, catching up, and eating in a timely fashion so you can start playing the game. Having an end time in mind is also fairly important. A typical game session lasts about 4 hours, though some groups hold 2-hour sessions or play marathon games. Less than 2 hours usually isn't enough time to get much done in most Pathfinder campaigns. If your session will be longer than 2 hours, plan out some 15-minute breaks (in addition to bathroom and beverage breaks, which players can take as needed)."],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Starting a Session","entries":["Once everyone is ready, get everyone's attention and cover the following topics. These are in a rough order that you can change based on your group's style or a session's needs.",{"type":"list","items":["Recap what happened during the previous sessions.","Establish where the characters are at the beginning of this session. Have they been resting since their last challenge? Are they in a hallway, preparing to raid the next room of a dungeon? Tell players whether their characters had time to rest or recover since the last session.","Remind players that they each have 1 Hero Point at the start of the session ({@quickref here||4|rewards|1}).","Establish goals. The players should have an idea of what they want to do next. Reestablish any goals the group already had, then let the players weigh in on whether these goals still apply, and on whether there's anything else they hope to accomplish in this session.","Commence adventuring! Decide which mode of play you're going to start in, then lead off with a verbal prompt to get the action started. You might ask a question related to a particular character, have everyone immediately roll initiative as a monster attacks, or briefly describe the environment and sensations that surround the player characters, allowing them to react."]}],"source":"CRB"},{"type":"pf2-h3","page":490,"name":"Running a Session","entries":["During a session, you're in charge of keeping the game's action moving, managing the different modes of play, fielding questions, and making rules decisions. You'll also want to keep a rough eye on the time, so you can end when most convenient for the group.","You're the interface between the rules and the imagined world you and the other players share. They will ask you questions, and they'll act based on their own assumptions. It's up to you to establish what's true in the world, but you don't do this unilaterally. You're informed by the setting's backstory, your preparations, and the suggestions and assumptions the other players bring to the table. Keep in mind that until you announce something, your own plans are subject to change. For example, if you originally intended the owner of a tavern to be kindly and well-intentioned, but a player misreads her and invents an interesting conspiracy theory regarding her intentions that sounds fun, you might convert the tavern owner into an agent of evil after all.","You'll also determine when PCs and foes need to attempt checks, as well as the consequences of those rolls. This comes up most often outside of encounters, as encounters are more regimented about when checks happen and how they are resolved. In an encounter, a player can usually determine their own character's turn, with you chiming in only to say whether an attack hits or if something in the environment requires a character to attempt a check.",{"type":"pf2-h4","page":490,"name":"The Spotlight","entries":["As you run the game, keep track of who has the spotlight. It can be easy to keep attention on the most outgoing player or character, but you need to check in with all the players. If a player hasn't contributed in some time, stop and ask, \"What's your character doing at this point?\" If the player's not sure, add a detail or nonplayer character to the scene that the player might find interesting."],"source":"CRB"},{"type":"pf2-h4","page":490,"name":"Distractions and Interrupting","entries":["Maintaining the players' attention keeps a game moving and leads to memorable moments when everyone's in the same zone. Too many interruptions break the flow. This is fine in moderation. Distractions become a problem if they're too frequent, as they cause people to miss things and make misinformed decisions as the session becomes disconnected. Yet every game includes breaks—sometimes intentional, sometimes not—and digressions. Finding the right balance of diversions for your group is essential.","A game is a social gathering, so there's definitely a place for conversation that's not directly related to playing the game. These interruptions become a problem if they're too frequent, or if people are talking over others. If a player repeatedly interrupts you or other people or undercuts every crucial moment of the game with a joke, talk to them about limiting their comments to appropriate times. Often, all you need to do is hold up your hand or otherwise indicate that the player is talking out of turn to delay them until after you or another speaker finishes talking.","Phones and other mobile devices are another major source of distraction. Banning them entirely is often impractical—many players use apps to roll dice or manage their character sheets, or they need to answer texts from their partner, check in on a work project, or otherwise stay connected with people who rely on them. However, you can set ground rules against using a device for anything that's not time-sensitive or game-related, such as refreshing social media, checking the score of a hockey game, playing a mobile game, or answering a non-urgent text. You can relax these rules for players when their characters are \"offstage.\" If a player's character isn't in a scene, that might be a good time for the player to use a mobile device."],"source":"CRB"}],"source":"CRB"},{"type":"pf2-brown-box","page":491,"name":"OFF-SESSION GAMING","entries":["Session play with a full group isn't the only way to play Pathfinder. Finding opportunities to expand on the game outside of its regular schedule can keep your group engaged between sessions.","You can get together with a single player to run a mini-session for their character, covering a mission that's important to their story but doesn't concern the rest of the group. You and the players can work out what their characters do during solid stretches of downtime via e-mail or chat messages. You can also give players opportunities to collaborate on details of the story, like having a player design a heraldic symbol for the adventuring group or map out their home base. You might even decide to award a Hero Point at the next session to a player for events that happened outside a session.","Some events aren't suitable for handling outside of sessions. Any event that strongly affects a character whose player isn't present should be handled at the table when everyone can attend. It's also helpful to recap events that took place outside of the session for all characters so no one feels excluded or lost."],"source":"CRB"},{"type":"pf2-h3","page":491,"name":"Adjudicating the Rules","entries":["As the GM, you are responsible for solving any rules disputes. Remember that keeping your game moving is more important than being 100% correct. Looking up rules at the table can slow the game down, so in many cases it's better to make your best guess rather than scour the book for the exact rule. (It can be instructive to look those rules up during a break or after the session, though!)","To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines (page 503) for quick reference.",{"type":"list","items":["If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.","If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action (page XXX) adding any necessary traits (usually attack, concentrate, manipulate, or move).","When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).","If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.","If you're not sure how difficult a significant challenge should be, use the DC for the party's level.","If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).","If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to {@action Recall Knowledge}, use an appropriate {@skill Lore} skill (usually at an untrained proficiency rank).","Use the characters' daily preparations as the time to reset anything that lasts roughly a day.","When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described {@quickref here||4|rewards|1}).","When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negative consequence rather than the failure halting progress entirely."]}],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Special Circumstances","entries":["The player characters in your group will at times attempt tasks that should be easier or harder than the rules or adventure would otherwise lead you to expect, such as a PC Gathering Information in their hometown. In these cases, you can just apply a circumstance bonus or penalty. Usually, this is +1 or –1 for a minor but significant circumstance, but you can adjust this bonus or penalty to +2 or –2 for a major circumstance. The maximum bonus or penalty, +4 or –4, should apply only if someone has an overwhelming advantage or is trying something extremely unlikely but not quite impossible.","You can also add traits to actions. Let's say that during a fight, Seelah dips her sword into a brazier of hot coals before swinging it at an enemy with a weakness to fire. You could add the fire trait to this attack. A PC getting an advantage in this way should usually have to use an action to do so, so Seelah would get the benefit for one attack, but to do it again she'd need to bury her sword in the coals once more."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"SHARING RESPONSIBILITY","entries":["Just because you're the GM and ostensibly in charge doesn't mean you have to do all the extra work to make the campaign run. Some of the tasks described here, like scheduling games, taking notes, and giving recaps, can be delegated to other players. You might also have someone track initiative or the Hit Points of the PCs' foes for you in encounters, or even run those foes if you have a large group and someone would rather do that than control a character of their own. It's also great when someone else can host a session, provide snacks for the group, or take on other responsibilities that aren't directly related to the game.","It's best to figure out a schedule of responsibilities when you're first setting up a game. Ask the players what they're willing to take on. If you start to feel overwhelmed partway through a campaign, you can revisit the topic and try out new options until you find a setup that's comfortable."],"source":"CRB"},{"type":"pf2-h3","page":492,"name":"Incorporating Additional Options","entries":["You might grant players access to additional rule or character options. If you feel confident that allowing a character to take a particular option will be a good addition to your game, then go for it! If you're uncertain or worried about a request, you don't have to allow it, and it's your call to make. However, try to meet players halfway or suggest alternatives. If you want to allow an option on a trial basis but are worried it might become a problem later, talk to the player beforehand and explain that you are tentatively allowing the option, but might change your mind later, after you see how the option can be used during play."],"source":"CRB"},{"type":"pf2-brown-box","page":492,"name":"PAIZO'S PUBLISHED ADVENTURES","entries":["You can purchase the following types of adventures at {@b {@link paizo.com|https://paizo.com}}, your local game store, or many book stores. If you want to acquire all the adventures in a given line, you can purchase a subscription at {@b {@link paizo.com|https://paizo.com}}.",{"type":"pf2-title","name":"Pathfinder Adventure Paths"},"Each monthly volume of a Pathfinder Adventure Path leads into the next as part of a greater story spanning multiple volumes. The first volume of each Adventure Path typically starts at 1st level, and each volume has a self-contained story that eventually leads to a big climax at the end of the final volume. Each volume also typically includes new monsters, rules, and details about the world.","Each Adventure Path has a different theme, and their settings range across the Inner Sea region and beyond.",{"type":"pf2-title","name":"Pathfinder Adventures"},"Pathfinder Adventures are standalone adventures that cover several levels of play. They're self-contained and typically have a unique structure or theme. You can play through a Pathfinder Adventure on its own or as part of your ongoing campaign—some make ideal side adventures for Adventure Paths that have similar themes.",{"type":"pf2-title","name":"Pathfinder Society Scenarios"},"Scenarios are the adventures used by the Pathfinder Society Roleplaying Guild; you can play them as part of the Pathfinder Society or on your own. Each takes about 4 to 5 hours to run, so you can tell a whole story in a short amount of time, but they're also part of a larger continuity and can be combined together to form the basis of a longer campaign."],"source":"CRB"}],"data":{"quickref":5},"source":"CRB"},{"type":"section","source":"GMG","page":39,"name":"Starting at a Higher Level","entries":["A typical campaign starts at 1st level, but you can start at a higher level if you choose. This can be especially satisfying for a one-shot or short campaign, or if your group wants to play a specific adventure made for higher-level groups. The PCs should start at the same level. They simply make a 1st-level character, then level it up the number of times needed to reach the starting level.","The {@table Character Wealth|CRB} table indicates how much currency and what common items of various levels the character should start with. Let the players choose their own items and spend their currency on common items as well if they choose. This table gives them fewer items than they might have had if they had gained items through adventuring, balancing the fact that they can choose what items they want."],"data":{"quickref":5}}]}]}}
\ No newline at end of file
diff --git a/data/groups.json b/data/groups.json
index bf99ce7067..3536b3bd36 100644
--- a/data/groups.json
+++ b/data/groups.json
@@ -1,5 +1,23 @@
{
"group": [
+ {
+ "name": "Wood",
+ "type": "Armor",
+ "source": "TV",
+ "page": 9,
+ "specialization": [
+ "Wood armor is generally flexible and light, but it can splinter as it breaks, throwing off shards and fragments that damage foes who deal you critical blows. If a foe critically hits you with a melee unarmed attack or critically hits you with any melee attack while adjacent to you, it takes piercing damage equal to 3 + the armor's potency rune value for medium armor, or 5 + the armor's potency rune value for heavy armor."
+ ]
+ },
+ {
+ "name": "Skeletal",
+ "type": "Armor",
+ "source": "TV",
+ "page": 8,
+ "specialization": [
+ "Armor made from the bone or exoskeleton of creatures as diverse as bears, insects, and coral, skeletal armor protects vital points from precision damage. You gain resistance to precision damage equal to 3 + the value of the armor's potency rune for medium armor, or 5 + the value of the armor's potency rune for heavy armor."
+ ]
+ },
{
"name": "Chain",
"type": "Armor",
diff --git a/data/hazards.json b/data/hazards.json
index d4ef0c857e..4f9d23b9bf 100644
--- a/data/hazards.json
+++ b/data/hazards.json
@@ -729,7 +729,7 @@
"hp": {
"std": 60,
"notes": {
- "std": "per hound; Resistance all damage 10 (except force, ghost touch, or positive; double resistance to non-magical)"
+ "std": "per hound; Resistance all damage 10 (except force, {@item ghost touch}, or positive; double resistance to non-magical)"
}
}
},
@@ -795,7 +795,7 @@
"hp": {
"Spirit": 230,
"notes": {
- "Spirit": "Resistance all damage 20 (except force, ghost touch, or positive; double resistance to non-magical)"
+ "Spirit": "Resistance all damage 20 (except force, {@item ghost touch}, or positive; double resistance to non-magical)"
}
}
},
@@ -886,7 +886,7 @@
],
"reset": [
"The call of the void persists as long as the Echo exists, though it doesn't activate until the Echo has rolled initiative.",
- "The hazard resets each day"
+ "The hazard resets each day."
]
},
{
@@ -2239,7 +2239,7 @@
},
"trigger": "A creature steps on the bottle or the bottle becomes {@condition broken}",
"entries": [
- "The bottle explodes, dealing {@damage 2d8} fire damage plus 2 {@condition persistent damage ||persistent fire damage} and 2 fire splash damage to each creature sharing its square (DC 18 basic Reflex save)."
+ "The bottle explodes, dealing {@damage 2d8} fire damage plus 2 {@condition persistent damage||persistent fire damage} and 2 fire splash damage to each creature sharing its square (DC 18 basic Reflex save)."
]
}
]
@@ -2259,7 +2259,7 @@
"minProf": "expert"
},
"description": [
- "A half‑dozen iron darts fire from spring‑loaded launchers {@condition concealed} in the desk opposite the front door."
+ "A half-dozen iron darts fire from spring-loaded launchers {@condition concealed} in the desk opposite the front door."
],
"disable": {
"entries": [
@@ -2302,7 +2302,7 @@
},
"trigger": "The front door is fully opened, Forced Open, or {@condition broken}",
"entries": [
- "A hail of iron darts launches along a 20‑foot line from the desk through the doorway, dealing {@damage 4d8+10} piercing damage to each creature in the area of effect (DC 24 basic Reflex save)."
+ "A hail of iron darts launches along a 20-foot line from the desk through the doorway, dealing {@damage 4d8+10} piercing damage to each creature in the area of effect (DC 24 basic Reflex save)."
]
}
],
@@ -2402,7 +2402,7 @@
"notes": "to find the desk switch; DC 28 (expert) to find the trapdoor and charge"
},
"description": [
- "A black‑powder charge fastened to a trapdoor (marked with a \"T\" on the map) blows a hole in a steam tunnel, filling the room with superheated steam."
+ "A black-powder charge fastened to a trapdoor (marked with a \"T\" on the map) blows a hole in a steam tunnel, filling the room with superheated steam."
],
"disable": {
"entries": [
@@ -2451,7 +2451,7 @@
},
"trigger": "The desk switch is pressed or the trapdoor is opened",
"entries": [
- "The charge on the door explodes. All creatures within 10 feet take {@damage 2d10+6} fire damage, {@damage 1d10+3} piercing damage, and {@damage 1d6} {@condition persistent damage ||persistent bleed damage} (DC 22 basic Reflex save). The room is filled with steam, making all creatures within the room {@condition concealed}. The trap then rolls initiative."
+ "The charge on the door explodes. All creatures within 10 feet take {@damage 2d10+6} fire damage, {@damage 1d10+3} piercing damage, and {@damage 1d6} {@condition persistent damage||persistent bleed damage} (DC 22 basic Reflex save). The room is filled with steam, making all creatures within the room {@condition concealed}. The trap then rolls initiative."
]
}
],
@@ -2491,7 +2491,7 @@
"notes": "to see the brick wall behind the edges of the door"
},
"description": [
- "A black‑powder charge detonates as soon as the doorknob is turned, shattering the door into splinters."
+ "A black-powder charge detonates as soon as the doorknob is turned, shattering the door into splinters."
],
"disable": {
"entries": [
@@ -2534,7 +2534,7 @@
},
"trigger": "The doorknob is turned",
"entries": [
- "The charge behind the door explodes, dealing {@damage 2d8+9} fire damage and {@damage 2d8+9} piercing damage to all creatures in a 10‑foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away"
+ "The charge behind the door explodes, dealing {@damage 2d8+9} fire damage and {@damage 2d8+9} piercing damage to all creatures in a 10-foot cone blasting outward from the door (DC 27 basic Reflex save). The sound of the explosion can be heard up to 50 feet away"
]
}
]
@@ -3047,7 +3047,7 @@
"defenses": {
"ac": {
"std": 35,
- "note": "(40 vs. reactions and ranged weapon attacks)"
+ "vs. reactions and ranged weapon attacks": 40
},
"hp": {
"std": 220
@@ -3554,15 +3554,20 @@
"name": "Begin the Hunt"
}
],
+ "speed": {
+ "walk": 60
+ },
"routine": [
"(2 actions) The haunt uses its first action to {@action Stride}, then its second action for a jaws {@action Strike} against its designated target if it is in reach. If the target is not in reach, the haunt resets.",
- "Speed 60 feet."
- ],
- "reset": [
- "If their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset."
- ],
- "attacks": [
{
+ "type": "ability",
+ "name": "Speed",
+ "entries": [
+ "60 feet"
+ ]
+ },
+ {
+ "type": "attack",
"range": "Melee",
"name": "jaws",
"attack": 20,
@@ -3573,9 +3578,11 @@
"types": [
"fire",
"piercing"
- ],
- "noMAP": true
+ ]
}
+ ],
+ "reset": [
+ "If their designated target dies or the hounds can't reach it in a turn, the hounds vanish into noxious smoke, but they manifest again elsewhere in the city after the next sunset."
]
},
{
@@ -3921,7 +3928,7 @@
"positive 5"
],
"resistances": [
- "physical 5 (except ghost touch)"
+ "physical 5 (except {@item ghost touch})"
]
},
"actions": [
@@ -4110,7 +4117,7 @@
},
"trigger": "The trip wire is pulled or severed",
"entries": [
- "An acid flask detonates, spraying acid at nearby creatures and causing the tub of boiling water to burst in the same direction. All creatures in a 5-foot cone east of the triggered boiling tub trap take {@damage 3d6} {@condition persistent damage ||persistent acid damage}, 3 acid splash damage, and {@damage 8d6+20} fire damage (DC 31 basic Reflex save)."
+ "An acid flask detonates, spraying acid at nearby creatures and causing the tub of boiling water to burst in the same direction. All creatures in a 5-foot cone east of the triggered boiling tub trap take {@damage 3d6} {@condition persistent damage||persistent acid damage}, 3 acid splash damage, and {@damage 8d6+20} fire damage (DC 31 basic Reflex save)."
],
"name": "Overflowing Boiling Water"
}
@@ -4282,7 +4289,7 @@
],
"disable": {
"entries": [
- "DC 36 {@skill Thievery} (master) to disable a chandelier or dispel magic (8th level; counteract DC 33) to permanently drain the magic from a chandelier. Any amount of cold damage that overcomes a chandelier's cold resistance extinguishes its flames and removes its {@condition persistent damage ||persistent fire damage} and flame dart attack. DC 41 {@skill Thievery} (legendary) to disable the entire trap from the {@condition hidden} control panel in the southeast corner of the room."
+ "DC 36 {@skill Thievery} (master) to disable a chandelier or dispel magic (8th level; counteract DC 33) to permanently drain the magic from a chandelier. Any amount of cold damage that overcomes a chandelier's cold resistance extinguishes its flames and removes its {@condition persistent damage||persistent fire damage} and flame dart attack. DC 41 {@skill Thievery} (legendary) to disable the entire trap from the {@condition hidden} control panel in the southeast corner of the room."
]
},
"defenses": {
@@ -4342,7 +4349,7 @@
"range": "Melee",
"name": "swinging chandelier",
"attack": 35,
- "damage": "{@damage 3d12+25} bludgeoning and {@damage 4d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 3d12+25} bludgeoning and {@damage 4d6} {@condition persistent damage||persistent fire}",
"types": [
"bludgeoning",
"persistent"
@@ -4357,7 +4364,7 @@
"traits": [
"range <40 feet>"
],
- "damage": "{@damage 4d8+20} fire and {@damage 4d6} {@condition persistent damage ||persistent fire}",
+ "damage": "{@damage 4d8+20} fire and {@damage 4d6} {@condition persistent damage||persistent fire}",
"types": [
"fire",
"persistent"
@@ -4991,7 +4998,7 @@
],
"disable": {
"entries": [
- "DC 15 {@skill Crafting} (trained) to replace or cover the weak sections of flooring, or DC 15 {@skill Survival} (trained) to crumble the rotten floorboards from a safe distance."
+ "DC 15 {@skill Crafting} (trained) to replace or cover the weak sections of flooring, or DC 15 {@skill Survival} (trained) to crumble the rotten floorboards from a safe distance"
]
},
"defenses": {
@@ -6057,14 +6064,14 @@
},
{
"entries": [
- "1\u20132: Acid Rain (acid) A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take {@damage 6d10} acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 {@condition persistent damage ||persistent acid damage}.",
+ "1\u20132: Acid Rain (acid) A torrent of acid drenches creatures in a 20-foot burst. Creatures in the area take {@damage 6d10} acid damage (DC 42 basic Reflex save). Creatures that critically fail also take 5 {@condition persistent damage||persistent acid damage}.",
"3\u20134: Freezing Wind (cold) A barrage of freezing wind and hail assaults all creatures in a 20-foot burst.",
"Creatures in the area take {@damage 3d10} cold damage and {@damage 3d10} bludgeoning damage (DC 42 basic Reflex save)",
"Creatures that critically fail are {@condition slowed|CRB|slowed 1} for 1 round.",
"5\u20136: Bolts of Lightning (electricity) Several bolts of lightning strike all creatures in a 20-foot burst.",
"Creatures in the area take {@damage 6d10} electricity damage (DC 42 basic Reflex save). Creatures that critically fail their saves become {@condition blinded} and {@condition deafened} for 1 round.",
"7\u20138: Flaming Vortex (fire) Gouts of flame fall on all creatures in a 20-foot burst. Creatures in the area take {@damage 6d10} fire damage (DC 42 basic Reflex save)",
- "Creatures that critically fail their saves also take 5 {@condition persistent damage ||persistent fire damage}.",
+ "Creatures that critically fail their saves also take 5 {@condition persistent damage||persistent fire damage}.",
"9\u201310: Poison Miasma (poison) Poisonous mist rolls forth, covering a 20-foot burst for 1 round. Creatures within the mist become {@condition concealed}, and creatures outside it become {@condition concealed} to creatures within it. Creatures within the mist take {@damage 6d10} poison damage (DC 42 basic Fortitude save). Creatures that critically fail their saves become {@condition enfeebled|CRB|enfeebled 2}."
],
"name": "the PCs."
@@ -7228,14 +7235,14 @@
"stealth": {
"bonus": 23,
"minProf": "expert",
- "notes": "or DC 38 (master) to notice the pattern of the orb's trajectory."
+ "notes": "or DC 38 (master) to notice the pattern of the orb's trajectory"
},
"description": [
"A floating skull of fire swoops around the arena, rotating as it weaves through the ring and releasing huge gouts of flame in random directions."
],
"disable": {
"entries": [
- "three DC 40 {@skill Thievery} (legendary) checks or castings of dispel magic (7th level; counteract DC 40), one each to pull out or disable the elemental cores {@condition hidden} in the floating skull's right eye, left eye, and mouth."
+ "three DC 40 {@skill Thievery} (legendary) checks or castings of {@spell dispel magic} (7th level; counteract DC 40), one each to pull out or disable the elemental cores {@condition hidden} in the floating skull's right eye, left eye, and mouth"
]
},
"defenses": {
@@ -7261,6 +7268,12 @@
},
"immunities": [
"fire"
+ ],
+ "weaknesses": [
+ {
+ "amount": 15,
+ "name": "cold"
+ }
]
},
"actions": [
@@ -7282,7 +7295,13 @@
],
"routine": [
"(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a 15-foot cone that deals {@damage 4d6+4} fire damage (DC 40 basic Reflex save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame.",
- "Speed fly 50 feet."
+ {
+ "type": "ability",
+ "name": "Speed",
+ "entries": [
+ "fly 50 feet"
+ ]
+ }
]
},
{
@@ -7298,14 +7317,14 @@
"stealth": {
"bonus": 10,
"minProf": "trained",
- "notes": "or DC 23 (expert) to spot the glyph."
+ "notes": "or DC 23 (expert) to spot the glyph"
},
"description": [
"An {@condition invisible} magical glyph on the guillotine's blade detects living creatures in the room, which causes the guillotine to fly off its hinges and attack."
],
"disable": {
"entries": [
- "DC 20 {@skill Thievery} (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or dispel magic (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant."
+ "DC 20 {@skill Thievery} (trained) to erase the glyph (which requires a successful unarmed attack roll if the blade is already active) or {@spell dispel magic} (3rd level; counteract DC 20) to counteract it. The trap has a secret bypass known only to Ralso and Pratchett: as long as the guillotine can see a creature in the room touching thumb and pinky together with an empty hand, it remains dormant."
]
},
"defenses": {
@@ -7328,7 +7347,12 @@
},
"bt": {
"Blade": 26
- }
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ]
},
"actions": [
{
@@ -7350,7 +7374,13 @@
],
"routine": [
"(1 action) The blade Flies up to 20 feet and {@action Strike||Strikes} any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn't take a multiple attack penalty.",
- "Speed fly 20 feet.",
+ {
+ "type": "ability",
+ "name": "Speed",
+ "entries": [
+ "fly 20 feet"
+ ]
+ },
{
"type": "attack",
"range": "Melee",
@@ -7359,8 +7389,7 @@
"damage": "{@damage 2d8+7} slashing",
"types": [
"slashing"
- ],
- "noMAP": true
+ ]
}
],
"reset": [
@@ -7699,7 +7728,10 @@
"precision damage"
],
"weaknesses": [
- "cold 10"
+ {
+ "amount": 10,
+ "name": "cold"
+ }
]
},
"actions": [
@@ -7708,9 +7740,9 @@
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature moves into the mushrooms' space or damages the mushrooms.",
+ "trigger": "A creature moves into the mushrooms' space or damages the mushrooms. The mushrooms can't use this reaction if the damage was cold damage.",
"entries": [
- "The mushrooms can't use this reaction if the damage was cold damage. The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become {@condition sickened|CRB|sickened 1} and {@condition stupefied|CRB|stupefied 1} (or {@condition sickened|CRB|sickened 2} and {@condition stupefied|CRB|stupefied 2} on a critical failure) and take a \u20134 penalty to {@skill Stealth} checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a {@spell prestidigitation} spell, or a similar measure allowed by the GM."
+ "The triggering creature and all creatures within 10 feet are sprayed with itchy, distracting, glowing spores and must attempt a DC 22 Reflex save. On a failed save, the creatures become {@condition sickened|CRB|sickened 1} and {@condition stupefied|CRB|stupefied 1} (or {@condition sickened|CRB|sickened 2} and {@condition stupefied|CRB|stupefied 2} on a critical failure) and take a \u20134 penalty to {@skill Stealth} checks until the spores lose potency in 24 hours or are removed. This requires washing them off by bathing in water for a minute, a {@spell prestidigitation} spell, or a similar measure allowed by the GM."
],
"name": "Glowing Spores"
}
@@ -8823,7 +8855,7 @@
},
"trigger": "A creature steps onto the trap's pressure plate (indicated on the map)",
"entries": [
- "The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes {@damage 4d10+10} piercing damage and {@damage 2d6} {@condition persistent damage ||persistent bleed damage} (DC 26 basic Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also {@condition immobilized}. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 {@skill Thievery} checks."
+ "The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes {@damage 4d10+10} piercing damage and {@damage 2d6} {@condition persistent damage||persistent bleed damage} (DC 26 basic Reflex save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also {@condition immobilized}. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful DC 28 {@skill Thievery} checks."
],
"name": "Slam Shut"
},
@@ -9275,14 +9307,14 @@
],
"stealth": {
"dc": 22,
- "notes": "{@skill Perception} check to spot the magical energies reverberating in the pillars."
+ "notes": "{@skill Perception} check to spot the magical energies reverberating in the pillars"
},
"description": [
"Starknife symbols on the six pillars glow and shoot across the room."
],
"disable": {
"entries": [
- "DC 21 {@skill Thievery} (expert) or dispel magic on any four of the six pillars disables the entire trap (the trap is a 2nd-level spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap."
+ "DC 21 {@skill Thievery} (expert) or {@spell dispel magic} on any four of the six pillars disables the entire trap (the trap is a 2nd-level spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap."
]
},
"defenses": {
@@ -9675,7 +9707,7 @@
},
"trigger": "A creature takes a {@condition hostile} action against Mogaru, produces a visible area effect, or flies within 120 feet of Mogaru",
"entries": [
- "Mogaru breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into {@quickref difficult terrain||3|terrain}. Creatures in the area take {@damage 20d6} fire damage (DC 44 basic Reflex save). On a failed or critically failed save, a creature also takes {@damage 3d6} {@condition persistent damage ||persistent fire damage}."
+ "Mogaru breathes a 120-foot cone of fire toward the object of his ire. Flammable objects in the area immediately combust, and stone or metal surfaces warp into {@quickref difficult terrain||3|terrain}. Creatures in the area take {@damage 20d6} fire damage (DC 44 basic Reflex save). On a failed or critically failed save, a creature also takes {@damage 3d6} {@condition persistent damage||persistent fire damage}."
],
"name": "Volcanic Breath"
}
@@ -9797,7 +9829,7 @@
"range": "Melee",
"name": "poisoned needle",
"attack": 24,
- "damage": "{@damage 2d6+8} piercing plus {@damage 1d6} {@condition persistent damage ||persistent bleed} and {@damage 4d6} {@condition persistent damage ||persistent poison}",
+ "damage": "{@damage 2d6+8} piercing plus {@damage 1d6} {@condition persistent damage||persistent bleed} and {@damage 4d6} {@condition persistent damage||persistent poison}",
"types": [
"persistent",
"piercing"
@@ -9833,7 +9865,7 @@
],
"stealth": {
"dc": 22,
- "notes": "{@skill Perception} to detect the subtle magical aura of the land."
+ "notes": "{@skill Perception} to detect the subtle magical aura of the land"
},
"description": [
"What seems like an innocent stretch of land assaults trespassers with terrible illusions."
@@ -10459,9 +10491,9 @@
"traits": [
"attack"
],
- "trigger": "A creature tries to unlock or Pick the",
+ "trigger": "A creature tries to unlock or {@action pick a lock||Pick the Lock}",
"entries": [
- "Lock. A spine extends to attack the triggering creature."
+ "A spine extends to attack the triggering creature."
],
"name": "Spring"
},
@@ -10740,7 +10772,7 @@
],
"disable": {
"entries": [
- "DC 15 {@skill Thievery} to carefully excavate a path through the wall without upsetting its balance, or DC 17 {@skill Athletics} to hold up any unstable portions."
+ "DC 15 {@skill Thievery} to carefully excavate a path through the wall without upsetting its balance, or DC 17 {@skill Athletics} to hold up any unstable portions"
]
},
"defenses": {
@@ -11211,7 +11243,7 @@
"traits": [
"range <40 feet>"
],
- "damage": "{@damage 1d6+2} electricity damage and {@damage 1d6} {@condition persistent damage ||persistent electricity damage}",
+ "damage": "{@damage 1d6+2} electricity damage and {@damage 1d6} {@condition persistent damage||persistent electricity damage}",
"types": [
"electricity",
"persistent"
@@ -11915,7 +11947,7 @@
],
"disable": {
"entries": [
- "{@skill Thievery} DC 20 (trained) to deactivate a trigger built into the door's handle."
+ "{@skill Thievery} DC 20 (trained) to deactivate a trigger built into the door's handle"
]
},
"defenses": {
@@ -11969,8 +12001,7 @@
"damage": "{@damage 4d6+3} piercing",
"types": [
"piercing"
- ],
- "noMAP": true
+ ]
}
]
},
@@ -12352,10 +12383,7 @@
"unconscious"
],
"resistances": [
- "all damage 20 (except fire",
- "force",
- "ghost touch",
- "or positive)"
+ "all damage 20 (except fire, force, {@item ghost touch}, or positive)"
]
},
"actions": [
@@ -13017,7 +13045,7 @@
"unit": "reaction"
},
"entries": [
- "If a creature enters the corridor intersection, the four doors exiting this intersection close and lock, and the trap rolls Stealth (+13) for its initiative."
+ "If a creature enters the corridor intersection, the four doors exiting this intersection close and lock, and the trap rolls {@skill Stealth} (+13) for its initiative."
],
"name": "Seal the Doors"
}
@@ -13036,37 +13064,31 @@
"level": 1,
"traits": [
"complex",
- "environmental"
+ "environmental",
+ "fire"
],
"stealth": {
- "dc": 0,
- "notes": "initiative modifier is +5."
+ "bonus": -10,
+ "notes": "initiative modifier is +5"
},
"description": [
"A fire engulfs the western door and a 10-foot-by-10-foot area immediately east of it, then spreads on each of its turns."
],
"disable": {
"entries": [
- "Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an {@action Interact} action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective."
+ "Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from {@spell create water} or {@spell hydraulic push}). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an {@action Interact} action. A waterskin doesn't contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a {@item frost vial} typically puts out 1 square of fire, and {@spell ray of frost} is ineffective.",
+ "Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation.",
+ "If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an {@action Interact} action.",
+ "Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire."
]
},
- "actions": [
- {
- "entries": [
- "Circle, located outside town hall, has several working water pumps. These are far enough away that it's impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber's southern entrance at the beginning of each PC's turn. Members of a bucket brigade are lined up outside the chamber, and don't take damage from smoke inhalation.",
- "If a PC does want to carry the water, it's 150 feet from the chamber's southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an {@action Interact} action.",
- "Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire."
- ],
- "name": "Fountain"
- }
- ],
"routine": [
"On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into\u2014typically those with the most flammable materials. Any creature that ends its turn next to the flames takes {@damage 1d6} fire damage, and any creature within the flames takes {@damage 4d6} fire damage. Both of these have a DC 17 basic Reflex save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators' health)",
"The fire has an additional effect on each of its turns after the first.",
- "Turn 2 The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose.",
- "Turn 4+ Creatures in the room take {@dice 1d6} damage from smoke inhalation at the ends of their turns. Anyone who uses an {@action Interact} action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage.",
- "Turn 5 Spectators still inside the room fall {@condition unconscious} from burns and smoke inhalation.",
- "Turn 7 Spectators still in the room die."
+ "{@b Turn 2} The chamber's northern door flies open and flames burst through, igniting the 10-foot-by-10-foot area in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose.",
+ "{@b Turn 4+} Creatures in the room take {@dice 1d6} damage from smoke inhalation at the ends of their turns. Anyone who uses an {@action Interact} action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage.",
+ "{@b Turn 5} Spectators still inside the room fall {@condition unconscious} from burns and smoke inhalation.",
+ "{@b Turn 7} Spectators still in the room die."
]
},
{
@@ -13139,7 +13161,7 @@
"range": "Ranged",
"name": "sharpened fragment",
"attack": 26,
- "damage": "{@damage 2d8+12} slashing plus {@damage 1d8} {@condition persistent damage ||persistent bleed damage} on a critical hit",
+ "damage": "{@damage 2d8+12} slashing plus {@damage 1d8} {@condition persistent damage||persistent bleed damage} on a critical hit",
"types": [
"persistent",
"slashing"
@@ -13256,1163 +13278,2621 @@
]
},
{
- "name": "Vengeful Furnace",
- "source": "AV1",
- "page": 46,
- "level": 4,
+ "name": "Shrieker",
+ "source": "GMG",
+ "page": 77,
+ "level": null,
"traits": [
- "complex",
- "haunt"
+ "environmental",
+ "fungus"
],
"stealth": {
- "bonus": 15,
- "minProf": "expert"
+ "dc": 12
},
"description": [
- "The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, burning ghosts."
+ "This human-sized purple mushroom emits a piercing shriek when disturbed."
],
"disable": {
"entries": [
- "DC 22 {@skill Intimidation} (trained) to cow one of the vengeful spirits or DC 25 {@skill Religion} (trained) to exorcise the spirit. The haunt remains active until both spirits are cowed or exorcised, or until the furnace is destroyed."
+ "DC 18 {@skill Survival} to carefully approach and cut the mushroom's air sac without triggering the shrieker"
]
},
"defenses": {
"ac": {
- "std": 21
+ "std": 12
},
"savingThrows": {
"fort": {
- "std": 15
+ "std": 8
},
"ref": {
- "std": 8
+ "std": 2
}
},
- "hardness": {
- "std": 13
- },
"hp": {
- "std": 60
- },
- "bt": {
- "std": 30
+ "std": 9
},
"immunities": [
"critical hits",
"object immunities",
"precision damage"
- ],
- "weaknesses": [
- "cold 8",
- "positive 5"
]
},
"actions": [
{
+ "name": "Shriek",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "divine",
- "enchantment",
- "fire",
- "mental"
- ],
- "trigger": "A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace",
- "entries": [
- "Burning ghosts burst from the furnace, exposing the triggering creature to the haunt's burn knowledge effect. The haunt rolls initiative."
- ],
- "name": "Ghostly Assault"
- },
- {
- "traits": [
- "divine",
- "enchantment",
- "fire",
- "mental"
- ],
+ "trigger": "A creature or light source approaches within 10 feet of the shrieker or the shrieker takes damage",
"entries": [
- "The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash {@action Strike}, loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": "The creature is unaffected.",
- "Success": "The creature becomes {@condition stupefied|CRB|stupefied 1} for 1 minute while they forget random memories, as if these thoughts were incinerated like pages in a burning book.",
- "Failure": "As success, but the {@condition stupefied|CRB|stupefied 1} condition persists for 24 hours.",
- "Critical Failure": "As failure, but {@condition stupefied|CRB|stupefied 2}."
- }
- }
- ],
- "name": "Burn Knowledge"
- }
- ],
- "routine": [
- "(3 actions) The burning ghosts lash at a random {@condition stupefied} creature in the room (or any random creature, if no creatures in the room are {@condition stupefied}).",
- {
- "type": "attack",
- "range": "Ranged",
- "name": "burning lash",
- "attack": 14,
- "traits": [
- "fire",
- "mental",
- "range <10 feet>"
- ],
- "effects": [
- "burn knowledge"
- ],
- "damage": "{@damage 2d6} fire plus {@damage 2d6} mental and burn knowledge",
- "types": [
- "fire",
- "mental"
- ],
- "noMAP": true
+ "The shrieker emits a deafening screech that deals {@damage 1d6} sonic damage to creatures within 30 feet (DC 16 basic Fortitude save; creatures that critically fail this saving throw are {@condition deafened} for 1 minute)."
+ ]
}
],
"reset": [
- "The haunt resets 1 hour after there are no creatures in the room."
+ "1 minute"
]
},
{
- "name": "Viper Urn",
- "source": "TiO",
- "page": 31,
- "level": 1,
+ "name": "Snowfall",
+ "source": "GMG",
+ "page": 77,
+ "level": 0,
"traits": [
- "uncommon",
- "mechanical",
- "trap"
+ "environmental"
],
"stealth": {
- "dc": 15
+ "dc": 16,
+ "minProf": "trained"
},
"description": [
- "A ceramic urn containing a coiled viper tips and shatters when a tripwire is pulled."
+ "Loose snow and ice have built up on a high surface, such as a tree branch or a rooftop. Its grip on the surface is tenuous, and it is likely to fall if the surface moves."
],
"disable": {
"entries": [
- "DC 15 {@skill Thievery} (trained) to stabilize the urn, or DC 15 {@skill Athletics} to carefully lower the heavy urn."
+ "DC 19 {@skill Survival} (trained) to safely dislodge the snow, or deal any amount of fire damage to destroy the hazard without triggering it"
]
},
"defenses": {
"ac": {
- "std": 15
+ "std": 16
},
"savingThrows": {
"fort": {
- "std": 8
+ "std": 10
},
"ref": {
- "std": 5
+ "std": 8
}
},
- "hardness": {
- "std": 6
- },
"hp": {
- "std": 4
- },
- "bt": {
- "std": 2
+ "std": 8
},
"immunities": [
"critical hits",
- "sneak attack"
+ "object immunities",
+ "precision damage"
]
},
"actions": [
{
+ "name": "Snowdrop",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "attack"
- ],
+ "trigger": "A creature moves beneath where the snowfall is resting",
"entries": [
- "When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn {@action Strike} against that creature, then releases a {@creature Snake, Viper|bb|viper} into the square that contained the trap. The viper attacks any non-plant creature it detects."
- ],
- "name": "Topple"
- }
- ],
- "attacks": [
- {
- "range": "Melee",
- "name": "shattering urn",
- "attack": 12,
- "traits": [
- "deadly <1d10>"
- ],
- "damage": "{@damage 2d6+5} slashing",
- "types": [
- "slashing"
+ "Ice and snow fall on the triggering creature, dealing {@damage 2d6+3} bludgeoning damage (DC 18 basic Reflex save) and soaking their clothing. Until they change into fresh clothing or spend at least an hour in an area of normal or higher temperature, they treat cold environments as one step colder (for example, mild cold as severe cold)."
]
}
]
},
{
- "name": "Vision Of Dahak",
- "source": "AoA2",
- "page": 10,
- "level": 8,
+ "name": "Hampering Web",
+ "source": "GMG",
+ "page": 77,
+ "level": 1,
"traits": [
- "rare",
- "complex",
- "fire",
- "magical",
- "trap"
+ "environmental"
],
"stealth": {
- "bonus": 16,
+ "dc": 18,
"minProf": "expert"
},
"description": [
- "Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of {@deity Dahak|LOGM} himself; a PC who succeeds at a DC 20 {@skill Religion} check to {@action Recall Knowledge} notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction."
+ "Semitransparent sheets of webbing span the entryway, ready to capture small insects or hamper larger creatures that pass through."
],
"disable": {
"entries": [
- "{@skill Religion} DC 26 (expert) to utter prayers to a nonevil deity to counteract {@deity Dahak|LOGM}'s presence (prayers to {@deity Apsu|LOGM} allow this check to be made if the character is merely trained in {@skill Religion}), {@skill Thievery} DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26)."
+ "DC 17 {@skill Survival} (trained) to dislodge it"
]
},
"defenses": {
"ac": {
- "std": 27
+ "std": 19
},
"savingThrows": {
"fort": {
- "std": 17
+ "std": 10
},
"ref": {
- "std": 13
+ "std": 11
}
},
"hp": {
- "std": 130
+ "std": 26
+ },
+ "bt": {
+ "std": 13
},
"immunities": [
"critical hits",
- "fire",
"object immunities",
"precision damage"
- ],
- "weaknesses": [
- "cold 10"
]
},
"actions": [
{
+ "name": "Ensnare",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature is within the way station.",
- "entries": [
- "The vision of {@deity Dahak|LOGM} appears in a 15-foot space adjacent to that creature and rolls initiative."
- ],
- "name": "Manifest"
- }
- ],
- "routine": [
- "(2 actions) The vision of {@deity Dahak|LOGM} manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area.",
- {
- "activity": {
- "number": 2,
- "unit": "action"
- },
- "traits": [
- "divine",
- "evocation",
- "fire"
- ],
+ "trigger": "A creature that isn't a spider walks into the web",
"entries": [
- "The vision of {@deity Dahak|LOGM} unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals {@damage 6d6} fire damage to all creatures within (DC 26 basic Reflex save)."
- ],
- "type": "ability",
- "name": "Breath Weapon"
+ "The web wraps around the triggering creature's body, clinging to their limbs. The triggering creature must succeed at a DC 20 Reflex save or take a \u201310-foot circumstance penalty to all their Speeds until they {@action Escape} the web (DC 20). On a critical failure, the webbing also clings to the creature's face, making them {@condition sickened||sickened 1}, and they can't attempt to reduce this condition until they {@action Escape} the web."
+ ]
}
- ],
- "reset": [
- "The vision of {@deity Dahak|LOGM} deactivates and resets automatically once no creatures remain within the Huntergate way station."
]
},
{
- "name": "Vorpal Executioner",
- "source": "CRB",
- "page": 525,
- "level": 19,
+ "name": "Brown Mold",
+ "source": "GMG",
+ "page": 77,
+ "level": 2,
"traits": [
- "mechanical",
- "trap"
+ "environmental",
+ "fungus"
],
"stealth": {
- "dc": 43,
- "minProf": "expert"
+ "dc": 21,
+ "minProf": "trained"
},
"description": [
- "A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within."
+ "This unassuming fungus leeches heat out of the air."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 41 (expert) at four different junctions to jam all the saw blade's possible paths, preventing it from traveling through the room."
+ "DC 18 {@skill Survival} (trained) to safely remove the mold"
]
},
"defenses": {
"ac": {
- "std": 43
+ "std": 18
},
"savingThrows": {
"fort": {
- "std": 32
+ "std": 11
},
- "ref": {
- "std": 32
- }
- },
- "hardness": {
- "std": 30
+ "abilities": [
+ "Ref +5"
+ ]
},
"hp": {
- "std": 120,
- "notes": {
- "std": "per junction"
- }
+ "std": 30
},
"bt": {
- "std": 60
+ "std": 15
},
"immunities": [
"critical hits",
+ "fire",
"object immunities",
"precision damage"
+ ],
+ "weaknesses": [
+ {
+ "name": "cold",
+ "amount": 10
+ }
]
},
"actions": [
{
- "activity": {
- "number": 1,
- "unit": "reaction"
- },
+ "name": "Emit Cold",
"traits": [
- "attack",
- "death"
+ "aura",
+ "cold"
],
- "trigger": "A creature attempts to exit the room.",
"entries": [
- "The saw blade travels along its path, making one {@action Strike} against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets."
- ],
- "name": "Total Decapitation"
+ "5 feet. Brown mold deals {@damage 2d6} cold damage to nearby creatures."
+ ]
},
{
+ "name": "Leech Warmth",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "Fire comes within 5 feet of the brown mold",
"entries": [
- "On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, {@condition dying} instantly unless it can survive without a head."
- ],
- "name": "Decapitation"
+ "The brown mold expands into every square adjacent to its space. As it grows, it pulls more heat from its surroundings, dealing {@damage 2d6+6} cold damage (DC 18 basic Fortitude save) to creatures within 10 feet after it expands."
+ ]
}
],
"reset": [
- "The trap resets over the course of the round and can be triggered again 1 round later."
+ "After expanding, the brown mold can't grow again for 1 day."
+ ]
+ },
+ {
+ "name": "Treacherous Scree",
+ "source": "GMG",
+ "page": 77,
+ "level": 3,
+ "traits": [
+ "environmental"
],
- "attacks": [
+ "stealth": {
+ "dc": 23,
+ "minProf": "trained"
+ },
+ "description": [
+ "The footing on this sloped ground appears to be stable at first glance, but the tiny rocks that cover it are loosely packed and {@condition prone} to slipping."
+ ],
+ "disable": {
+ "entries": [
+ "DC 20 {@skill Survival} (trained) to navigate a safe path"
+ ]
+ },
+ "actions": [
{
- "range": "Melee",
- "name": "saw blade",
- "attack": 40,
- "traits": [
- "deadly "
- ],
- "effects": [
- "decapitation"
- ],
- "damage": "{@damage 6d12+25} slashing plus decapitation",
- "types": [
- "slashing"
- ],
- "noMAP": true
+ "name": "Rockslide",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature steps on the unstable ground",
+ "entries": [
+ "Rocks tumble and slip beneath its feet. The triggering creature must attempt a DC 21 Reflex save as they tumble against the rocks, which deal {@damage 2d10+13} bludgeoning damage.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature takes no damage."
+ ],
+ "Success": [
+ "The creature takes half damage and falls {@condition prone} in its space."
+ ],
+ "Failure": [
+ "The creature takes full damage, falls {@condition prone} in its space, and tumbles down to the bottom of the slope."
+ ],
+ "Critical Failure": [
+ "As failure, but double damage."
+ ]
+ }
+ }
+ ]
}
]
},
{
- "name": "Wailing Crystals",
- "source": "AoA4",
- "page": 9,
- "level": 13,
+ "name": "Titanic Flytrap",
+ "source": "GMG",
+ "page": 78,
+ "level": 4,
"traits": [
- "complex",
- "environmental",
- "magical"
+ "environmental"
],
"stealth": {
- "bonus": 27,
- "minProf": "master",
- "notes": "or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals."
+ "dc": 25,
+ "minProf": "trained"
},
"description": [
- "Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard."
+ "On the surface, a titanic flytrap appears to be a patch of the more common flytrap plant, but beneath murky waters it hides a far larger set of jaws, reaching 10 feet across and reinforced with woody branches and lined with paralytic hairs."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 29 (master) to carefully fracture the crystals or {@skill Crafting} DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals."
+ "DC 22 {@skill Survival} (trained) to mislead the flytrap's sense of weight and pressure"
]
},
"defenses": {
"ac": {
- "std": 34
+ "std": 21
},
"savingThrows": {
"fort": {
- "std": 26
+ "std": 15
},
"ref": {
- "std": 18
+ "std": 8
}
},
- "hardness": {
- "std": 18
- },
"hp": {
- "std": 72,
- "notes": {
- "std": "per 5-foot patch"
- }
+ "std": 56
},
"bt": {
- "std": 36
- }
+ "std": 28
+ },
+ "immunities": [
+ "mental"
+ ],
+ "resistances": [
+ {
+ "name": "acid",
+ "amount": 20
+ },
+ {
+ "name": "fire",
+ "amount": 10
+ }
+ ]
},
"actions": [
{
+ "name": "Snap Shut",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "occult"
- ],
- "trigger": "A living creature approaches within 20 feet of a wailing crystal.",
- "entries": [
- "A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with crushing despair (7th level, DC 33). The hazard rolls initiative."
- ],
- "name": "Echoing Cry"
- }
- ],
- "routine": [
- "(3 actions) The hazard uses each action for an.",
- {
+ "trigger": "A Small or Medium creature moves into a square that is within reach of the flytrap's {@condition hidden} jaws",
"entries": [
- "The wailing crystals lose 1 action for each 5-foot patch of crystals that is {@condition broken} or destroyed."
- ],
- "type": "ability",
- "name": "Anguished Shriek."
+ "The flytrap's jaws snap shut, making a jaws {@action Strike} against the triggering creature."
+ ]
},
{
- "traits": [
- "emotion",
- "enchantment",
- "mental",
- "occult",
- "sonic"
- ],
+ "name": "Devour",
"entries": [
- "A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes {@damage 4d6} mental damage and {@damage 4d6} sonic damage (DC 33 basic Will save)."
- ],
- "type": "ability",
- "name": "Anguished Shriek"
+ "The target is trapped by the flytrap's jaws, gaining the {@condition grabbed} condition until it Escapes (DC 21). Additionally, it is exposed to the titanic flytrap toxin from the hundreds of tiny hairs that line the inside of its leaves. If the flytrap's jaws {@action Strike} was a critical success, the target takes a \u20132 circumstance penalty to its saving throws against this poison. At the end of each of target's turns that it remains {@condition grabbed}, the target takes {@damage 3d6} acid damage.",
+ {
+ "type": "affliction",
+ "name": "Titanic Flytrap Toxin",
+ "traits": [
+ "contact",
+ "poison"
+ ],
+ "DC": 21,
+ "savingThrow": "Fortitude",
+ "maxDuration": "4 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 2d6} poison damage and {@condition stunned||stunned 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 3d6} poison damage and {@condition stunned||stunned 2}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 3,
+ "entry": "{@damage 4d6} poison damage and {@condition paralyzed}",
+ "duration": "1 round"
+ }
+ ]
+ }
+ ]
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "jaws",
+ "attack": 17,
+ "damage": "devour"
}
],
"reset": [
- "The wailing crystals deactivate and reset once no living creatures are within 20 feet."
+ "1 hour (or longer, after a large meal)"
]
},
{
- "name": "Watching Wall",
- "source": "AV1",
- "page": 37,
- "level": 4,
+ "name": "Spectral Reflection",
+ "source": "GMG",
+ "page": 78,
+ "level": 5,
"traits": [
- "complex",
"haunt"
],
"stealth": {
- "bonus": 12,
+ "dc": 26,
"minProf": "expert"
},
"description": [
- "An overwhelming feeling of being watched wells up in the minds of those in the room, an instant before an eerie red eye opens in the western wall."
- ],
- "disable": {
- "entries": [
- "DC 22 {@skill Deception} (trained) to appear uninteresting to the watching eye (and thus be ignored by it) or DC 22 {@skill Religion} (trained) to ward against being seen by or affected by the eye."
- ]
- },
- "routine": [
- "(1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take {@damage 4d6} mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn't reduce their {@condition frightened} value at the end of their next turn."
- ],
- "reset": [
- "The haunt becomes inert at the end of any round in which there are no {@condition frightened} creatures it can see.",
- "It stays dormant for 1 hour, after which point it resets."
- ]
- },
- {
- "name": "Waxworks Onslaught Trap",
- "source": "AoE4",
- "page": 60,
- "level": 16,
- "traits": [
- "complex",
- "magical",
- "trap"
- ],
- "stealth": {
- "bonus": 27,
- "minProf": "master"
- },
- "description": [
- "Four huge tubs containing congealed wax, enchanted to melt and envelop unwary intruders, each sit atop a cold fire."
+ "The reflection in the mirror subtly twists and distorts, its expression taking on an unnerving sneer of malice."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 43 (master) to drain the wax from a tub or {@skill Athletics} DC 45 (master) to push through the wax blocking a sealed door and escape (other creatures must push their own way through, as the wax reseals)"
+ "DC 23 {@skill Religion} (trained) to exorcise the spirit, or DC 23"
]
},
"defenses": {
"ac": {
- "std": 39
+ "std": 19
},
"savingThrows": {
"fort": {
- "std": 30
+ "std": 15
},
"ref": {
- "std": 25
+ "std": 10
}
},
"hardness": {
- "Tub": 25
+ "std": 13
},
"hp": {
- "Tub": 104,
- "std": 72,
- "notes": {
- "Tub": "to destroy a tub and prevent it from making any further attacks",
- "std": "to destroy the wax on a sealed door and allow anyone to escape through the door"
- }
+ "std": 50
},
"bt": {
- "Tub": 52,
- "std": 36
+ "std": 25
},
"immunities": [
"critical hits",
- "fire (tubs only)",
"object immunities",
"precision damage"
]
},
"actions": [
{
+ "name": "Thievery",
"activity": {
- "number": 1,
+ "unit": "varies",
+ "entry": "trained"
+ },
+ "components": [
+ "to quickly cover the mirror"
+ ],
+ "entries": []
+ },
+ {
+ "name": "Spectral Impale",
+ "activity": {
+ "number": 1,
"unit": "reaction"
},
- "trigger": "A creature comes within 5 feet of a tub",
+ "trigger": "A living creature approaches within 15 feet of the mirror, and the mirror is lit with dim or brighter light",
"entries": [
- "The fires beneath the vats blaze to life, magically melting the wax in the tubs. The tubs emit gouts of wax over the room's exits, sealing them shut. The trap then rolls initiative."
- ],
- "name": "Seal Room"
+ "Shadowy barbs impale the body of the reflected creature as the haunt makes a shadow barbs {@action Strike}."
+ ]
+ },
+ {
+ "name": "Sap Vitality",
+ "entries": [
+ "A creature hit by the reflection's shadow barbs must attempt a DC 22 Fortitude save as the haunt tries to draw a portion of its vital essence into the mirror. The target is {@condition drained||drained 1} on a failed saving throw, or {@condition drained||drained 2} on a critical failure."
+ ]
}
],
- "routine": [
- "(4 actions) The trap loses 1 action each turn per {@condition drained} or destroyed tub. On each action, a different tub spews hot wax at a random creature in the room, dealing {@damage 3d12} fire damage to the target and all adjacent creatures (DC 35 basic Reflex save). On a failure or critical failure, the creature is also encased in hot wax.",
- "A creature that starts its turn encased in wax takes {@damage 8d12} fire damage and is {@condition immobilized} until it Escapes the hardening wax (DC 35). Each turn it remains encased, the damage dealt by the hot wax decreases by {@dice 2d12} but.",
+ "attacks": [
{
- "entries": [
- "{@action Escape} increases by 2 (minimum 0 damage, maximum DC 43). A creature that can't get free from the wax might suffocate (Core Rulebook 478)."
- ],
- "type": "ability",
- "name": "the DC to"
+ "range": "Melee",
+ "name": "shadow barbs",
+ "attack": 19,
+ "damage": "{@damage 4d8+9} negative plus sap vitality"
}
],
"reset": [
- "The trap deactivates and resets after 1 hour. At that time, the wax in the tubs cools and congeals, and any wax elsewhere in the room magically goes back into the tubs."
+ "The haunt re-forms after 1 minute, manifesting in any mirror within its infused area (see Special below). Special Spectral reflections often infuse entire buildings, manifesting in any sufficiently large mirror. The example Hit Points and Hardness given represent a typical mirror reinforced by the haunt; at your discretion, the haunt might appear in reflective surfaces that are harder to destroy.",
+ "Defeating a manifestation through damage destroys the surface, preventing the haunt from using it again. If this haunt appears in an area with many mirrors, consider giving PCs double or even triple the XP for a typical simple hazard."
]
},
{
- "name": "Web Lurker Deadfall",
- "source": "B1",
- "page": 325,
- "level": 3,
+ "name": "Ghostly Choir",
+ "source": "GMG",
+ "page": 78,
+ "level": 6,
"traits": [
- "mechanical",
- "trap"
+ "haunt"
],
"stealth": {
- "dc": 23
+ "dc": 20,
+ "minProf": "expert"
},
"description": [
- "A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square."
+ "A choir of lost souls rises out of the floor, singing an eerie chant that terrifies its listeners and buffets their bodies with walls of sound."
],
"disable": {
"entries": [
- "{@skill Survival} (trained) or {@skill Thievery} (expert) DC 20 to rearrange the webbing"
+ "DC 28 {@skill Performance} (trained) to disrupt the song's resonance with another tune or DC 28 {@skill Religion} (trained) to ritually silence the spirits"
]
},
- "defenses": {
- "ac": {
- "std": 19
- },
- "savingThrows": {
- "fort": {
- "std": 9
- },
- "ref": {
- "std": 9
- }
- }
- },
"actions": [
{
+ "name": "Profane Chant",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature steps into the square with the web tripwire.",
- "entries": [
- "All creatures in the trap's 10-foot square take {@damage 2d6} bludgeoning damage (DC 20 basic Reflex save)."
+ "traits": [
+ "auditory",
+ "emotion",
+ "enchantment",
+ "fear",
+ "mental",
+ "occult"
],
- "name": "Deadfall"
+ "trigger": "A creature moves within 10 feet of the section of floor from which the choir can arise",
+ "entries": [
+ "The choir rises, and its song deals {@damage 4d8+18} mental damage to non-evil creatures within 30 feet of the souls' spectral forms.",
+ "Affected creatures must each attempt a DC 24 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature takes half damage and becomes {@condition frightened||frightened 1}."
+ ],
+ "Failure": [
+ "The creature takes full damage and becomes {@condition frightened||frightened 2}."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage. It also becomes {@condition frightened||frightened 3} and {@condition fleeing} for 1 round."
+ ]
+ }
+ }
+ ]
}
]
},
{
- "name": "Web Lurker Noose",
- "source": "B1",
- "page": 325,
- "level": 2,
+ "name": "Green Slime",
+ "source": "GMG",
+ "page": 78,
+ "level": 9,
"traits": [
- "mechanical",
- "trap"
+ "environmental"
],
"stealth": {
- "dc": 22
+ "dc": 30,
+ "minProf": "expert"
},
"description": [
- "Discreet webbing at throat level snags a creature that walks into it."
+ "A caustic green film clings to the ceiling above, watching for prey to pass beneath it."
],
"disable": {
"entries": [
- "{@skill Survival} (trained) or {@skill Thievery} (expert) DC 18 to rearrange the webbing"
+ "DC 33 {@skill Survival} (expert) to carefully peel the slime off the ceiling without touching it"
]
},
"defenses": {
"ac": {
- "std": 18
+ "std": 20
},
"savingThrows": {
"fort": {
- "std": 11
+ "std": 25
},
- "ref": {
- "std": 5
+ "abilities": [
+ "Ref +15"
+ ]
+ },
+ "hp": {
+ "std": 200
+ },
+ "bt": {
+ "std": 100
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ],
+ "weaknesses": [
+ {
+ "name": "cold",
+ "amount": 20
+ },
+ {
+ "name": "fire",
+ "amount": 20
}
- }
+ ]
},
"actions": [
{
+ "name": "Dissolving Ambush",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "attack"
- ],
- "trigger": "A creature steps into the square with the web tripwire.",
+ "trigger": "A creature walks beneath the slime",
"entries": [
- "The web lurker noose makes a noose {@action Strike} against the triggering creature."
- ],
- "name": "Web Noose"
- }
- ],
- "attacks": [
- {
- "range": "Melee",
- "name": "noose",
- "attack": 13,
- "effects": [
- "deadly "
- ],
- "damage": "{@damage 3d6} bludgeoning and the target is {@condition grabbed} and pulled off the ground ({@action Escape} DC 22). The target takes {@damage 1d6} bludgeoning damage at the end of each of its turns as long as it's caught in the noose.",
- "types": [
- "bludgeoning"
+ "The green slime drops on top of the creature, attempting to dissolve it into a nutritious slurry. The target must attempt a DC 28 Reflex save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The target leaps out of the way, and it is unaffected."
+ ],
+ "Success": [
+ "A small amount of the slime splashes onto the target. The target is {@condition drained||drained 1}."
+ ],
+ "Failure": [
+ "The slime lands on its target. The target is {@condition drained||drained 1}, and this condition value increases by 1 at the end of its turn each round until the slime is removed. If the target reaches {@condition drained||drained 4}, the next time its {@condition drained} value would increase, it dies and collapses into a slurry of nutrients. A slime covering a target can no longer be removed through {@skill Survival} checks, and damage dealt to the slime is also dealt to the target (applying the target's immunities, weaknesses, and resistances rather than those of the green slime)."
+ ],
+ "Critical Failure": [
+ "The slime completely coats its target. This has the same effect as a failure, except the target is immediately {@condition drained||drained 2}, becomes {@condition drained||drained 4} after 1 round, and dies after 2 rounds."
+ ]
+ }
+ }
]
}
+ ],
+ "reset": [
+ "1 hour, as the slime feasts and then slowly creeps back up to the ceiling"
]
},
{
- "name": "Web Lurker Noose",
- "source": "TiO",
- "page": 17,
- "level": 2,
+ "name": "Jealous Abjurer",
+ "source": "GMG",
+ "page": 79,
+ "level": 11,
"traits": [
- "mechanical",
- "trap"
+ "haunt"
],
"stealth": {
- "dc": 22,
- "notes": "{@skill Perception} check"
+ "dc": 33,
+ "minProf": "master"
},
"description": [
- "Discreet webbing at throat level snags a creature that walks into it."
+ "A robe-clad spirit rises out of the floor, pointing an accusing finger."
],
"disable": {
"entries": [
- "DC 18 {@skill Survival} (trained) or {@skill Thievery} (expert) to rearrange the webbing"
- ]
- },
- "defenses": {
- "ac": {
- "std": 18
- },
- "savingThrows": {
- "fort": {
- "std": 11
- },
- "ref": {
- "std": 5
- }
- },
- "hardness": {
- "Noose": 4
- },
- "hp": {
- "Noose": 16,
- "notes": {
- "Noose": "to cut the web noose"
- }
- },
- "bt": {
- "Noose": 8
- },
- "immunities": [
- "critical hits",
- "sneak attack"
+ "DC 36 {@skill Arcana}, {@skill Nature}, {@skill Occultism}, or {@skill Religion} (master) to convince the spirit that the target's magical knowledge is too great to be trifled with"
]
},
"actions": [
{
+ "name": "Rend Magic",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "attack"
+ "abjuration",
+ "arcane"
],
+ "trigger": "A creature that is currently affected by a beneficial spell approaches within 30 feet of the abjurer",
"entries": [
- "If a creature steps into the square with the web trip wire, the web lurker noose makes a noose Strike against the creature."
- ],
- "name": "Web Noose"
+ "Envying the fame and magical prowess of others, the jealous abjurer attempts to engineer a catastrophic failure in the highest-level beneficial spell currently affecting its target. It attempts a counteract check with a +26 modifier. If the counteract check succeeds, the spell is dispelled, and the creature it had been affecting takes {@damage 4d12+30} force damage as the spell violently implodes (DC 32 basic Reflex save)."
+ ]
}
],
- "attacks": [
+ "reset": [
+ "1 hour"
+ ]
+ },
+ {
+ "name": "Plummeting Doom",
+ "source": "GMG",
+ "page": 79,
+ "level": 15,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 40,
+ "minProf": "master",
+ "notes": "to hear the echoes of a faraway object crashing into the ground"
+ },
+ "description": [
+ "Four vengeful spirits grab interlopers and toss them off the edge of a nearby 120-foot-tall cliff."
+ ],
+ "disable": {
+ "entries": [
+ "DC 40 {@skill Athletics} (trained) to push back so forcefully that the spirits fear being thrown off the cliff, or DC 40 {@skill Religion} (expert) to temporarily seal the spirits away"
+ ]
+ },
+ "actions": [
{
- "range": "Melee",
- "name": "noose",
- "attack": 13,
- "effects": [
- "deadly "
+ "name": "Call of the Ground",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "divine",
+ "abjuration"
],
- "damage": "{@damage 3d6} bludgeoning and the target gains the {@condition grabbed} condition is and pulled off the ground ({@action Escape} DC 22).",
- "types": [
- "bludgeoning"
+ "trigger": "A creature approaches within 15 feet of the edge of the cliff",
+ "entries": [
+ "Each spirit attempts to throw a creature within 60 feet of the cliff's edge off the cliff by attempting a check with a +26 modifier against the target's Fortitude DC. If the haunt succeeds, the target is thrown over the edge of the cliff, where it then falls 120 feet to the ground.",
+ "Until the haunt is defeated, each creature within 60 feet of the cliff's edge must attempt a DC 40 Will save each time they would spend an action or reaction to {@action Arrest a Fall}, {@action Fly}, {@action Grab an Edge}, or otherwise avoid falling; if they fail the save, the action is disrupted. The haunt automatically attempts to counteract spells that would slow a fall or mitigate the effects of falling, such as feather fall, with a counteract modifier of +32."
]
}
+ ],
+ "reset": [
+ "1 hour"
]
},
{
- "name": "Wheel Of Misery",
- "source": "CRB",
- "page": 527,
- "level": 6,
+ "name": "Grasp of the Damned",
+ "source": "GMG",
+ "page": 79,
+ "level": 17,
"traits": [
- "complex",
- "magical",
- "mechanical",
- "trap"
+ "haunt"
],
"stealth": {
- "bonus": 16,
- "minProf": "expert",
- "notes": "to detect the magical sensor; noticing the wheel has a DC of 0."
+ "dc": 43,
+ "minProf": "master"
},
"description": [
- "An ornate wheel set into a wall\u2014divided into six segments with colored runes on each\u2014is {@condition controlled} by a magical sensor that detects any creature within 100 feet in front of it."
+ "These desperate spirits are the echoes of people who committed great atrocities in the name of an evil god.",
+ "Now, they are left with only the knowledge that their souls have been damned, and the unwavering belief that they can better their fate by providing powerful sacrifices for their fiendish masters."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 26 (expert) on the wheel to stop it from spinning, {@skill Thievery} DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune."
- ]
- },
- "defenses": {
- "ac": {
- "std": 24
- },
- "savingThrows": {
- "fort": {
- "std": 15
- },
- "ref": {
- "std": 13
- }
- },
- "hardness": {
- "std": 14
- },
- "hp": {
- "std": 56
- },
- "bt": {
- "std": 28
- },
- "immunities": [
- "critical hits",
- "object immunities",
- "precision damage"
+ "DC 46 {@skill Religion} (master) to inspire a deity to intervene and counteract the ritual"
]
},
"actions": [
{
+ "name": "Mark for Damnation",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature enters the sensor's detection area.",
- "entries": [
- "The wheel begins to spin and rolls initiative."
+ "traits": [
+ "death",
+ "divine",
+ "necromancy"
],
- "name": "Wheel Spin"
+ "trigger": "Three or more sentient living creatures of 13th level or higher enter the haunt's area",
+ "entries": [
+ "The haunt deals {@damage 6d12+35} negative damage to each creature in the haunt's area, and each creature must attempt a DC 40 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature takes no damage and is {@condition doomed||doomed 1}."
+ ],
+ "Success": [
+ "The creature takes half damage and is {@condition doomed||doomed 1}."
+ ],
+ "Failure": [
+ "The creature takes full damage, becomes {@condition doomed||doomed 2}, and is marked for damnation."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage, becomes {@condition doomed||doomed 3}, and is marked for damnation.",
+ "If a creature that is marked for damnation dies within the next 24 hours, including from the haunt's damage, its soul is immediately dragged away to the plane of the evil deity that the damned spirits served, where the creature's soul is held captive by one of that deity's powerful servitors. Only wish and similarly potent effects are able to recover the lost soul directly; however, it is also possible to recover the soul by journeying to the evil plane and defeating the soul's captor."
+ ]
+ }
+ }
+ ]
}
],
- "routine": [
- "(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll {@dice 1d6} to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary.",
- "Any spell cast by this trap is arcane."
+ "reset": [
+ "1 day"
]
},
{
- "name": "Witch-priests' Curse",
- "source": "EC5",
- "page": 34,
- "level": 18,
+ "name": "Eternal Flame",
+ "source": "GMG",
+ "page": 80,
+ "level": 7,
"traits": [
- "curse",
- "magical",
- "trap"
+ "complex",
+ "haunt"
],
"stealth": {
- "dc": 42,
+ "bonus": 18,
"minProf": "expert"
},
"description": [
- "Anyone who opens a secret compartment is subjected to a powerful curse."
+ "A raging spectral inferno arises out of thin air, strengthening all undead creatures within its area. This haunt most often arises from the charred remains of a group of three people who burned to death, whether in a terrible accident or a deliberate execution, and their unavenged souls burn with rage."
],
"disable": {
"entries": [
- "DC 39 {@skill Thievery} (legendary) to carefully remove the bone fetish that holds the curse."
+ "DC 27 {@skill Diplomacy} (expert) to temporarily calm the rage of one of the three spirits, or DC 30 {@skill Religion} (trained) to exorcise one of the spirits; three total successes are required to disable the haunt"
]
},
"actions": [
{
+ "name": "Searing Agony",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "curse",
- "divine",
- "necromancy"
+ "divination",
+ "mental"
],
- "trigger": "A creature opens a secret compartment",
+ "trigger": "A living creature approaches within 10 feet of the remains of a victim of the original fire",
"entries": [
- "The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes {@damage 3d6} {@condition persistent damage ||persistent bleed damage}. In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic."
- ],
- "name": "Hex of the Bloody Thief"
+ "Memories of the pain suffered by the fire's past victims assault the triggering creature's mind. The creature must attempt a DC 25 Will save, and the haunt then rolls initiative.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature is {@condition sickened||sickened 1}."
+ ],
+ "Failure": [
+ "The creature is {@condition sickened||sickened 2}."
+ ],
+ "Critical Failure": [
+ "The creature is {@condition sickened||sickened 3}, and it is {@condition flat-footed} for as long as it remains within the haunt's area and for 3 rounds thereafter."
+ ]
+ }
+ }
+ ]
}
],
+ "routine": [
+ "(1 action) Phantom flames rage across the haunted area, dealing {@damage 4d6} fire damage to each living creature within the area (DC 23 basic Will save). Undead creatures in the area are infused with flames for the following round.",
+ "They gain the {@trait fire} trait and immunity to fire, and all their attacks deal an additional {@damage 1d6} fire damage. Objects in the area are unaffected."
+ ],
"reset": [
- "The trap resets if both secret compartments are shut."
+ "The flames cease 1 minute after all living creatures leave the area, but after 1 hour, the anger and pain simmer up and the haunt is ready to trigger again."
]
},
{
- "name": "Wrath Of The Destroyer",
- "source": "AoA2",
- "page": 57,
- "level": 10,
+ "name": "Confounding Betrayal",
+ "source": "GMG",
+ "page": 80,
+ "level": 8,
"traits": [
"complex",
- "magical",
- "trap"
+ "haunt"
],
"stealth": {
- "bonus": 22,
- "minProf": "expert",
- "notes": "to notice subtle vapors of magical energy seething across the doors."
+ "bonus": 21,
+ "minProf": "expert"
},
"description": [
- "These heavy doors, carved with an image of {@deity Dahak|LOGM}, echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of {@deity Dahak|LOGM}'s head emerging from the doors to strike at a foe."
+ "Allies appear to shed their disguises and reveal themselves to be malevolent monsters."
],
"disable": {
"entries": [
- "{@skill Thievery} DC 29 (expert) to disrupt the divine magic,"
+ "DC 28 {@skill Deception} (expert) twice to confound the haunt with your own deceptions, or DC 28 {@skill Occultism} (trained) twice to create a ward against the haunt's mental influence"
]
},
"actions": [
{
- "entries": [
- "29 (expert) to placate the wrathful energies, or dispel magic (5th level; counteract DC 26)",
- "AC 30; Fort +22, Ref +14 Door Hardness 18; Door HP 72 (BT 36); Immunities critical hits, fire, object immunities, precision damage."
- ],
- "name": "Religion DC"
- },
- {
+ "name": "Unmask",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A non-worshipper of {@deity Dahak|LOGM} touches either door leading to C7",
- "entries": [
- "The hazard targets the creature with Face of the Fatal Divine, then rolls initiative."
+ "traits": [
+ "illusion",
+ "occult"
],
- "name": "Expunge"
+ "trigger": "Two or more creatures enter the haunt's area",
+ "entries": [
+ "Each creature sees the forms of nearby creatures shift and change, appearing to transform into fiendish or aberrant beings with a thirst for blood. Each creature in the area must attempt a DC 30 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature sees through the illusions entirely and is temporarily immune to the haunt's routine for 1 minute."
+ ],
+ "Success": [
+ "The creature is unaffected by the strange images."
+ ],
+ "Failure": [
+ "The creature believes the illusions to be true; if they become {@condition confused} by the haunt's routine, they can't attempt flat checks to end the {@condition confused} condition when they take damage."
+ ],
+ "Critical Failure": [
+ "As failure, but the creature is left with a lingering suspicion of others and can't benefit from {@action Aid} reactions for 24 hours."
+ ]
+ }
+ }
+ ]
}
],
"routine": [
- "(1 action) On its initiative, the wrath of the destroyer targets the closest target in area C6 with Face of the Fatal Divine.",
+ "(1 action; illusion, incapacitation, occult) The haunt continues to confound victims' senses and inspire them to commit violence against each other. Each creature in the haunt's area must attempt a DC 26 Will save.",
{
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "traits": [
- "death",
- "divine",
- "emotion",
- "fear",
- "illusion",
- "mental"
- ],
- "entries": [
- "The creature beholds the face of {@deity Dahak|LOGM} as it emerges to bite with its burning jaws, targeting the creature with phantasmal killer (5th level, Will DC 29)."
- ],
- "type": "ability",
- "name": "Face of the Fatal Divine"
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected and temporarily immune for 1 minute."
+ ],
+ "Success": [
+ "The creature is unaffected."
+ ],
+ "Failure": [
+ "The creature is {@condition confused} for 1 round."
+ ],
+ "Critical Failure": [
+ "The creature is {@condition confused} for 1 minute."
+ ]
+ }
}
],
"reset": [
- "The trap deactivates and resets if 1 minute passes without any creature being in range."
+ "The haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter."
]
},
{
- "name": "Wronged Monk's Wrath",
- "source": "FRP1",
- "page": 17,
- "level": 13,
+ "name": "Perilous Flash Flood",
+ "source": "GMG",
+ "page": 80,
+ "level": 10,
"traits": [
- "haunt"
+ "complex",
+ "environmental"
],
"stealth": {
- "dc": 32,
- "minProf": "trained"
+ "bonus": 22,
+ "minProf": "expert"
},
"description": [
- "A monk's tormented spirit attacks intruders."
+ "Whether made up of water rushing through the streets that sweeps up dangerous debris along the way or a less natural substance bursting free of its container, this relentless flood batters everything in its path."
],
"disable": {
"entries": [
- "DC 32 {@skill Lore||Irori Lore} (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 {@skill Religion} (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 {@skill Occultism} (master) to create a ward against future hauntings."
+ "three DC 35 {@skill Athletics}, {@skill Crafting}, or {@skill Survival} checks to move or construct barricades strong enough to create a shelter from the flood. While this creates a safe place to stand, creatures outside of the barricaded area may still be in danger depending on the nature and the source of the flood."
]
},
"actions": [
{
+ "name": "Burst Free",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature enters the prayer room",
+ "trigger": "A creature or effect breaks the flood's containment",
"entries": [
- "The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing {@damage 3d10+15} electricity damage and {@damage 3d10+15} force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": "The creature is unaffected.",
- "Success": "The creature takes half damage.",
- "Failure": "The creature takes full damage and becomes {@condition deafened} for 1 round.",
- "Critical Failure": "The creature takes full damage, {@damage 2d8} {@condition persistent damage ||persistent electricity damage}, and becomes {@condition deafened} for 1 minute."
- }
- }
- ],
- "name": "Ki Storm"
+ "The hazard rolls initiative as the flood surges forth."
+ ]
}
],
- "reset": [
- "The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to {@deity Irori}."
+ "routine": [
+ "(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a DC 30 Fortitude save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a DC 20 {@skill Athletics} check to {@action Swim} in order to move, and those who do not succeed at a check to {@action Swim} each round may drown.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature takes no damage."
+ ],
+ "Success": [
+ "The creature takes half damage."
+ ],
+ "Failure": [
+ "The creature takes full damage and is moved 10 feet along with the water."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage and is moved 20 feet along with the water."
+ ]
+ }
+ },
+ {
+ "type": "list",
+ "items": [
+ "Acidic Runoff This caustic flood dissolves flesh as it moves, dealing {@damage 1d12} bludgeoning damage and {@damage 1d12+8} acid damage. Additionally, it deals {@damage 2d6} {@condition persistent damage||persistent acid damage} to creatures who critically fail their Fortitude saves.",
+ "Battering Waves This flood of rushing water deals {@damage 2d12+10} bludgeoning damage.",
+ "Repulsive Refuse This flood has picked up tainted or disease-ridden objects like sewer runoff or rotting food."
+ ]
+ },
+ "It deals {@damage 2d12+8} bludgeoning damage. Each creature exposed to the flood must attempt a DC 29 Fortitude save, becoming {@condition sickened||sickened 1} on a failure or {@condition sickened||sickened 2} on a critical failure. Additionally, creatures who come into contact with the flood waters are exposed to filth fever (DC 20 Fortitude, Bestiary 258).",
+ {
+ "type": "list",
+ "items": [
+ "Sharp Debris The waters have picked up various objects, some of which are particularly sharp. The flood deals {@damage 1d12} bludgeoning damage and {@damage 1d12+12} piercing damage.",
+ "Sticky Goo The substance is particularly sticky. It deals {@damage 2d12+6} bludgeoning damage. Additionally, each creature in the flood must attempt a DC 29 Reflex save at the beginning of their turn each round. On a failed saving throw, they take a \u201310-foot circumstance penalty to all their Speeds for 1 round. On a critical failure, they are instead {@condition immobilized} for 1 round."
+ ]
+ }
]
},
{
- "name": "Yellow Mold",
- "source": "CRB",
- "page": 524,
- "level": 8,
+ "name": "Flensing Blades",
+ "source": "GMG",
+ "page": 81,
+ "level": 12,
"traits": [
- "environmental",
- "fungus"
+ "complex",
+ "haunt"
],
"stealth": {
- "dc": 28,
- "minProf": "trained"
+ "bonus": 25,
+ "minProf": "expert"
},
"description": [
- "Poisonous mold spores assault nearby creatures."
+ "A whirling tornado of spectrally propelled glass and steel slices whatever it touches to ribbons."
],
"disable": {
"entries": [
- "{@skill Survival} DC 26 (expert) to remove the mold without triggering the spores."
+ "DC 35 {@skill Thievery} (master) to precisely adjust the blades so that they destroy each other, or DC 38 {@skill Religion} (expert) to weaken the haunt; four successes are required to disable it"
]
},
"defenses": {
"ac": {
- "std": 27
+ "std": 33
},
"savingThrows": {
"fort": {
- "std": 17
+ "std": 27
},
"ref": {
- "std": 13
+ "std": 25
+ },
+ "will": {
+ "std": 22
}
},
+ "hardness": {
+ "std": 20
+ },
"hp": {
- "std": 70
+ "std": 100
+ },
+ "bt": {
+ "std": 50
},
"immunities": [
"critical hits",
"object immunities",
"precision damage"
- ]
- },
+ ],
+ "weaknesses": [
+ {
+ "name": "positive",
+ "amount": 15
+ }
+ ]
+ },
+ "actions": [
+ {
+ "name": "Whirling Blades",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "Three or more creatures enter the area of the haunt; Effect sharp fragments lift up from the ground and begin to spin in rapid circles taking up one 5-foot square. The haunt rolls initiative.",
+ "entries": []
+ }
+ ],
+ "routine": [
+ "(3 actions) The tornado of blades uses 3 actions to move, traveling up to 30 feet with each action and dealing {@damage 2d10+10} slashing damage. Each creature in its path must attempt a DC 33 Reflex save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature takes half damage."
+ ],
+ "Failure": [
+ "The creature takes full damage plus {@damage 1d10} {@condition persistent damage||persistent bleed damage}."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage and {@damage 1d10} {@condition persistent damage||persistent bleed damage}. It also becomes {@condition wounded||wounded 1} (or increases its {@condition wounded} value by 1, if it is already {@condition wounded}). Each successful check to disable this hazard reduces the haunt's movement by 30 feet, and the fourth success disables it completely."
+ ]
+ }
+ }
+ ],
+ "reset": [
+ "The haunt draws jagged shards back into its area over the course of an hour, after which it can trigger again."
+ ]
+ },
+ {
+ "name": "Dance of Death",
+ "source": "GMG",
+ "page": 81,
+ "level": 16,
+ "traits": [
+ "complex",
+ "haunt"
+ ],
+ "stealth": {
+ "bonus": 32,
+ "minProf": "master"
+ },
+ "description": [
+ "An eerie orchestra compels all who hear it to dance until they collapse from exhaustion."
+ ],
+ "disable": {
+ "entries": [
+ "DC 42 {@skill Intimidation} (expert) three times to frighten dancers and spectral musicians alike away from participating in the deadly performance, DC 40 {@skill Performance} (master) twice to produce a tune discordant enough to disrupt the compulsion, or DC 42 {@skill Religion} (master) three times to banish the spirits with prayers"
+ ]
+ },
+ "actions": [
+ {
+ "name": "Prelude",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "auditory",
+ "enchantment",
+ "incapacitation",
+ "occult"
+ ],
+ "trigger": "A creature approaches within 30 feet of the orchestra",
+ "entries": [
+ "The orchestra compels all creatures that can hear it to begin dancing. Each creature must attempt a"
+ ]
+ },
+ {
+ "name": "DC 41",
+ "entries": [
+ "Will save, with the following effects.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature is {@condition flat-footed} and cannot use reactions. Additionally, it must spend 1 of its actions each round dancing. Dancing is a move action that allows the creature to {@action Stride} up to half its Speed."
+ ],
+ "Failure": [
+ "As success, except the creature must spend 2 of its actions each round dancing."
+ ],
+ "Critical Failure": [
+ "As failure, except the creature must spend 3 of its actions each round dancing."
+ ]
+ }
+ }
+ ]
+ }
+ ],
+ "routine": [
+ "(1 action; auditory, enchantment, incapacitation, occult) The orchestra performs a raucous tune, compelling all creatures that can hear it to spend actions dancing.",
+ "Each round, creature must attempt a DC 37 Will save; the results of this save modify the number of actions that the creature must spend dancing each round. If this would cause the creature to spend more actions dancing than it can use on its turn, the creature takes {@dice 10d6} damage (or double that on a critical failure) from moving faster than its body can manage.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature decreases the number of actions it must spend dancing by 1."
+ ],
+ "Success": [
+ "No effect."
+ ],
+ "Failure": [
+ "The creature increases the actions it must spend dancing by 1."
+ ],
+ "Critical Failure": [
+ "The creature increases the actions it must spend dancing by 2."
+ ]
+ }
+ }
+ ],
+ "reset": [
+ "The eerie orchestra spends an hour retuning its phantasmal instruments, after which it is ready to begin its routine again."
+ ]
+ },
+ {
+ "name": "Vengeful Furnace",
+ "source": "AV1",
+ "page": 46,
+ "level": 4,
+ "traits": [
+ "complex",
+ "haunt"
+ ],
+ "stealth": {
+ "bonus": 15,
+ "minProf": "expert"
+ },
+ "description": [
+ "The hatch atop the haunted furnace flips open and disgorges a pair of shrieking, burning ghosts."
+ ],
+ "disable": {
+ "entries": [
+ "DC 22 {@skill Intimidation} (trained) to cow one of the vengeful spirits or DC 25 {@skill Religion} (trained) to exorcise the spirit. The haunt remains active until both spirits are cowed or exorcised, or until the furnace is destroyed."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 21
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 15
+ },
+ "ref": {
+ "std": 8
+ }
+ },
+ "hardness": {
+ "std": 13
+ },
+ "hp": {
+ "std": 60
+ },
+ "bt": {
+ "std": 30
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ],
+ "weaknesses": [
+ "cold 8",
+ "positive 5"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "divine",
+ "enchantment",
+ "fire",
+ "mental"
+ ],
+ "trigger": "A living creature with an Intelligence score of 15 or higher enters the room, or any creature touches the furnace",
+ "entries": [
+ "Burning ghosts burst from the furnace, exposing the triggering creature to the haunt's burn knowledge effect. The haunt rolls initiative."
+ ],
+ "name": "Ghostly Assault"
+ },
+ {
+ "traits": [
+ "divine",
+ "enchantment",
+ "fire",
+ "mental"
+ ],
+ "entries": [
+ "The target of the haunt's initial Ghostly Assault, as well as any creature later hit by a burning lash {@action Strike}, loses random memories, as if these thoughts were incinerated like pages in a burning book. The creature must attempt a DC 23 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature becomes {@condition stupefied|CRB|stupefied 1} for 1 minute while they forget random memories, as if these thoughts were incinerated like pages in a burning book.",
+ "Failure": "As success, but the {@condition stupefied|CRB|stupefied 1} condition persists for 24 hours.",
+ "Critical Failure": "As failure, but {@condition stupefied|CRB|stupefied 2}."
+ }
+ }
+ ],
+ "name": "Burn Knowledge"
+ }
+ ],
+ "routine": [
+ "(3 actions) The burning ghosts lash at a random {@condition stupefied} creature in the room (or any random creature, if no creatures in the room are {@condition stupefied}).",
+ {
+ "type": "attack",
+ "range": "Ranged",
+ "name": "burning lash",
+ "attack": 14,
+ "traits": [
+ "fire",
+ "mental",
+ "range <10 feet>"
+ ],
+ "effects": [
+ "burn knowledge"
+ ],
+ "damage": "{@damage 2d6} fire plus {@damage 2d6} mental and burn knowledge",
+ "types": [
+ "fire",
+ "mental"
+ ],
+ "noMAP": true
+ }
+ ],
+ "reset": [
+ "The haunt resets 1 hour after there are no creatures in the room."
+ ]
+ },
+ {
+ "name": "Viper Urn",
+ "source": "TiO",
+ "page": 31,
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "mechanical",
+ "trap"
+ ],
+ "stealth": {
+ "dc": 15,
+ "notes": "{@skill Perception} check"
+ },
+ "description": [
+ "A ceramic urn containing a coiled viper tips and shatters when a tripwire is pulled."
+ ],
+ "disable": {
+ "entries": [
+ "DC 15 {@skill Thievery} (trained) to stabilize the urn, or DC 15 {@skill Athletics} to carefully lower the heavy urn"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 15
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 5
+ }
+ },
+ "hardness": {
+ "std": 6
+ },
+ "hp": {
+ "std": 4
+ },
+ "bt": {
+ "std": 2
+ },
+ "immunities": [
+ "critical hits",
+ "sneak attack"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "attack"
+ ],
+ "entries": [
+ "When someone pulls the trip wire, the urn smashes against a creature in the doorway, making a shattering urn {@action Strike} against that creature, then releases a {@creature Snake, Viper|bb|viper} into the square that contained the trap. The viper attacks any non-plant creature it detects."
+ ],
+ "name": "Topple"
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "shattering urn",
+ "attack": 12,
+ "traits": [
+ "deadly <1d10>"
+ ],
+ "damage": "{@damage 2d6+5} slashing",
+ "types": [
+ "slashing"
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Vision Of Dahak",
+ "source": "AoA2",
+ "page": 10,
+ "level": 8,
+ "traits": [
+ "rare",
+ "complex",
+ "fire",
+ "magical",
+ "trap"
+ ],
+ "stealth": {
+ "bonus": 16,
+ "minProf": "expert"
+ },
+ "description": [
+ "Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of {@deity Dahak|LOGM} himself; a PC who succeeds at a DC 20 {@skill Religion} check to {@action Recall Knowledge} notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Religion} DC 26 (expert) to utter prayers to a nonevil deity to counteract {@deity Dahak|LOGM}'s presence (prayers to {@deity Apsu|LOGM} allow this check to be made if the character is merely trained in {@skill Religion}), {@skill Thievery} DC 30 (expert) to divert the hazard's energies back upon themselves, or a successful dispel magic (4th level; counteract DC 26)."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 27
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 17
+ },
+ "ref": {
+ "std": 13
+ }
+ },
+ "hp": {
+ "std": 130
+ },
+ "immunities": [
+ "critical hits",
+ "fire",
+ "object immunities",
+ "precision damage"
+ ],
+ "weaknesses": [
+ "cold 10"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature is within the way station.",
+ "entries": [
+ "The vision of {@deity Dahak|LOGM} appears in a 15-foot space adjacent to that creature and rolls initiative."
+ ],
+ "name": "Manifest"
+ }
+ ],
+ "routine": [
+ "(2 actions) The vision of {@deity Dahak|LOGM} manifests next to the creature that is closest to the center of the way station, then uses its Breath Weapon in a direction that catches the most possible targets in its area.",
+ {
+ "activity": {
+ "number": 2,
+ "unit": "action"
+ },
+ "traits": [
+ "divine",
+ "evocation",
+ "fire"
+ ],
+ "entries": [
+ "The vision of {@deity Dahak|LOGM} unleashes a blast of fire from its burning maw, creating a 60-foot cone that deals {@damage 6d6} fire damage to all creatures within (DC 26 basic Reflex save)."
+ ],
+ "type": "ability",
+ "name": "Breath Weapon"
+ }
+ ],
+ "reset": [
+ "The vision of {@deity Dahak|LOGM} deactivates and resets automatically once no creatures remain within the Huntergate way station."
+ ]
+ },
+ {
+ "name": "Vorpal Executioner",
+ "source": "CRB",
+ "page": 525,
+ "level": 19,
+ "traits": [
+ "mechanical",
+ "trap"
+ ],
+ "stealth": {
+ "dc": 43,
+ "minProf": "expert"
+ },
+ "description": [
+ "A wickedly sharp saw blade descends and travels along grooves in a complex path throughout the room, attempting to decapitate everyone within."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Thievery} DC 41 (expert) at four different junctions to jam all the saw blade's possible paths, preventing it from traveling through the room."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 43
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 32
+ },
+ "ref": {
+ "std": 32
+ }
+ },
+ "hardness": {
+ "std": 30
+ },
+ "hp": {
+ "std": 120,
+ "notes": {
+ "std": "per junction"
+ }
+ },
+ "bt": {
+ "std": 60
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "attack",
+ "death"
+ ],
+ "trigger": "A creature attempts to exit the room.",
+ "entries": [
+ "The saw blade travels along its path, making one {@action Strike} against each creature in the room, twisting and varying its height for a maximum chance of beheading its targets."
+ ],
+ "name": "Total Decapitation"
+ },
+ {
+ "entries": [
+ "On a critical hit, a target must succeed at a DC 39 Fortitude save or be decapitated, {@condition dying} instantly unless it can survive without a head."
+ ],
+ "name": "Decapitation"
+ }
+ ],
+ "reset": [
+ "The trap resets over the course of the round and can be triggered again 1 round later."
+ ],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "saw blade",
+ "attack": 40,
+ "traits": [
+ "deadly "
+ ],
+ "effects": [
+ "decapitation"
+ ],
+ "damage": "{@damage 6d12+25} slashing plus decapitation",
+ "types": [
+ "slashing"
+ ],
+ "noMAP": true
+ }
+ ]
+ },
+ {
+ "name": "Wailing Crystals",
+ "source": "AoA4",
+ "page": 9,
+ "level": 13,
+ "traits": [
+ "complex",
+ "environmental",
+ "magical"
+ ],
+ "stealth": {
+ "bonus": 27,
+ "minProf": "master",
+ "notes": "or DC 37 (master) to notice what appear to be screaming ghostly faces in the crystals."
+ },
+ "description": [
+ "Three clusters of gleaming, colorful crystals are corrupted with necromantic energy that causes them to reflect negative emotions. All three must be disabled or destroyed to negate the hazard."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Thievery} DC 29 (master) to carefully fracture the crystals or {@skill Crafting} DC 27 (expert) to place objects to stop the resonance, both disabling one 5-foot patch of crystals."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 34
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 26
+ },
+ "ref": {
+ "std": 18
+ }
+ },
+ "hardness": {
+ "std": 18
+ },
+ "hp": {
+ "std": 72,
+ "notes": {
+ "std": "per 5-foot patch"
+ }
+ },
+ "bt": {
+ "std": 36
+ }
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "occult"
+ ],
+ "trigger": "A living creature approaches within 20 feet of a wailing crystal.",
+ "entries": [
+ "A despairing chorus of cries echoes off the crystals, working its way into the minds of all living creatures in Jewelgate Way Station, affecting them with crushing despair (7th level, DC 33). The hazard rolls initiative."
+ ],
+ "name": "Echoing Cry"
+ }
+ ],
+ "routine": [
+ "(3 actions) The hazard uses each action for an.",
+ {
+ "entries": [
+ "The wailing crystals lose 1 action for each 5-foot patch of crystals that is {@condition broken} or destroyed."
+ ],
+ "type": "ability",
+ "name": "Anguished Shriek."
+ },
+ {
+ "traits": [
+ "emotion",
+ "enchantment",
+ "mental",
+ "occult",
+ "sonic"
+ ],
+ "entries": [
+ "A shrieking, distorted face composed of writhing necromantic energy lances out of the crystals to target a random living creature within 20 feet. The target takes {@damage 4d6} mental damage and {@damage 4d6} sonic damage (DC 33 basic Will save)."
+ ],
+ "type": "ability",
+ "name": "Anguished Shriek"
+ }
+ ],
+ "reset": [
+ "The wailing crystals deactivate and reset once no living creatures are within 20 feet."
+ ]
+ },
+ {
+ "name": "Watching Wall",
+ "source": "AV1",
+ "page": 37,
+ "level": 4,
+ "traits": [
+ "complex",
+ "haunt"
+ ],
+ "stealth": {
+ "bonus": 12,
+ "minProf": "expert"
+ },
+ "description": [
+ "An overwhelming feeling of being watched wells up in the minds of those in the room, an instant before an eerie red eye opens in the western wall."
+ ],
+ "disable": {
+ "entries": [
+ "DC 22 {@skill Deception} (trained) to appear uninteresting to the watching eye (and thus be ignored by it) or DC 22 {@skill Religion} (trained) to ward against being seen by or affected by the eye."
+ ]
+ },
+ "routine": [
+ "(1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take {@damage 4d6} mental damage (DC 21 basic Will save) as fears of being watched impart ripples of pain. A creature that takes mental damage from this effect doesn't reduce their {@condition frightened} value at the end of their next turn."
+ ],
+ "reset": [
+ "The haunt becomes inert at the end of any round in which there are no {@condition frightened} creatures it can see.",
+ "It stays dormant for 1 hour, after which point it resets."
+ ]
+ },
+ {
+ "name": "Waxworks Onslaught Trap",
+ "source": "AoE4",
+ "page": 60,
+ "level": 16,
+ "traits": [
+ "complex",
+ "magical",
+ "trap"
+ ],
+ "stealth": {
+ "bonus": 27,
+ "minProf": "master"
+ },
+ "description": [
+ "Four huge tubs containing congealed wax, enchanted to melt and envelop unwary intruders, each sit atop a cold fire."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Thievery} DC 43 (master) to drain the wax from a tub or {@skill Athletics} DC 45 (master) to push through the wax blocking a sealed door and escape (other creatures must push their own way through, as the wax reseals)"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 39
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 30
+ },
+ "ref": {
+ "std": 25
+ }
+ },
+ "hardness": {
+ "Tub": 25
+ },
+ "hp": {
+ "Tub": 104,
+ "std": 72,
+ "notes": {
+ "Tub": "to destroy a tub and prevent it from making any further attacks",
+ "std": "to destroy the wax on a sealed door and allow anyone to escape through the door"
+ }
+ },
+ "bt": {
+ "Tub": 52,
+ "std": 36
+ },
+ "immunities": [
+ "critical hits",
+ "fire (tubs only)",
+ "object immunities",
+ "precision damage"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature comes within 5 feet of a tub",
+ "entries": [
+ "The fires beneath the vats blaze to life, magically melting the wax in the tubs. The tubs emit gouts of wax over the room's exits, sealing them shut. The trap then rolls initiative."
+ ],
+ "name": "Seal Room"
+ }
+ ],
+ "routine": [
+ "(4 actions) The trap loses 1 action each turn per {@condition drained} or destroyed tub. On each action, a different tub spews hot wax at a random creature in the room, dealing {@damage 3d12} fire damage to the target and all adjacent creatures (DC 35 basic Reflex save). On a failure or critical failure, the creature is also encased in hot wax.",
+ "A creature that starts its turn encased in wax takes {@damage 8d12} fire damage and is {@condition immobilized} until it Escapes the hardening wax (DC 35). Each turn it remains encased, the damage dealt by the hot wax decreases by {@dice 2d12} but.",
+ {
+ "entries": [
+ "{@action Escape} increases by 2 (minimum 0 damage, maximum DC 43). A creature that can't get free from the wax might suffocate (Core Rulebook 478)."
+ ],
+ "type": "ability",
+ "name": "the DC to"
+ }
+ ],
+ "reset": [
+ "The trap deactivates and resets after 1 hour. At that time, the wax in the tubs cools and congeals, and any wax elsewhere in the room magically goes back into the tubs."
+ ]
+ },
+ {
+ "name": "Web Lurker Deadfall",
+ "source": "B1",
+ "page": 325,
+ "level": 3,
+ "traits": [
+ "mechanical",
+ "trap"
+ ],
+ "stealth": {
+ "dc": 23
+ },
+ "description": [
+ "A web tripwire lets loose a bundle of boulders that fall on all targets within a 10-foot square."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Survival} (trained) or {@skill Thievery} (expert) DC 20 to rearrange the webbing"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 9
+ },
+ "ref": {
+ "std": 9
+ }
+ }
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature steps into the square with the web tripwire.",
+ "entries": [
+ "All creatures in the trap's 10-foot square take {@damage 2d6} bludgeoning damage (DC 20 basic Reflex save)."
+ ],
+ "name": "Deadfall"
+ }
+ ]
+ },
+ {
+ "name": "Web Lurker Noose",
+ "source": "B1",
+ "page": 325,
+ "level": 2,
+ "traits": [
+ "mechanical",
+ "trap"
+ ],
+ "stealth": {
+ "dc": 22
+ },
+ "description": [
+ "Discreet webbing at throat level snags a creature that walks into it."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Survival} (trained) or {@skill Thievery} (expert) DC 18 to rearrange the webbing"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 11
+ },
+ "ref": {
+ "std": 5
+ }
+ }
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "attack"
+ ],
+ "trigger": "A creature steps into the square with the web tripwire.",
+ "entries": [
+ "The web lurker noose makes a noose {@action Strike} against the triggering creature."
+ ],
+ "name": "Web Noose"
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "noose",
+ "attack": 13,
+ "effects": [
+ "deadly "
+ ],
+ "damage": "{@damage 3d6} bludgeoning and the target is {@condition grabbed} and pulled off the ground ({@action Escape} DC 22). The target takes {@damage 1d6} bludgeoning damage at the end of each of its turns as long as it's caught in the noose.",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Web Lurker Noose",
+ "source": "TiO",
+ "page": 17,
+ "level": 2,
+ "traits": [
+ "mechanical",
+ "trap"
+ ],
+ "stealth": {
+ "dc": 22,
+ "notes": "{@skill Perception} check"
+ },
+ "description": [
+ "Discreet webbing at throat level snags a creature that walks into it."
+ ],
+ "disable": {
+ "entries": [
+ "DC 18 {@skill Survival} (trained) or {@skill Thievery} (expert) to rearrange the webbing"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 11
+ },
+ "ref": {
+ "std": 5
+ }
+ },
+ "hardness": {
+ "Noose": 4
+ },
+ "hp": {
+ "Noose": 16,
+ "notes": {
+ "Noose": "to cut the web noose"
+ }
+ },
+ "bt": {
+ "Noose": 8
+ },
+ "immunities": [
+ "critical hits",
+ "sneak attack"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "attack"
+ ],
+ "entries": [
+ "If a creature steps into the square with the web trip wire, the web lurker noose makes a noose Strike against the creature."
+ ],
+ "name": "Web Noose"
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Melee",
+ "name": "noose",
+ "attack": 13,
+ "effects": [
+ "deadly "
+ ],
+ "damage": "{@damage 3d6} bludgeoning and the target gains the {@condition grabbed} condition is and pulled off the ground ({@action Escape} DC 22).",
+ "types": [
+ "bludgeoning"
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Wheel Of Misery",
+ "source": "CRB",
+ "page": 527,
+ "level": 6,
+ "traits": [
+ "complex",
+ "magical",
+ "mechanical",
+ "trap"
+ ],
+ "stealth": {
+ "bonus": 16,
+ "minProf": "expert",
+ "notes": "to detect the magical sensor; noticing the wheel has a DC of 0."
+ },
+ "description": [
+ "An ornate wheel set into a wall\u2014divided into six segments with colored runes on each\u2014is {@condition controlled} by a magical sensor that detects any creature within 100 feet in front of it."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Thievery} DC 26 (expert) on the wheel to stop it from spinning, {@skill Thievery} DC 22 (master) to erase each rune, or dispel magic (4th level; counteract DC 22) to counteract each rune."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 24
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 15
+ },
+ "ref": {
+ "std": 13
+ }
+ },
+ "hardness": {
+ "std": 14
+ },
+ "hp": {
+ "std": 56
+ },
+ "bt": {
+ "std": 28
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature enters the sensor's detection area.",
+ "entries": [
+ "The wheel begins to spin and rolls initiative."
+ ],
+ "name": "Wheel Spin"
+ }
+ ],
+ "routine": [
+ "(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll {@dice 1d6} to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (3rd level, DC 24, spell attack roll +14). This spell's target is centered on or otherwise includes the nearest creature in the area. This increases the spell's range to 100 feet if necessary.",
+ "Any spell cast by this trap is arcane."
+ ]
+ },
+ {
+ "name": "Witch-priests' Curse",
+ "source": "EC5",
+ "page": 34,
+ "level": 18,
+ "traits": [
+ "curse",
+ "magical",
+ "trap"
+ ],
+ "stealth": {
+ "dc": 42,
+ "minProf": "expert"
+ },
+ "description": [
+ "Anyone who opens a secret compartment is subjected to a powerful curse."
+ ],
+ "disable": {
+ "entries": [
+ "DC 39 {@skill Thievery} (legendary) to carefully remove the bone fetish that holds the curse."
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "curse",
+ "divine",
+ "necromancy"
+ ],
+ "trigger": "A creature opens a secret compartment",
+ "entries": [
+ "The creature must succeed at a DC 38 Will save or be subjected to the witch-priests' curse. Whenever a cursed creature takes at least 10 piercing or slashing damage from a single attack, it also takes {@damage 3d6} {@condition persistent damage||persistent bleed damage}. In addition, the cursed creature regains only half as many Hit Points as normal from all healing. The effect is permanent unless removed by magic."
+ ],
+ "name": "Hex of the Bloody Thief"
+ }
+ ],
+ "reset": [
+ "The trap resets if both secret compartments are shut."
+ ]
+ },
+ {
+ "name": "Wrath Of The Destroyer",
+ "source": "AoA2",
+ "page": 57,
+ "level": 10,
+ "traits": [
+ "complex",
+ "magical",
+ "trap"
+ ],
+ "stealth": {
+ "bonus": 22,
+ "minProf": "expert",
+ "notes": "to notice subtle vapors of magical energy seething across the doors."
+ },
+ "description": [
+ "These heavy doors, carved with an image of {@deity Dahak|LOGM}, echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of {@deity Dahak|LOGM}'s head emerging from the doors to strike at a foe."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Thievery} DC 29 (expert) to disrupt the divine magic,"
+ ]
+ },
+ "actions": [
+ {
+ "entries": [
+ "29 (expert) to placate the wrathful energies, or dispel magic (5th level; counteract DC 26)",
+ "AC 30; Fort +22, Ref +14 Door Hardness 18; Door HP 72 (BT 36); Immunities critical hits, fire, object immunities, precision damage."
+ ],
+ "name": "Religion DC"
+ },
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A non-worshipper of {@deity Dahak|LOGM} touches either door leading to C7",
+ "entries": [
+ "The hazard targets the creature with Face of the Fatal Divine, then rolls initiative."
+ ],
+ "name": "Expunge"
+ }
+ ],
+ "routine": [
+ "(1 action) On its initiative, the wrath of the destroyer targets the closest target in area C6 with Face of the Fatal Divine.",
+ {
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "traits": [
+ "death",
+ "divine",
+ "emotion",
+ "fear",
+ "illusion",
+ "mental"
+ ],
+ "entries": [
+ "The creature beholds the face of {@deity Dahak|LOGM} as it emerges to bite with its burning jaws, targeting the creature with phantasmal killer (5th level, Will DC 29)."
+ ],
+ "type": "ability",
+ "name": "Face of the Fatal Divine"
+ }
+ ],
+ "reset": [
+ "The trap deactivates and resets if 1 minute passes without any creature being in range."
+ ]
+ },
+ {
+ "name": "Wronged Monk's Wrath",
+ "source": "FRP1",
+ "page": 17,
+ "level": 13,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 32,
+ "minProf": "trained"
+ },
+ "description": [
+ "A monk's tormented spirit attacks intruders."
+ ],
+ "disable": {
+ "entries": [
+ "DC 32 {@skill Lore||Irori Lore} (trained) to clean the room and return the prayer items to their proper arrangement, DC 37 {@skill Religion} (expert) to state an Iroran prayer of peace and put the haunt to rest, or DC 40 {@skill Occultism} (master) to create a ward against future hauntings."
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature enters the prayer room",
+ "entries": [
+ "The abbot's spirit appears and begins to channel powerful ki energy. One round later, the room fills with a powerful kinetic storm, dealing {@damage 3d10+15} electricity damage and {@damage 3d10+15} force damage to all creatures in the room. Creatures in the room must attempt a DC 37 Reflex save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": "The creature is unaffected.",
+ "Success": "The creature takes half damage.",
+ "Failure": "The creature takes full damage and becomes {@condition deafened} for 1 round.",
+ "Critical Failure": "The creature takes full damage, {@damage 2d8} {@condition persistent damage||persistent electricity damage}, and becomes {@condition deafened} for 1 minute."
+ }
+ }
+ ],
+ "name": "Ki Storm"
+ }
+ ],
+ "reset": [
+ "The haunt re-forms after 1 hour. The haunt becomes disabled and doesn't re-form if a creature lights all of the candles in the room and offers a prayer to {@deity Irori}."
+ ]
+ },
+ {
+ "name": "Yellow Mold",
+ "source": "CRB",
+ "page": 524,
+ "level": 8,
+ "traits": [
+ "environmental",
+ "fungus"
+ ],
+ "stealth": {
+ "dc": 28,
+ "minProf": "trained"
+ },
+ "description": [
+ "Poisonous mold spores assault nearby creatures."
+ ],
+ "disable": {
+ "entries": [
+ "{@skill Survival} DC 26 (expert) to remove the mold without triggering the spores."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 27
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 17
+ },
+ "ref": {
+ "std": 13
+ }
+ },
+ "hp": {
+ "std": 70
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ]
+ },
+ "actions": [
+ {
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature moves into the mold's space or damages the mold.",
+ "entries": [
+ "The mold can't use this reaction if it's in direct sunlight or if the damage was fire damage. The triggering creature and all creatures within 10 feet are exposed to yellow mold spores."
+ ],
+ "name": "Spore Explosion"
+ },
+ {
+ "type": "affliction",
+ "name": "Yellow Mold Spores",
+ "traits": [
+ "inhaled",
+ "poison"
+ ],
+ "note": "Any {@condition drained} condition from the spores persists after the poison's duration ends",
+ "DC": 26,
+ "savingThrow": "Fortitude",
+ "maxDuration": "6 rounds",
+ "stages": [
+ {
+ "stage": 1,
+ "entry": "{@damage 1d8} poison damage and {@condition drained 1}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 2,
+ "entry": "{@damage 2d8} poison damage and {@condition drained 2}",
+ "duration": "1 round"
+ },
+ {
+ "stage": 3,
+ "entry": "{@damage 3d8} poison damage and {@condition drained 3}",
+ "duration": "1 round"
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Locking Door",
+ "source": "BotD",
+ "page": 64,
+ "level": -1,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 18,
+ "minProf": "trained",
+ "notes": "to notice the door sway slightly, even though there's no breeze"
+ },
+ "description": [
+ "A door (or other portal) slams shut and locks."
+ ],
+ "disable": {
+ "entries": [
+ "DC 14 {@skill Athletics} to push back against the door, DC 14 {@skill Crafting} to wedge the door open, or DC 20 {@skill Thievery} (trained) to jam the lock or open the lock afterward"
+ ]
+ },
+ "actions": [
+ {
+ "name": "Shut In",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature ends their move after passing through the doorway",
+ "entries": [
+ "With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Phantom Footsteps",
+ "source": "BotD",
+ "page": 64,
+ "level": -1,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 15
+ },
+ "description": [
+ "Audible footsteps approach from behind, but their source is not apparent."
+ ],
+ "disable": {
+ "entries": [
+ "DC 17 {@skill Religion} (trained) to ritually ward off lesser spirits or DC 18 {@skill Occultism} to exorcise the spirit"
+ ]
+ },
+ "actions": [
+ {
+ "name": "Stalk",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "auditory",
+ "emotion",
+ "enchantment",
+ "fear",
+ "mental",
+ "occult"
+ ],
+ "trigger": "A creature passes by the footsteps' path",
+ "entries": [
+ "Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature is {@condition frightened||frightened 1}."
+ ],
+ "Failure": [
+ "The creature is {@condition frightened||frightened 2}."
+ ],
+ "Critical Failure": [
+ "The creature is {@condition frightened||frightened 3}."
+ ]
+ }
+ }
+ ]
+ }
+ ],
+ "reset": [
+ "1 hour"
+ ]
+ },
+ {
+ "name": "Blood-Soaked Soil",
+ "source": "BotD",
+ "page": 64,
+ "level": 0,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 16,
+ "minProf": "trained",
+ "notes": "to feel breath upon your neck"
+ },
+ "description": [
+ "The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass."
+ ],
+ "disable": {
+ "entries": [
+ "DC 18 {@skill Diplomacy} or {@skill Occultism} (trained) to settle the spirits or DC 19 {@skill Religion} (trained) to bless the area"
+ ]
+ },
+ "actions": [
+ {
+ "name": "Whisper",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "traits": [
+ "auditory",
+ "emotion",
+ "enchantment",
+ "fear",
+ "mental",
+ "occult"
+ ],
+ "trigger": "A creature enters the haunt's area",
+ "entries": [
+ "The haunt deals {@damage 1d6+4} mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also {@condition frightened||frightened 1}."
+ ]
+ }
+ ],
+ "reset": [
+ "1 hour"
+ ]
+ },
+ {
+ "name": "Cold Spot",
+ "source": "BotD",
+ "page": 64,
+ "level": 1,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 17,
+ "minProf": "trained"
+ },
+ "description": [
+ "The temperature suddenly drops as spectral forces gather in the area."
+ ],
+ "disable": {
+ "entries": [
+ "DC 19 {@skill Religion} (trained) to banish the cold spot with ritual prayers or DC 20 {@skill Occultism} (trained) to foil the arrival of outside forces"
+ ]
+ },
"actions": [
{
+ "name": "Sudden Chill",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature moves into the mold's space or damages the mold.",
- "entries": [
- "The mold can't use this reaction if it's in direct sunlight or if the damage was fire damage. The triggering creature and all creatures within 10 feet are exposed to yellow mold spores."
- ],
- "name": "Spore Explosion"
- },
- {
- "type": "affliction",
- "name": "Yellow Mold Spores",
"traits": [
- "inhaled",
- "poison"
+ "cold",
+ "evocation",
+ "occult"
],
- "note": "Any {@condition drained} condition from the spores persists after the poison's duration ends",
- "DC": 26,
- "savingThrow": "Fortitude",
- "maxDuration": "6 rounds",
- "stages": [
- {
- "stage": 1,
- "entry": "{@damage 1d8} poison damage and {@condition drained 1}",
- "duration": "1 round"
- },
- {
- "stage": 2,
- "entry": "{@damage 2d8} poison damage and {@condition drained 2}",
- "duration": "1 round"
- },
- {
- "stage": 3,
- "entry": "{@damage 3d8} poison damage and {@condition drained 3}",
- "duration": "1 round"
- }
+ "trigger": "A living creature enters the area",
+ "entries": [
+ "The temperature drops as {@condition invisible} spirits gather around the living. Living creatures within 15 feet take {@damage 2d4+5} cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally {@condition clumsy||clumsy 1}."
]
}
+ ],
+ "reset": [
+ "1 hour"
]
},
{
- "name": "Locking Door",
+ "name": "Shattered Window",
"source": "BotD",
- "page": 64,
- "level": -1,
+ "page": 65,
+ "level": 1,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 17,
+ "minProf": "trained",
+ "notes": "to notice cracks spider-webbing across the window"
+ },
+ "description": [
+ "The anger trapped within a structure shatters a window, showering glass in adjacent spaces."
+ ],
+ "disable": {
+ "entries": [
+ "DC 19 {@skill Occultism} or {@skill Religion} (trained) to suppress the spiritual energy or DC 20 {@skill Diplomacy} (trained) to soothe the latent anger"
+ ]
+ },
+ "actions": [
+ {
+ "name": "Shatter",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature moves adjacent to the window",
+ "entries": [
+ "The window shatters, dealing {@damage 2d6+5} slashing damage to creatures within 5 feet (DC 17 basic Reflex save)."
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Bloodthirsty Toy",
+ "source": "BotD",
+ "page": 65,
+ "level": 2,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 17,
+ "minProf": "trained",
+ "notes": "to hear a child imitate an animal's roar"
+ },
+ "description": [
+ "A scruffy stuffed bear animates, biting whoever disturbs it."
+ ],
+ "disable": {
+ "entries": [
+ "DC 20 {@skill Thievery} (trained) to handle the toy without disturbing it or DC 21 {@skill Occultism} (trained) to suppress the memories suffusing the toy"
+ ]
+ },
+ "reset": [
+ "1 hour"
+ ],
+ "actions": [
+ {
+ "name": "Chomp",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature touches the toy",
+ "entries": [
+ "The toy animates for a split second, biting the triggering creature with a ferocious jaws {@action Strike}."
+ ]
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Melee",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "name": "jaws",
+ "bonus": 14,
+ "damage": "{@damage 2d8+8} piercing damage"
+ }
+ ]
+ },
+ {
+ "name": "Toppling Furniture",
+ "source": "BotD",
+ "page": 65,
+ "level": 2,
"traits": [
"haunt"
],
"stealth": {
"dc": 18,
"minProf": "trained",
- "notes": "to notice the door sway slightly, even though there's no breeze"
+ "notes": "to hear the spirit's grunt of exertion as it works to topple the furniture"
},
"description": [
- "A door (or other portal) slams shut and locks."
+ "A mischievous spirit pushes a bookshelf over onto a creature."
],
"disable": {
"entries": [
- "DC 14 {@skill Athletics} to push back against the door, DC 14 {@skill Crafting} to wedge the door open, or DC 20 {@skill Thievery} (trained) to jam the lock or open the lock afterward"
+ "DC 16 {@skill Athletics} to hold the furniture upright or DC 18 {@skill Occultism} (trained) to foil the spirit's efforts to influence matter"
]
},
+ "reset": [
+ "If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for {@dice 1d4} rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for {@dice 1d4} hours."
+ ],
"actions": [
{
- "name": "Shut In",
+ "name": "Topple Furniture",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature ends their move after passing through the doorway",
+ "trigger": "A creature moves adjacent to the furniture",
"entries": [
- "With an ethereal gust shimmering in the air, the door creaks as it swings shut and locks. The haunted door pushes anyone in its space into an adjacent space in the connecting chamber. A creature that would be pushed and succeeds at a DC 16 Reflex save selects which side of the door they end up on."
+ "The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes {@damage 2d10+7} bludgeoning damage (DC 22 basic Reflex save). On a failure, the creature is additionally knocked {@condition prone}."
]
}
]
},
{
- "name": "Phantom Footsteps",
+ "name": "Phantom Jailer",
"source": "BotD",
- "page": 64,
- "level": -1,
+ "page": 65,
+ "level": 3,
"traits": [
"haunt"
],
"stealth": {
- "dc": 15
+ "dc": 20,
+ "minProf": "trained",
+ "notes": "to notice the manacles twitch"
},
"description": [
- "Audible footsteps approach from behind, but their source is not apparent."
+ "A spirit appears and arrests the creature by clamping manacles around their wrists."
],
"disable": {
"entries": [
- "DC 17 {@skill Religion} (trained) to ritually ward off lesser spirits or DC 18 {@skill Occultism} to exorcise the spirit"
+ "DC 18 {@skill Athletics} to seize the manacles from the spirit, DC 19 {@skill Intimidation} (trained) to order the spirit to stand down, or DC 20 {@skill Occultism} to exorcise the spirit"
]
},
+ "reset": [
+ "1 day"
+ ],
"actions": [
{
- "name": "Stalk",
+ "name": "Capture",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "auditory",
- "emotion",
- "enchantment",
- "fear",
- "mental",
- "occult"
- ],
- "trigger": "A creature passes by the footsteps' path",
+ "trigger": "A creature touches the manacles",
"entries": [
- "Footsteps with no visible source closely shadow the triggering creature, then stop. The triggering creature must attempt a DC 16 Will save.",
+ "The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save.",
{
"type": "successDegree",
"entries": {
@@ -14420,165 +15900,235 @@
"The creature is unaffected."
],
"Success": [
- "The creature is {@condition frightened||frightened 1}."
+ "The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action."
],
"Failure": [
- "The creature is {@condition frightened||frightened 2}."
+ "The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is {@condition flat-footed} and {@condition clumsy||clumsy 1} until the manacles are removed as a 3-action activity."
],
"Critical Failure": [
- "The creature is {@condition frightened||frightened 3}."
+ "The spirit clamps the manacles around the creature's wrists and locks them. The creature is {@condition flat-footed} and {@condition clumsy||clumsy 1} until the manacles are removed ({@action Escape} DC 23, simple lock)."
+ ]
+ }
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Violent Shove",
+ "source": "BotD",
+ "page": 65,
+ "level": 3,
+ "traits": [
+ "haunt"
+ ],
+ "stealth": {
+ "dc": 23,
+ "minProf": "trained",
+ "notes": "to feel an ominous presence in the room"
+ },
+ "description": [
+ "An invisible force bats creatures aside, hurling them into a nearby wall."
+ ],
+ "disable": {
+ "entries": [
+ "DC 19 {@skill Occultism} (trained) to disperse the force or DC 20 {@skill Religion} (trained) to ward yourself from harm"
+ ]
+ },
+ "reset": [
+ "1 day"
+ ],
+ "actions": [
+ {
+ "name": "Shove",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "A creature moves adjacent to the haunted wall",
+ "entries": [
+ "A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature is pushed 5 feet toward the wall. If the creature would collide with the wall, they take {@damage 1d10+5} bludgeoning damage."
+ ],
+ "Failure": [
+ "The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take {@damage 2d10+10} bludgeoning damage."
+ ],
+ "Critical Failure": [
+ "The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take {@damage 3d10+15} bludgeoning damage and are knocked {@condition prone}."
]
}
}
]
}
- ],
- "reset": [
- "1 hour"
]
},
{
- "name": "Blood-Soaked Soil",
+ "name": "Final Words",
"source": "BotD",
- "page": 64,
- "level": 0,
+ "page": 65,
+ "level": 4,
"traits": [
"haunt"
],
"stealth": {
- "dc": 16,
+ "dc": 22,
"minProf": "trained",
- "notes": "to feel breath upon your neck"
+ "notes": "to hear the scratch of a quill upon paper"
},
"description": [
- "The blood of those who died in the area bubbles up from the earth, soaking the soil and turning it into a bloody morass."
+ "As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh."
],
"disable": {
"entries": [
- "DC 18 {@skill Diplomacy} or {@skill Occultism} (trained) to settle the spirits or DC 19 {@skill Religion} (trained) to bless the area"
+ "DC 24 {@skill Religion} (trained) to ward off the haunt or DC 25 {@skill Thievery} (trained) to dispose of the letter with extreme care before the haunt can form"
]
},
+ "reset": [
+ "1 minute"
+ ],
"actions": [
{
- "name": "Whisper",
+ "name": "Carve in Flesh",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "auditory",
- "emotion",
- "enchantment",
- "fear",
- "mental",
- "occult"
+ "divine",
+ "necromancy",
+ "visual"
],
- "trigger": "A creature enters the haunt's area",
+ "trigger": "A creature reads the letter",
"entries": [
- "The haunt deals {@damage 1d6+4} mental damage to creatures in the area (DC 19 basic Will save). On a failure, the creature is also {@condition frightened||frightened 1}."
+ "The haunt deals {@damage 2d8+11} slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes {@damage 2d8} {@condition persistent damage||persistent bleed damage}."
]
}
- ],
- "reset": [
- "1 hour"
]
},
{
- "name": "Cold Spot",
+ "name": "Ectoplasmic Grasp",
"source": "BotD",
- "page": 64,
- "level": 1,
+ "page": 66,
+ "level": 5,
"traits": [
"haunt"
],
"stealth": {
- "dc": 17,
- "minProf": "trained"
+ "dc": 23,
+ "minProf": "trained",
+ "notes": "to notice ectoplasm coalescing"
},
"description": [
- "The temperature suddenly drops as spectral forces gather in the area."
+ "A massive ectoplasmic hand forms around a creature and squeezes it."
],
"disable": {
"entries": [
- "DC 19 {@skill Religion} (trained) to banish the cold spot with ritual prayers or DC 20 {@skill Occultism} (trained) to foil the arrival of outside forces"
+ "DC 24 {@skill Occultism} (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 {@skill Acrobatics} to move through and disrupt the coalescing ectoplasm before it takes hold"
]
},
+ "reset": [
+ "1 day"
+ ],
"actions": [
{
- "name": "Sudden Chill",
+ "name": "Squeeze",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "cold",
- "evocation",
- "occult"
- ],
- "trigger": "A living creature enters the area",
+ "trigger": "A creature moves over the haunt's area",
"entries": [
- "The temperature drops as {@condition invisible} spirits gather around the living. Living creatures within 15 feet take {@damage 2d4+5} cold damage (DC 17 basic Fortitude save). Creatures that critically fail their save are additionally {@condition clumsy||clumsy 1}."
+ "The hand forms out of ectoplasm and squeezes the triggering creature, dealing {@damage 3d8+14} bludgeoning damage (DC 22 basic Fortitude save). On a failure, the creature is {@condition immobilized} ({@action Escape} DC 22)."
]
}
- ],
- "reset": [
- "1 hour"
]
},
{
- "name": "Shattered Window",
+ "name": "Weight of Guilt",
"source": "BotD",
- "page": 65,
- "level": 1,
+ "page": 66,
+ "level": 7,
"traits": [
"haunt"
],
"stealth": {
- "dc": 17,
- "minProf": "trained",
- "notes": "to notice cracks spider-webbing across the window"
+ "dc": 30,
+ "minProf": "expert",
+ "notes": "to sense an oppressive aura of sorrow"
},
"description": [
- "The anger trapped within a structure shatters a window, showering glass in adjacent spaces."
+ "Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins."
],
"disable": {
"entries": [
- "DC 19 {@skill Occultism} or {@skill Religion} (trained) to suppress the spiritual energy or DC 20 {@skill Diplomacy} (trained) to soothe the latent anger"
+ "DC 26 {@skill Religion} (expert) to disrupt the haunt through prayer or DC 27 {@skill Deception} (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt."
]
},
+ "reset": [
+ "1 day"
+ ],
"actions": [
{
- "name": "Shatter",
+ "name": "Mental Bind",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature moves adjacent to the window",
+ "traits": [
+ "enchantment",
+ "mental",
+ "occult"
+ ],
+ "trigger": "A creature enters the area",
"entries": [
- "The window shatters, dealing {@damage 2d6+5} slashing damage to creatures within 5 feet (DC 17 basic Reflex save)."
+ "Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature takes a \u201310-foot status penalty to its Speeds for 1 round."
+ ],
+ "Failure": [
+ "The creature is {@condition restrained} until it Escapes (DC 25)."
+ ],
+ "Critical Failure": [
+ "As failure, and the creature is overwhelmed with guilt, becoming {@condition stupefied||stupefied 2} for 1 day"
+ ]
+ }
+ }
]
}
]
},
{
- "name": "Bloodthirsty Toy",
+ "name": "Frenetic Musician",
"source": "BotD",
- "page": 65,
- "level": 2,
+ "page": 66,
+ "level": 8,
"traits": [
"haunt"
],
"stealth": {
- "dc": 17,
- "minProf": "trained",
- "notes": "to hear a child imitate an animal's roar"
+ "dc": 28,
+ "minProf": "expert",
+ "notes": "to hear phantom notes"
},
"description": [
- "A scruffy stuffed bear animates, biting whoever disturbs it."
+ "A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody."
],
"disable": {
"entries": [
- "DC 20 {@skill Thievery} (trained) to handle the toy without disturbing it or DC 21 {@skill Occultism} (trained) to suppress the memories suffusing the toy"
+ "DC 26 {@action Perform} (trained) to bring the spirit's music to a close or DC 28 {@skill Occultism} (expert) to banish the spirit"
]
},
"reset": [
@@ -14586,87 +16136,161 @@
],
"actions": [
{
- "name": "Chomp",
+ "name": "Musical Assault",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature touches the toy",
+ "traits": [
+ "auditory",
+ "evocation",
+ "occult",
+ "sonic"
+ ],
+ "trigger": "A creature touches the instrument",
"entries": [
- "The toy animates for a split second, biting the triggering creature with a ferocious jaws {@action Strike}."
+ "The musician's bone-shaking musical performance deals {@damage 4d10+22} sonic damage to creatures within 30 feet (DC 30 basic Will save)."
]
}
+ ]
+ },
+ {
+ "name": "Blood Tears",
+ "source": "BotD",
+ "page": 66,
+ "level": 10,
+ "traits": [
+ "haunt"
],
- "attacks": [
+ "stealth": {
+ "dc": 32,
+ "minProf": "master",
+ "notes": "to notice your vision tint red"
+ },
+ "description": [
+ "A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision."
+ ],
+ "disable": {
+ "entries": [
+ "DC 30 {@skill Diplomacy} (master) to talk the spirit out of gouging its eyes or DC 32 {@skill Religion} (trained) to ease the spirit's sorrows"
+ ]
+ },
+ "reset": [
+ "1 day"
+ ],
+ "actions": [
{
- "range": "Melee",
+ "name": "Weep Blood",
"activity": {
"number": 1,
- "unit": "action"
+ "unit": "reaction"
},
- "name": "jaws",
- "bonus": 14,
- "damage": "{@damage 2d8+8} piercing damage"
+ "traits": [
+ "divine",
+ "necromancy"
+ ],
+ "trigger": "A creature approaches within 15 feet",
+ "entries": [
+ "Blood seeps from the eyes of all creatures within 30 feet, dealing {@condition persistent damage||persistent bleed damage}. Each creature in the area must attempt a DC 33 Fortitude save.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature takes {@damage 2d8+3} {@condition persistent damage||persistent bleed damage} and is {@condition dazzled} for 1 round."
+ ],
+ "Failure": [
+ "The creature takes {@damage 4d8+6} {@condition persistent damage||persistent bleed damage} and is {@condition dazzled} for as long as the {@condition persistent damage} lasts."
+ ],
+ "Critical Failure": [
+ "The creature takes {@damage 8d8+12} {@condition persistent damage||persistent bleed damage} and is {@condition blinded} for as long as the {@condition persistent damage} lasts."
+ ]
+ }
+ }
+ ]
}
]
},
{
- "name": "Toppling Furniture",
+ "name": "Desperate Hunger",
"source": "BotD",
- "page": 65,
- "level": 2,
+ "page": 67,
+ "level": 12,
"traits": [
"haunt"
],
"stealth": {
- "dc": 18,
- "minProf": "trained",
- "notes": "to hear the spirit's grunt of exertion as it works to topple the furniture"
+ "dc": 35,
+ "minProf": "master",
+ "notes": "to feel an odd sense of hunger"
},
"description": [
- "A mischievous spirit pushes a bookshelf over onto a creature."
+ "A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger."
],
"disable": {
"entries": [
- "DC 16 {@skill Athletics} to hold the furniture upright or DC 18 {@skill Occultism} (trained) to foil the spirit's efforts to influence matter"
+ "DC 36 {@skill Deception} (master) to convince the spirit it's no longer hungry or DC 38 {@skill Occultism} (trained) to ritually feed the spirit"
]
},
"reset": [
- "If the haunt successfully damages a creature with Topple Furniture, the spirit laughs for {@dice 1d4} rounds as the haunt resets; each subsequent time the haunt activates, it must topple a different piece of upright furniture. If the haunt fails to damage a creature, the spirit wails in frustration and resets after pouting for {@dice 1d4} hours."
+ "1 day"
],
"actions": [
{
- "name": "Topple Furniture",
+ "name": "Desperate Meal",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature moves adjacent to the furniture",
+ "traits": [
+ "occult",
+ "transmutation"
+ ],
+ "trigger": "A creature approaches within 10 feet",
"entries": [
- "The spirit shoves the furniture over in an attempt to crush the triggering creature. The triggering creature takes {@damage 2d10+7} bludgeoning damage (DC 22 basic Reflex save). On a failure, the creature is additionally knocked {@condition prone}."
+ "Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing {@damage 6d10+20} piercing damage.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature takes half damage and is {@condition sickened||sickened 1}."
+ ],
+ "Failure": [
+ "The creature takes full damage and is {@condition sickened||sickened 2}."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage, is {@condition sickened||sickened 4}, and takes a \u201310-foot status penalty to its Speeds for as long as it's {@condition sickened}."
+ ]
+ }
+ }
]
}
]
},
{
- "name": "Phantom Jailer",
+ "name": "Cannibalistic Echoes",
"source": "BotD",
- "page": 65,
- "level": 3,
+ "page": 67,
+ "level": 16,
"traits": [
"haunt"
],
"stealth": {
- "dc": 20,
- "minProf": "trained",
- "notes": "to notice the manacles twitch"
+ "dc": 42,
+ "minProf": "master",
+ "notes": "to sense something unusual lurking in the area's echoes"
},
"description": [
- "A spirit appears and arrests the creature by clamping manacles around their wrists."
+ "A pack of cannibalistic spirits swarm through the area, devouring living creatures"
],
"disable": {
"entries": [
- "DC 18 {@skill Athletics} to seize the manacles from the spirit, DC 19 {@skill Intimidation} (trained) to order the spirit to stand down, or DC 20 {@skill Occultism} to exorcise the spirit"
+ "DC 40 {@skill Intimidation} (master) to drive the spirits off with a ferocious display or DC 42 {@skill Occultism} (expert) to exorcise the spirits"
]
},
"reset": [
@@ -14674,14 +16298,14 @@
],
"actions": [
{
- "name": "Capture",
+ "name": "Feast",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature touches the manacles",
+ "trigger": "A living creature approaches within 10 feet",
"entries": [
- "The spirit attempts to lock the manacles around the triggering creature's wrists. The triggering creature must attempt a DC 23 Reflex save.",
+ "The spirits bite and chew, dealing {@damage 6d12+35} piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save.",
{
"type": "successDegree",
"entries": {
@@ -14689,13 +16313,13 @@
"The creature is unaffected."
],
"Success": [
- "The spirit loosely places manacles around the creature's wrists. Removing the manacles requires a single action."
+ "The creature takes half damage."
],
"Failure": [
- "The spirit clamps the manacles around the creature's wrists but fails to lock them. The creature is {@condition flat-footed} and {@condition clumsy||clumsy 1} until the manacles are removed as a 3-action activity."
+ "The creature takes full damage, {@damage 2d8} {@condition persistent damage||persistent bleed damage}, and is {@condition drained||drained 1}."
],
"Critical Failure": [
- "The spirit clamps the manacles around the creature's wrists and locks them. The creature is {@condition flat-footed} and {@condition clumsy||clumsy 1} until the manacles are removed ({@action Escape} DC 23, simple lock)."
+ "The creature takes double damage, {@damage 4d8} {@condition persistent damage||persistent bleed damage}, and is {@condition drained||drained 2}."
]
}
}
@@ -14704,24 +16328,24 @@
]
},
{
- "name": "Violent Shove",
+ "name": "Flood Of Spirits",
"source": "BotD",
- "page": 65,
- "level": 3,
+ "page": 67,
+ "level": 18,
"traits": [
"haunt"
],
"stealth": {
- "dc": 23,
- "minProf": "trained",
- "notes": "to feel an ominous presence in the room"
+ "dc": 45,
+ "minProf": "master",
+ "notes": "to hear the flood of spirits coalescing"
},
"description": [
- "An invisible force bats creatures aside, hurling them into a nearby wall."
+ "A wave of spirits fly through the area, passing right through the living."
],
"disable": {
"entries": [
- "DC 19 {@skill Occultism} (trained) to disperse the force or DC 20 {@skill Religion} (trained) to ward yourself from harm"
+ "DC 48 {@skill Occultism} (expert) or {@skill Religion} (master) to divert the spirits"
]
},
"reset": [
@@ -14729,258 +16353,372 @@
],
"actions": [
{
- "name": "Shove",
+ "name": "Surge Through",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature moves adjacent to the haunted wall",
+ "traits": [
+ "cold",
+ "negative"
+ ],
+ "trigger": "A creature passes through the area",
"entries": [
- "A powerful force sweeps across the room, shoving all creatures in the room toward the wall. Each creature in the area must attempt a DC 20 Fortitude save.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": [
- "The creature is unaffected."
- ],
- "Success": [
- "The creature is pushed 5 feet toward the wall. If the creature would collide with the wall, they take {@damage 1d10+5} bludgeoning damage."
- ],
- "Failure": [
- "The creature is pushed 10 feet toward the wall. If the creature would collide with the wall, they take {@damage 2d10+10} bludgeoning damage."
- ],
- "Critical Failure": [
- "The creature is pushed 15 feet toward the wall. If the creature would collide with the wall, they take {@damage 3d10+15} bludgeoning damage and are knocked {@condition prone}."
- ]
- }
- }
+ "The haunt deals {@damage 3d12+20} negative damage and {@damage 3d12+20} cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is {@condition stupefied||stupefied 2} for 1 minute, and on a critical failure, it's also {@condition confused} for 1 minute."
]
}
]
},
{
- "name": "Final Words",
+ "name": "Glimpse Grave",
"source": "BotD",
- "page": 65,
- "level": 4,
+ "page": 67,
+ "level": 20,
"traits": [
"haunt"
],
"stealth": {
- "dc": 22,
- "minProf": "trained",
- "notes": "to hear the scratch of a quill upon paper"
+ "dc": 48,
+ "minProf": "master",
+ "notes": "to notice the words on the tombstone waver"
},
"description": [
- "As a creature touches a hand-written letter, they witness the letter's author scribe it in the past; each pen stroke across the page carves the letter's text into the creature's flesh."
+ "A tombstone bears the name of those who look upon it, causing their hearts to seize."
],
"disable": {
"entries": [
- "DC 24 {@skill Religion} (trained) to ward off the haunt or DC 25 {@skill Thievery} (trained) to dispose of the letter with extreme care before the haunt can form"
+ "DC 45 {@skill Religion} (legendary) to bless the tombstone or DC 50 {@skill Occultism} (trained) to ward off spirits"
]
},
"reset": [
- "1 minute"
+ "1 day"
],
"actions": [
{
- "name": "Carve in Flesh",
+ "name": "Stop Heart",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "divine",
- "necromancy",
+ "death",
+ "illusion",
+ "incapacitation",
+ "linguistic",
+ "occult",
"visual"
],
- "trigger": "A creature reads the letter",
+ "trigger": "A creature reads or touches the tombstone",
"entries": [
- "The haunt deals {@damage 2d8+11} slashing damage to the triggering creature as the words are carved into its flesh (DC 21 basic Will save). On a failure, the creature takes {@damage 2d8} {@condition persistent damage ||persistent bleed damage}."
+ "The haunt deals {@damage 8d10+44} negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies."
]
}
]
},
{
- "name": "Ectoplasmic Grasp",
+ "name": "Entombed Spirit",
"source": "BotD",
- "page": 66,
- "level": 5,
+ "page": 67,
+ "level": 2,
"traits": [
+ "complex",
"haunt"
],
"stealth": {
- "dc": 23,
- "minProf": "trained",
- "notes": "to notice ectoplasm coalescing"
+ "bonus": 11,
+ "minProf": "trained"
},
"description": [
- "A massive ectoplasmic hand forms around a creature and squeezes it."
+ "The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death."
],
"disable": {
"entries": [
- "DC 24 {@skill Occultism} (trained) to send the ectoplasm back to the Ethereal Plane or DC 26 {@skill Acrobatics} to move through and disrupt the coalescing ectoplasm before it takes hold"
+ "DC 17 {@skill Occultism} (trained) to weaken the spirit, DC 18 {@skill Athletics} (trained) to force the spirit's face back inside the wall, or DC 19 {@skill Diplomacy} (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 15
+ },
+ "fort": 11,
+ "ref": 5,
+ "hardness": {
+ "std": 9,
+ "notes": {
+ "std": "(wall)"
+ }
+ },
+ "hp": {
+ "std": 30
+ },
+ "bt": {
+ "std": 15
+ },
+ "immunities": [
+ "object immunities"
]
},
"reset": [
- "1 day"
+ "The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall."
],
"actions": [
{
- "name": "Squeeze",
+ "name": "Gasp",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A creature moves over the haunt's area",
+ "traits": [
+ "enchantment",
+ "fear",
+ "mental",
+ "occult"
+ ],
+ "trigger": "A creature moves adjacent to the wall where the corpse is entombed",
"entries": [
- "The hand forms out of ectoplasm and squeezes the triggering creature, dealing {@damage 3d8+14} bludgeoning damage (DC 22 basic Fortitude save). On a failure, the creature is {@condition immobilized} ({@action Escape} DC 22)."
+ "The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be {@condition frightened||frightened 1} for as long as the haunt remains active. The haunt then rolls initiative"
]
}
+ ],
+ "routine": [
+ "(3 actions) The spirit attempts to {@action Grapple} up to two creatures within 10 feet with a +14 {@skill Athletics} modifier, then squeezes each creature it has {@condition grabbed}, dealing {@damage 1d10+4} damage. The haunt doesn't apply a multiple attack penalty to the second attempt to {@action Grapple}."
]
},
{
- "name": "Weight of Guilt",
+ "name": "Sadistic Conductor",
"source": "BotD",
- "page": 66,
- "level": 7,
+ "page": 67,
+ "level": 4,
"traits": [
+ "complex",
"haunt"
],
"stealth": {
- "dc": 30,
- "minProf": "expert",
- "notes": "to sense an oppressive aura of sorrow"
+ "bonus": 12,
+ "minProf": "trained"
},
"description": [
- "Influenced by the guilt and regrets of the dead, creatures are wrapped in weighted chains that embody their own sins."
+ "A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments."
],
"disable": {
"entries": [
- "DC 26 {@skill Religion} (expert) to disrupt the haunt through prayer or DC 27 {@skill Deception} (expert) to openly defy your regrets and banish the haunt. Creatures who haven't committed sins or already made amends for their transgressions are immune to the effects of this haunt."
+ "DC 18 {@skill Performance} to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 {@skill Thievery} (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt"
+ ]
+ },
+ "defenses": {
+ "hardness": {
+ "std": 10
+ },
+ "hp": {
+ "per instrument": 22
+ },
+ "bt": {
+ "per instrument": 11
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
]
},
"reset": [
- "1 day"
+ "The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour."
],
"actions": [
{
- "name": "Mental Bind",
+ "name": "Conjure Instruments",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "enchantment",
- "mental",
+ "conjuration",
"occult"
],
- "trigger": "A creature enters the area",
+ "trigger": "A creature approaches within 15 feet",
"entries": [
- "Each creature within 30 feet becomes wrapped in heavy spectral chains forged from its own sins and regrets. Each must attempt a DC 25 Will save.",
+ "The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative.",
{
"type": "successDegree",
"entries": {
"Critical Success": [
- "The creature is unaffected."
+ "The conjuration fails and no instrument appears in the creature's hands."
],
"Success": [
- "The creature takes a \u201310-foot status penalty to its Speeds for 1 round."
+ "A conjured instrument appears in the creature's hands, but it isn't compelled to play it."
],
"Failure": [
- "The creature is {@condition restrained} until it Escapes (DC 25)."
+ "A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play."
],
"Critical Failure": [
- "As failure, and the creature is overwhelmed with guilt, becoming {@condition stupefied||stupefied 2} for 1 day"
+ "As failure, but the creature needs a critical success on its {@skill Performance} in order for the conductor to be satisfied and dismiss its instrument."
]
}
}
]
}
+ ],
+ "routine": [
+ "(1 action; {@trait enchantment}, {@trait mental}, {@trait occult}) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals {@damage 1d6+3} slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 {@skill Performance} check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional {@damage 1d6+3} sonic damage."
]
},
{
- "name": "Frenetic Musician",
+ "name": "Grasping Dead",
"source": "BotD",
- "page": 66,
- "level": 8,
+ "page": 68,
+ "level": 5,
"traits": [
+ "complex",
"haunt"
],
"stealth": {
- "dc": 28,
- "minProf": "expert",
- "notes": "to hear phantom notes"
+ "bonus": 12,
+ "minProf": "expert"
},
"description": [
- "A spirit musician rises out of an instrument and plays a frantic, bone-shaking melody."
+ "Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground."
],
"disable": {
"entries": [
- "DC 26 {@action Perform} (trained) to bring the spirit's music to a close or DC 28 {@skill Occultism} (expert) to banish the spirit"
+ "DC 22 {@skill Religion} (trained) to ritually pray for the dead or DC 24 {@skill Occultism} (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt"
+ ]
+ },
+ "defenses": {
+ "hardness": {
+ "std": 10
+ },
+ "hp": {
+ "per instrument": 22
+ },
+ "bt": {
+ "per instrument": 11
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
]
},
+ "actions": [
+ {
+ "name": "Shifting Earth",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "trigger": "At least two creatures enter the area",
+ "entries": [
+ "The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes {@quickref difficult terrain||3|terrain}. Creatures within the area are knocked {@condition prone} unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative."
+ ]
+ }
+ ],
+ "routine": [
+ "(1 action) The grasping hands batter all creatures in the area, dealing {@damage 2d6+7} bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming {@condition immobilized} until it {@action Escape||Escapes} (DC 26). If already {@condition immobilized}, it's fully submerged and must hold its breath to avoid {@quickref suffocation||3|Drowning and Suffocating}."
+ ],
"reset": [
- "1 hour"
+ "The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates."
+ ]
+ },
+ {
+ "name": "Spirit Cyclone",
+ "source": "BotD",
+ "page": 68,
+ "level": 9,
+ "traits": [
+ "complex",
+ "haunt"
],
+ "stealth": {
+ "bonus": 20,
+ "minProf": "expert"
+ },
"actions": [
{
- "name": "Musical Assault",
+ "name": "Gather Spirits",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "auditory",
- "evocation",
- "occult",
- "sonic"
- ],
- "trigger": "A creature touches the instrument",
+ "trigger": "Two or more creatures enter the area",
"entries": [
- "The musician's bone-shaking musical performance deals {@damage 4d10+22} sonic damage to creatures within 30 feet (DC 30 basic Will save)."
+ "A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative."
]
}
+ ],
+ "description": [
+ "DC 30 {@skill Occultism} or {@skill Religion} (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt"
+ ],
+ "disable": {
+ "entries": [
+ "DC 22 {@skill Religion} (trained) to ritually pray for the dead or DC 24 {@skill Occultism} (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt"
+ ]
+ },
+ "routine": [
+ "(3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing {@damage 2d10+13} negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming {@condition grabbed} ({@action Escape} DC 32). A creature {@condition grabbed} by the cyclone moves along with the cyclone and takes {@damage 1d10+6} additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully {@action Escapes} from the cyclone falls from a height of {@dice 1d12*5|1d12 × 5} feet."
+ ],
+ "reset": [
+ "The spirit cyclone disperses after 1 minute and resets after 1 day"
]
},
{
- "name": "Blood Tears",
+ "name": "Ghost Stampede",
"source": "BotD",
- "page": 66,
- "level": 10,
+ "page": 68,
+ "level": 15,
"traits": [
+ "complex",
"haunt"
],
"stealth": {
- "dc": 32,
- "minProf": "master",
- "notes": "to notice your vision tint red"
+ "bonus": 30,
+ "minProf": "master"
},
"description": [
- "A wailing spirit appears and gouges their own eyes. As they do, blood seeps from the eyes of those who witness the act, obscuring their vision."
+ "Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it."
],
"disable": {
"entries": [
- "DC 30 {@skill Diplomacy} (master) to talk the spirit out of gouging its eyes or DC 32 {@skill Religion} (trained) to ease the spirit's sorrows"
+ "DC 36 {@skill Nature} (master) to calm one of the four aurochs or DC 40 {@skill Religion} (trained) to exorcise them"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 40
+ },
+ "fort": 23,
+ "ref": 29,
+ "hardness": {
+ "std": 25
+ },
+ "hp": {
+ "per aurochs skull": 20
+ },
+ "immunities": [
+ "death effects",
+ "disease",
+ "paralyzed",
+ "poison"
+ ],
+ "weaknesses": [
+ "positive 5"
]
},
- "reset": [
- "1 day"
- ],
"actions": [
{
- "name": "Weep Blood",
+ "name": "Defend Territory",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "divine",
- "necromancy"
+ "emotion",
+ "fear",
+ "mental",
+ "occult"
],
- "trigger": "A creature approaches within 15 feet",
+ "trigger": "A creature approaches within 10 feet of an aurochs skull",
"entries": [
- "Blood seeps from the eyes of all creatures within 30 feet, dealing {@condition persistent damage ||persistent bleed damage}. Each creature in the area must attempt a DC 33 Fortitude save.",
+ "The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative.",
{
"type": "successDegree",
"entries": {
@@ -14988,622 +16726,684 @@
"The creature is unaffected."
],
"Success": [
- "The creature takes {@damage 2d8+3} {@condition persistent damage ||persistent bleed damage} and is {@condition dazzled} for 1 round."
+ "The creature is {@condition frightened||frightened 1}."
],
"Failure": [
- "The creature takes {@damage 4d8+6} {@condition persistent damage ||persistent bleed damage} and is {@condition dazzled} for as long as the {@condition persistent damage} lasts."
+ "The creature takes {@damage 1d12+6} mental damage and is {@condition frightened||frightened 2}."
],
"Critical Failure": [
- "The creature takes {@damage 8d8+12} {@condition persistent damage ||persistent bleed damage} and is {@condition blinded} for as long as the {@condition persistent damage} lasts."
+ "The creature takes {@damage 2d12+12} mental damage and is {@condition frightened||frightened 4}."
]
}
}
]
}
+ ],
+ "routine": [
+ "(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn {@action Strike} against a different living creature. A creature critically hit by a horn {@action Strike} also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} and is knocked {@condition prone}.",
+ {
+ "type": "attack",
+ "range": "Melee",
+ "name": "horn",
+ "bonus": 30,
+ "damage": "{@damage 3d12+17} piercing",
+ "noMAP": true
+ }
+ ],
+ "reset": [
+ "The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates."
]
},
{
- "name": "Desperate Hunger",
+ "name": "Siphoning Spirit",
"source": "BotD",
- "page": 67,
- "level": 12,
+ "page": 69,
+ "level": 19,
"traits": [
+ "complex",
"haunt"
],
"stealth": {
- "dc": 35,
- "minProf": "master",
- "notes": "to feel an odd sense of hunger"
+ "bonus": 40,
+ "minProf": "trained"
},
"description": [
- "A skeletally thin spirit appears, weeping as it shoves earth and stones down its throat in an effort to stave off hunger."
+ "A formless spirit drains life from the living, becoming progressively visible as its victims weaken."
],
"disable": {
"entries": [
- "DC 36 {@skill Deception} (master) to convince the spirit it's no longer hungry or DC 38 {@skill Occultism} (trained) to ritually feed the spirit"
+ "DC 48 {@skill Occultism} or {@skill Religion} (expert) to weaken the spirit; four total successes are required to disable the haunt"
]
},
- "reset": [
- "1 day"
- ],
"actions": [
{
- "name": "Desperate Meal",
+ "name": "Sudden Siphon",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "occult",
- "transmutation"
+ "divine",
+ "necromancy",
+ "negative"
],
- "trigger": "A creature approaches within 10 feet",
+ "trigger": "A living creature passes within 15 feet of the spirit",
"entries": [
- "Creatures within 30 feet are filled with painful hunger and must succeed at a DC 32 Fortitude save or feel their stomachs fill with rocks, dirt, and worse, dealing {@damage 6d10+20} piercing damage.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": [
- "The creature is unaffected."
- ],
- "Success": [
- "The creature takes half damage and is {@condition sickened||sickened 1}."
- ],
- "Failure": [
- "The creature takes full damage and is {@condition sickened||sickened 2}."
- ],
- "Critical Failure": [
- "The creature takes double damage, is {@condition sickened||sickened 4}, and takes a \u201310-foot status penalty to its Speeds for as long as it's {@condition sickened}."
- ]
- }
- }
+ "The {@condition invisible} spirit latches onto the life essence of the living, dealing {@damage 4d10+20} negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative"
]
}
+ ],
+ "routine": [
+ "(1 action; {@trait death}, {@trait divine}, {@trait necromancy}, {@trait negative}) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes {@damage 4d10+20} negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature is unaffected."
+ ],
+ "Success": [
+ "The creature takes half damage."
+ ],
+ "Failure": [
+ "The creature takes full damage and increases its {@condition drained} value by 1, to a maximum of {@condition drained||drained 4}."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage and increases its {@condition drained} value by 2, to a maximum of {@condition drained||drained 4}. If the creature was already {@condition drained||drained 4}, it dies."
+ ]
+ }
+ }
+ ],
+ "reset": [
+ "After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets."
]
},
{
- "name": "Cannibalistic Echoes",
- "source": "BotD",
- "page": 67,
- "level": 16,
- "traits": [
- "haunt"
- ],
+ "name": "Falling Ceiling",
+ "source": "BB",
+ "page": 12,
+ "level": 1,
+ "traits": [],
"stealth": {
- "dc": 42,
- "minProf": "master",
- "notes": "to sense something unusual lurking in the area's echoes"
+ "dc": 20,
+ "notes": "{@skill Perception} check"
},
- "description": [
- "A pack of cannibalistic spirits swarm through the area, devouring living creatures"
- ],
"disable": {
"entries": [
- "DC 40 {@skill Intimidation} (master) to drive the spirits off with a ferocious display or DC 42 {@skill Occultism} (expert) to exorcise the spirits"
+ "A hero must succeed at a DC 18 {@skill Thievery} check on the triggering square or the ceiling to prevent the stone blocks from falling."
]
},
- "reset": [
- "1 day"
- ],
"actions": [
{
- "name": "Feast",
+ "name": "Falling Stones",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "A living creature approaches within 10 feet",
"entries": [
- "The spirits bite and chew, dealing {@damage 6d12+35} piercing damage to each creature within 30 feet. Affected creatures must each attempt a DC 41 Reflex save.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": [
- "The creature is unaffected."
- ],
- "Success": [
- "The creature takes half damage."
- ],
- "Failure": [
- "The creature takes full damage, {@damage 2d8} {@condition persistent damage ||persistent bleed damage}, and is {@condition drained||drained 1}."
- ],
- "Critical Failure": [
- "The creature takes double damage, {@damage 4d8} {@condition persistent damage ||persistent bleed damage}, and is {@condition drained||drained 2}."
- ]
- }
- }
+ "When a creature steps on the square closest to the north door, the trap drops blocks of stone all along the hallway. It makes one ranged {@action Strike} against each creature between the two doors."
+ ]
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Ranged",
+ "name": "falling block",
+ "attack": 8,
+ "damage": "{@damage 1d8} bludgeoning",
+ "types": [
+ "bludgeoning"
]
}
]
},
{
- "name": "Flood Of Spirits",
- "source": "BotD",
- "page": 67,
- "level": 18,
- "traits": [
- "haunt"
+ "name": "Central Spears",
+ "source": "BB",
+ "page": 14,
+ "level": 1,
+ "traits": [],
+ "stealth": {
+ "dc": 20,
+ "notes": "{@skill Perception} check"
+ },
+ "disable": {
+ "entries": [
+ "A hero must succeed at a DC 18 {@skill Thievery} check on the triggering floor tiles or the wall sockets in the western wall."
+ ]
+ },
+ "actions": [
+ {
+ "name": "Spear Barrage",
+ "activity": {
+ "number": 1,
+ "unit": "reaction"
+ },
+ "entries": [
+ "When a creature moves into any of the squares in the outlined area, the trap shoots three spears from the western wall. It makes one ranged {@action Strike} against the westernmost creature in each row."
+ ]
+ }
+ ],
+ "attacks": [
+ {
+ "range": "Ranged",
+ "name": "spear",
+ "attack": 10,
+ "damage": "{@damage 1d8+4} piercing",
+ "types": [
+ "piercing"
+ ]
+ }
],
+ "reset": [
+ "The central spears reset after 1 minute."
+ ]
+ },
+ {
+ "name": "Mermaid Fountain",
+ "source": "BB",
+ "page": 21,
+ "level": 3,
+ "traits": [],
"stealth": {
- "dc": 45,
- "minProf": "master",
- "notes": "to hear the flood of spirits coalescing"
+ "bonus": 10,
+ "notes": "; DC 20 {@skill Perception} check to notice."
},
- "description": [
- "A wave of spirits fly through the area, passing right through the living."
- ],
"disable": {
"entries": [
- "DC 48 {@skill Occultism} (expert) or {@skill Religion} (master) to divert the spirits"
+ "DC 20 {@skill Thievery} on each corner mechanism (must disable all three working corners to disable the trap)"
]
},
- "reset": [
- "1 day"
- ],
- "actions": [
- {
- "name": "Surge Through",
- "activity": {
- "number": 1,
- "unit": "reaction"
+ "defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 7
},
- "traits": [
- "cold",
- "negative"
- ],
- "trigger": "A creature passes through the area",
+ "ref": {
+ "std": 5
+ }
+ },
+ "hardness": {
+ "Corner Mechanism": 8
+ },
+ "hp": {
+ "Corner Mechanism": 15
+ }
+ },
+ "routine": [
+ "Each turn, the fountain uses 1 action. Roll a {@dice 1d10} and look up the result on the following list to determine which action it uses that round.",
+ {
+ "name": "1\u20134 Single Target",
+ "type": "ability",
"entries": [
- "The haunt deals {@damage 3d12+20} negative damage and {@damage 3d12+20} cold damage to creatures in the area (DC 40 basic Reflex save). On a failure, a creature is {@condition stupefied||stupefied 2} for 1 minute, and on a critical failure, it's also {@condition confused} for 1 minute."
+ "The statue spins about and sprays water at a single random target in the room. Roll a {@dice 1d4} and count to the number you rolled, starting with the player on your left, to determine which hero gets attacked. The spray is a ranged {@action Strike} with +10 to hit. On a hit, it deals {@damage 2d6} bludgeoning damage (doubled on a critical hit as normal)."
+ ]
+ },
+ {
+ "name": "5\u20137 Corner Spray",
+ "type": "ability",
+ "entries": [
+ "The statue spins about, firing a spray of water at each corner of the room that still has a functioning corner mechanism. This hits any creature adjacent to the corner mechanism, dealing {@damage 2d6} bludgeoning damage. Each hero must attempt a DC 15 basic Reflex save, taking no damage on a critical success, half damage on a success, full damage on a failure, and double damage on a critical failure."
+ ]
+ },
+ {
+ "name": "8\u20139 Half Room",
+ "type": "ability",
+ "entries": [
+ "The statue spins about, spraying half of the room with water. Roll any die. If the result is even, it sprays the west half; otherwise, it sprays the east half. This deals {@damage 2d6} bludgeoning damage to each creature in that half of the room, and each hero must attempt a DC 15 basic Reflex save."
+ ]
+ },
+ {
+ "name": "10 Full Room",
+ "type": "ability",
+ "entries": [
+ "This works just like the half-room attack, but it targets everyone in the room."
]
}
]
},
{
- "name": "Glimpse Grave",
- "source": "BotD",
- "page": 67,
- "level": 20,
- "traits": [
- "haunt"
+ "name": "Hidden Pit",
+ "source": "BB",
+ "page": 49,
+ "level": 0,
+ "traits": [],
+ "description": [
+ "A wooden trapdoor covers a 10-foot square pit that's 20 feet deep."
],
"stealth": {
- "dc": 48,
- "minProf": "master",
- "notes": "to notice the words on the tombstone waver"
+ "dc": 18,
+ "notes": "{@skill Perception} check (or DC 0 if the trapdoor is disabled or {@condition broken})."
},
- "description": [
- "A tombstone bears the name of those who look upon it, causing their hearts to seize."
- ],
"disable": {
"entries": [
- "DC 45 {@skill Religion} (legendary) to bless the tombstone or DC 50 {@skill Occultism} (trained) to ward off spirits"
+ "DC 12 {@skill Thievery} to remove the trapdoor"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 10
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 1
+ },
+ "ref": {
+ "std": 1
+ }
+ },
+ "hardness": {
+ "Trapdoor": 3
+ },
+ "hp": {
+ "Trapdoor": 12
+ },
+ "bt": {
+ "Trapdoor": 6
+ },
+ "immunities": [
+ "critical hits",
+ "sneak attack"
]
},
- "reset": [
- "1 day"
- ],
"actions": [
{
- "name": "Stop Heart",
+ "name": "Pitfall",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "death",
- "illusion",
- "incapacitation",
- "linguistic",
- "occult",
- "visual"
- ],
- "trigger": "A creature reads or touches the tombstone",
"entries": [
- "The haunt deals {@damage 8d10+44} negative damage (DC 47 basic Will save) to all creatures within 60 feet who can see the tombstone and can read any language. On a critical failure, a creature dies."
+ "If a creature walks onto the trapdoor, that creature falls in unless it succeeds at a DC 16 Reflex save to {@action Grab an Edge||grab hold of the edge}. The pit is 20 feet deep, dealing 10 bludgeoning damage to anyone who falls to the bottom."
]
}
]
},
{
- "name": "Entombed Spirit",
- "source": "BotD",
- "page": 67,
- "level": 2,
- "traits": [
- "complex",
- "haunt"
+ "name": "Envenomed Lock",
+ "source": "BB",
+ "page": 49,
+ "level": 1,
+ "traits": [],
+ "description": [
+ "A spring-loaded, poisoned spine is hidden near the keyhole of a lock. Disabling or breaking the trap doesn't disable or break the lock."
],
"stealth": {
- "bonus": 11,
- "minProf": "trained"
+ "dc": 17,
+ "notes": "{@skill Perception} check"
},
- "description": [
- "The wall bulges out in the shape of a howling humanoid face as it twists and forms tendrils reaching for nearby creatures. This haunt is formed when a murder victim is entombed within a wall before or after their death."
- ],
"disable": {
"entries": [
- "DC 17 {@skill Occultism} (trained) to weaken the spirit, DC 18 {@skill Athletics} (trained) to force the spirit's face back inside the wall, or DC 19 {@skill Diplomacy} (trained) to talk down the spirit; two total successes across all skills are required to disable the haunt"
+ "DC 17 {@skill Thievery} on the spring mechanism"
]
},
"defenses": {
"ac": {
"std": 15
},
- "fort": 11,
- "ref": 5,
- "hardness": {
- "std": 9,
- "notes": {
- "std": "(wall)"
+ "savingThrows": {
+ "fort": {
+ "std": 8
+ },
+ "ref": {
+ "std": 4
}
},
+ "hardness": {
+ "std": 6
+ },
"hp": {
- "std": 30
+ "std": 24
},
"bt": {
- "std": 15
+ "std": 12
},
"immunities": [
- "object immunities"
+ "critical hits",
+ "sneak attack"
]
},
- "reset": [
- "The haunt deactivates 1 minute after all creatures leave the area and resets immediately thereafter. If disabled, the haunt resets after 1 day. The haunt is permanently destroyed if the remains of the deceased are removed from the wall."
- ],
"actions": [
{
- "name": "Gasp",
+ "name": "Spring",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "enchantment",
- "fear",
- "mental",
- "occult"
+ "attack"
],
- "trigger": "A creature moves adjacent to the wall where the corpse is entombed",
"entries": [
- "The spirit gasps and wails for aid while the wall takes on the shape of its face and roils, growing tendrils. All creatures within 10 feet must succeed at a DC 18 Will save or be {@condition frightened||frightened 1} for as long as the haunt remains active. The haunt then rolls initiative"
+ "When a creature tries to unlock or {@action Pick a Lock||Pick the Lock}, a spine extends to attack that creature. The trap makes a melee attack with +13 to its attack roll. On a hit, it deals 1 piercing damage and {@damage 1d6} {@condition persistent damage||persistent poison damage} (on a critical hit, 2 piercing damage and {@damage 2d6} {@condition persistent damage||persistent poison damage})."
]
}
- ],
- "routine": [
- "(3 actions) The spirit attempts to {@action Grapple} up to two creatures within 10 feet with a +14 {@skill Athletics} modifier, then squeezes each creature it has {@condition grabbed}, dealing {@damage 1d10+4} damage. The haunt doesn't apply a multiple attack penalty to the second attempt to {@action Grapple}."
]
},
{
- "name": "Sadistic Conductor",
- "source": "BotD",
- "page": 67,
- "level": 4,
- "traits": [
- "complex",
- "haunt"
+ "name": "Slamming Door",
+ "source": "BB",
+ "page": 49,
+ "level": 1,
+ "traits": [],
+ "description": [
+ "Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallway's ceiling."
],
"stealth": {
- "bonus": 12,
- "minProf": "trained"
+ "dc": 17,
+ "notes": "{@skill Perception} check"
},
- "description": [
- "A phantom conductor appears with a flourish, causing spectral instruments with razor-like strings to appear in the hands of those present. As the conductor gestures for the performance to begin, creatures are compelled to play the instruments."
- ],
"disable": {
"entries": [
- "DC 18 {@skill Performance} to perform so well the conductor releases you from your instrument, banishing it voluntarily; DC 22 Occultism or Religion (trained) to banish one instrument; or DC 25 {@skill Thievery} (trained) to sabotage one instrument; each instrument must be banished, sabotaged, or destroyed to disable the haunt"
+ "DC 15 {@skill Thievery} on the floor panels before the slab falls"
]
},
"defenses": {
+ "ac": {
+ "std": 16
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 10
+ },
+ "ref": {
+ "std": 2
+ }
+ },
"hardness": {
- "std": 10
+ "std": 5
},
"hp": {
- "per instrument": 22
+ "std": 20
},
"bt": {
- "per instrument": 11
+ "std": 10
},
"immunities": [
"critical hits",
- "object immunities",
- "precision damage"
+ "sneak attack"
]
},
- "reset": [
- "The haunt deactivates when all conjured instruments are destroyed or there has been silence for 1 minute. It resets after 1 hour."
- ],
"actions": [
{
- "name": "Conjure Instruments",
+ "name": "Slam Shut",
"activity": {
"number": 1,
"unit": "reaction"
},
"traits": [
- "conjuration",
- "occult"
+ "attack"
],
- "trigger": "A creature approaches within 15 feet",
"entries": [
- "The conductor conjures a hazardous spectral instrument into the hands of each sentient creature within 30 feet. Even a creature whose hands are full finds a spectral instrument superimposed over the other items it's carrying. Affected creatures must each attempt a DC 19 Will save. The haunt then rolls initiative.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": [
- "The conjuration fails and no instrument appears in the creature's hands."
- ],
- "Success": [
- "A conjured instrument appears in the creature's hands, but it isn't compelled to play it."
- ],
- "Failure": [
- "A conjured instrument appears in the creature's hands and it's compelled to play it (see routine below). The creature can't willingly put down the instrument while compelled to play."
- ],
- "Critical Failure": [
- "As failure, but the creature needs a critical success on its {@skill Performance} in order for the conductor to be satisfied and dismiss its instrument."
- ]
- }
- }
+ "When pressure is placed on any floor tile, the door falls, closing off the hallway. The stone slab deals {@damage 3d8} bludgeoning damage to anyone beneath or adjacent to the slab when it drops and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction. On a critical success, they roll out of the way and can choose which direction.",
+ "Lifting the fallen slab requires a successful DC 25 {@skill Athletics} check. Hitting the floor panels triggers the trap. The slab uses the same AC and saves as the trap, but it has Hardness 12, HP 48 (BT 24)."
]
}
- ],
- "routine": [
- "(1 action; {@trait enchantment}, {@trait mental}, {@trait occult}) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt's routine or of a creature's own volition during an attempt to disable the haunt, deals {@damage 1d6+3} slashing damage (DC 21 basic Reflex save), and the creature must attempt a DC 18 {@skill Performance} check. On a success, the conductor accepts the performance and dismisses that creature's instrument, and on a critical failure, the discordant sound and conductor's jeers deal an additional {@damage 1d6+3} sonic damage."
]
},
{
- "name": "Grasping Dead",
- "source": "BotD",
- "page": 68,
- "level": 5,
- "traits": [
- "complex",
- "haunt"
- ],
+ "name": "Spear Launcher",
+ "source": "BB",
+ "page": 49,
+ "level": 2,
+ "traits": [],
"stealth": {
- "bonus": 12,
- "minProf": "expert"
+ "dc": 20,
+ "notes": "{@skill Perception} check"
},
"description": [
- "Hands of the buried dead rise from the ground, grabbing and tearing at creatures in the area to drag them underground."
+ "A wall socket loaded with a spear connects to a floor tile in one 5-foot square."
],
"disable": {
"entries": [
- "DC 22 {@skill Religion} (trained) to ritually pray for the dead or DC 24 {@skill Occultism} (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt"
+ "DC 18 {@skill Thievery} on the floor tile or wall socket"
]
},
"defenses": {
+ "ac": {
+ "std": 18
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 11
+ },
+ "ref": {
+ "std": 3
+ }
+ },
"hardness": {
- "std": 10
+ "std": 8
},
"hp": {
- "per instrument": 22
+ "std": 32
},
"bt": {
- "per instrument": 11
+ "std": 16
},
"immunities": [
"critical hits",
- "object immunities",
- "precision damage"
+ "sneak attack"
]
},
"actions": [
{
- "name": "Shifting Earth",
+ "name": "Spear",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "At least two creatures enter the area",
+ "traits": [
+ "attack"
+ ],
"entries": [
- "The earth shifts wildly as the hands of the dead spring forth from the ground. The area becomes {@quickref difficult terrain||3|terrain}. Creatures within the area are knocked {@condition prone} unless they succeed at a DC 26 Reflex save. The haunt then rolls initiative."
+ "When pressure is applied to the floor tile, the trap shoots a spear, making an attack against the creature or object on the floor tile. The trap makes a ranged attack, rolling a {@dice 1d20} and adding 14. On a hit, it deals {@damage 2d6 + 6} piercing damage (doubled on a critical hit as normal)."
]
}
- ],
- "routine": [
- "(1 action) The grasping hands batter all creatures in the area, dealing {@damage 2d6+7} bludgeoning damage (DC 26 basic Reflex save). On a critical failure, a creature is dragged partially into the earth, becoming {@condition immobilized} until it {@action Escape||Escapes} (DC 26). If already {@condition immobilized}, it's fully submerged and must hold its breath to avoid {@quickref suffocation||3|Drowning and Suffocating}."
- ],
- "reset": [
- "The haunt deactivates 1 minute after all living creatures leave the area. After 1 hour, the haunt reactivates."
]
},
{
- "name": "Spirit Cyclone",
- "source": "BotD",
- "page": 68,
- "level": 9,
- "traits": [
- "complex",
- "haunt"
- ],
+ "name": "Scythe Blades",
+ "source": "BB",
+ "page": 49,
+ "level": 4,
+ "traits": [],
"stealth": {
- "bonus": 20,
- "minProf": "expert"
+ "dc": 23,
+ "notes": "{@skill Perception} check"
+ },
+ "description": [
+ "Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire."
+ ],
+ "disable": {
+ "entries": [
+ "DC 21 {@skill Thievery} to disable each blade"
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 21
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 12
+ },
+ "ref": {
+ "std": 8
+ }
+ },
+ "hardness": {
+ "std": 11
+ },
+ "hp": {
+ "std": 44
+ },
+ "bt": {
+ "std": 22
+ },
+ "immunities": [
+ "critical hits",
+ "sneak attack"
+ ]
},
"actions": [
{
- "name": "Gather Spirits",
+ "name": "Falling Scythes",
"activity": {
"number": 1,
"unit": "reaction"
},
- "trigger": "Two or more creatures enter the area",
+ "traits": [
+ "attack"
+ ],
"entries": [
- "A spiraling column of spirits gather, becoming a whirling cyclone of souls 10 feet wide and 60 feet tall. The haunt then rolls initiative."
+ "When the trip wire is pulled or severed, both blades swing down, each one attacking all creatures under the ceiling grooves. The trap makes a melee attack with each blade with +17 to each attack roll. There's no multiple attack penalty on these attacks. On a hit, a blade deals {@damage 2d12 + 4} slashing damage. On a critical hit, the damage is doubled plus 6 extra damage."
]
}
- ],
- "description": [
- "DC 30 {@skill Occultism} or {@skill Religion} (trained) to weaken the haunt; three total successes in any combination are required to disable the haunt"
- ],
- "disable": {
- "entries": [
- "DC 22 {@skill Religion} (trained) to ritually pray for the dead or DC 24 {@skill Occultism} (trained) to exorcise the spirits' anger; two total successes are required to disable the haunt"
- ]
- },
- "routine": [
- "(3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing {@damage 2d10+13} negative damage to each creature in its path (DC 32 basic Reflex save). A creature needs to attempt only one save during the cyclone's movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming {@condition grabbed} ({@action Escape} DC 32). A creature {@condition grabbed} by the cyclone moves along with the cyclone and takes {@damage 1d10+6} additional negative damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone's turn, no matter where the cyclone moves. A creature that successfully {@action Escapes} from the cyclone falls from a height of {@dice 1d12*5|1d12 × 5} feet."
- ],
- "reset": [
- "The spirit cyclone disperses after 1 minute and resets after 1 day"
]
},
{
- "name": "Ghost Stampede",
- "source": "BotD",
- "page": 68,
- "level": 15,
+ "name": "Grazing Deer",
+ "source": "AFoF",
+ "page": 5,
+ "level": 3,
"traits": [
+ "uncommon",
"complex",
- "haunt"
+ "environmental"
],
"stealth": {
- "bonus": 30,
- "minProf": "master"
+ "bonus": 20,
+ "minProf": "expert"
},
"description": [
- "Four massive skulls of aurochs, enormous wild cattle, rise into the air, each trailing its ghostly body behind it."
+ "A herd of deer exits the woods to investigate the delicious-looking leshys."
],
"disable": {
"entries": [
- "DC 36 {@skill Nature} (master) to calm one of the four aurochs or DC 40 {@skill Religion} (trained) to exorcise them"
+ "DC 17 {@skill Diplomacy} (with wild empathy) to befriend the deer and convince them that leshys aren't for nibbling, or DC 20 {@skill Intimidation} to scare the dear away"
]
},
"defenses": {
"ac": {
- "std": 40
+ "std": 19
},
- "fort": 23,
- "ref": 29,
- "hardness": {
- "std": 25
+ "savingThrows": {
+ "fort": {
+ "std": 12
+ },
+ "ref": {
+ "std": 14
+ },
+ "will": {
+ "std": 6
+ }
},
"hp": {
- "per aurochs skull": 20
- },
- "immunities": [
- "death effects",
- "disease",
- "paralyzed",
- "poison"
- ],
- "weaknesses": [
- "positive 5"
- ]
+ "std": 44,
+ "notes": {
+ "std": "(if the grazing deer take this much damage, they aren't killed, but they do flee into the woods and don't return)"
+ }
+ }
},
"actions": [
{
- "name": "Defend Territory",
+ "name": "Approach and Taste",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "emotion",
- "fear",
- "mental",
- "occult"
- ],
- "trigger": "A creature approaches within 10 feet of an aurochs skull",
+ "trigger": "The PCs emerge from the forest's edge",
"entries": [
- "The skulls rise into the air, form ghostly bodies, and bellow in rage. Each creature within 60 feet of an aurochs skull must attempt a DC 36 Will saving throw. The haunt then rolls initiative.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": [
- "The creature is unaffected."
- ],
- "Success": [
- "The creature is {@condition frightened||frightened 1}."
- ],
- "Failure": [
- "The creature takes {@damage 1d12+6} mental damage and is {@condition frightened||frightened 2}."
- ],
- "Critical Failure": [
- "The creature takes {@damage 2d12+12} mental damage and is {@condition frightened||frightened 4}."
- ]
- }
- }
+ "A deer approaches the party and attempts a nibble {@action Strike} against a randomly determined PC.",
+ "The grazing deer rolls initiative."
]
}
],
"routine": [
- "(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn {@action Strike} against a different living creature. A creature critically hit by a horn {@action Strike} also takes {@damage 2d6} {@condition persistent damage||persistent bleed damage} and is knocked {@condition prone}.",
+ "(2 actions) The grazing deer takes one action to move about, and then one action to eagerly nibble at a randomly chosen PC. A character who spends three actions on their turn to {@action Stride} can avoid being nibbled by the grazing deer during the hazard's next turn. If all of the PCs do so, attempt a DC {@flatDC 5} flat check\u2014on a success, the party escapes the deer and can proceed onward to Petalbrook, but they become delayed as a result of having to flee the pack of ravenous deer."
+ ],
+ "attacks": [
{
- "type": "attack",
"range": "Melee",
- "name": "horn",
- "bonus": 30,
- "damage": "{@damage 3d12+17} piercing",
- "noMAP": true
+ "name": "nibble",
+ "attack": 12,
+ "damage": "{@damage 2d4+5} bludgeoning"
}
- ],
- "reset": [
- "The haunt deactivates 1 minute after all living creatures leave the area or after all four aurochs skulls are destroyed. After 1 hour, if at least one aurochs skull remains, the haunt reactivates."
]
},
{
- "name": "Siphoning Spirit",
- "source": "BotD",
- "page": 69,
- "level": 19,
+ "name": "Bad Vibrations",
+ "source": "AFoF",
+ "page": 7,
+ "level": 3,
"traits": [
+ "rare",
"complex",
- "haunt"
+ "magical",
+ "trap"
],
"stealth": {
- "bonus": 40,
- "minProf": "trained"
+ "dc": 20,
+ "minProf": "expert"
},
"description": [
- "A formless spirit drains life from the living, becoming progressively visible as its victims weaken."
+ "The three larger crystals on the table begin to vibrate and emit a swiftly growing peal of sound."
],
"disable": {
"entries": [
- "DC 48 {@skill Occultism} or {@skill Religion} (expert) to weaken the spirit; four total successes are required to disable the haunt"
+ "DC 17 {@skill Thievery} (trained) or {@skill Occultism} (trained) to disrupt the magic enchanting one of the crystals, or DC 20 {@skill Performance} (trained) by a character who can cast {@spell counter performance} to use sound to redirect the noise back into the crystal, or {@spell dispel magic} (2nd level, DC 18) to counteract a crystal."
+ ]
+ },
+ "defenses": {
+ "ac": {
+ "std": 19
+ },
+ "savingThrows": {
+ "fort": {
+ "std": 12
+ },
+ "ref": {
+ "std": 6
+ }
+ },
+ "hardness": {
+ "std": 10
+ },
+ "hp": {
+ "std": 16,
+ "notes": {
+ "std": "each (BT 8)"
+ }
+ },
+ "immunities": [
+ "critical hits",
+ "object immunities",
+ "precision damage"
+ ],
+ "weaknesses": [
+ {
+ "name": "sonic",
+ "amount": 5
+ }
]
},
"actions": [
{
- "name": "Sudden Siphon",
+ "name": "Shrill Chime",
"activity": {
"number": 1,
"unit": "reaction"
},
- "traits": [
- "divine",
- "necromancy",
- "negative"
- ],
- "trigger": "A living creature passes within 15 feet of the spirit",
+ "trigger": "A creature other than {@creature Darius|afof} or one of his homunculi approaches within 5 feet of the table or attempts to {@action Interact} with the crystals in any way other than to attempt to disable the hazard.",
"entries": [
- "The {@condition invisible} spirit latches onto the life essence of the living, dealing {@damage 4d10+20} negative damage to all living creatures within 60 feet (DC 41 basic Fortitude save). The haunt then rolls initiative"
+ "The three large crystals on the table begin vibrating and humming.",
+ "The hazard rolls initiative."
]
}
],
"routine": [
- "(1 action; {@trait death}, {@trait divine}, {@trait necromancy}, {@trait negative}) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within 60 feet takes {@damage 4d10+20} negative damage, with a DC 41 Fortitude save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales.",
- {
- "type": "successDegree",
- "entries": {
- "Critical Success": [
- "The creature is unaffected."
- ],
- "Success": [
- "The creature takes half damage."
- ],
- "Failure": [
- "The creature takes full damage and increases its {@condition drained} value by 1, to a maximum of {@condition drained||drained 4}."
- ],
- "Critical Failure": [
- "The creature takes double damage and increases its {@condition drained} value by 2, to a maximum of {@condition drained||drained 4}. If the creature was already {@condition drained||drained 4}, it dies."
- ]
- }
- }
- ],
- "reset": [
- "After 1 minute, the spirit is satiated, and the haunt deactivates as it returns to a resting state. Over the course of 1 hour, the spirit's siphoned life energy disperses and the haunt resets."
+ "(3 actions) The hazard loses 1 action for each crystal that's disabled or destroyed. On each of the trap's actions, one of the crystals fires a blast of sound at a single Small or larger creature in the room. The target is randomly determined and takes {@damage 1d8} sonic damage (DC 20 basic Fortitude save); a target who critically fails this save is {@condition deafened} for 1 minute. At the end of the hazard's routine, attempt a DC {@flatDC 10} flat check. On a success, one of the crystals shatters and is destroyed."
]
}
]
diff --git a/data/items/baseitems.json b/data/items/baseitems.json
index 69119ca00a..71f7cd8799 100644
--- a/data/items/baseitems.json
+++ b/data/items/baseitems.json
@@ -228,33 +228,6 @@
"group": "Brawling"
}
},
- {
- "name": "Panabas",
- "source": "LOIL",
- "page": 221,
- "type": "Item",
- "traits": [
- "forceful",
- "sweep",
- "two-hand "
- ],
- "price": {
- "amount": 1,
- "coin": "gp"
- },
- "bulk": 1,
- "hands": 1,
- "category": "Weapon",
- "subCategory": "Martial",
- "entries": [
- "This blade features multiple curves in a serpentine pattern set on a wide, asymmetrical base, its hilt and sheath often intricately decorated."
- ],
- "weaponData": {
- "damage": "1d6",
- "damageType": "S",
- "group": "Sword"
- }
- },
{
"name": "Talwar",
"source": "LOIL",
@@ -1026,10 +999,98 @@
"group": "Knife"
}
},
+ {
+ "name": "Jiu Huan Dao",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "sweep"
+ ],
+ "price": {
+ "amount": 9,
+ "coin": "sp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This sword has a broad blade, along which are threaded nine heavy metal rings, leading some to call it the nine-ring sword. The rings add weight to the weapon for broad swings and clash together to make noise."
+ ],
+ "weaponData": {
+ "damage": "1d8",
+ "damageType": "S",
+ "group": "Sword"
+ }
+ },
+ {
+ "name": "Combat Lure",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "finesse",
+ "tethered",
+ "thrown <20 feet>",
+ "training"
+ ],
+ "price": {
+ "amount": 2,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "A combat lure is a weighted leather sack at the end of a length of toughened cord and can be used both to bludgeon opponents and signal directions to a trained avian or other animal."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "B",
+ "group": "Flail"
+ }
+ },
+ {
+ "name": "Breaching Pike",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "hobgoblin",
+ "razing",
+ "reach"
+ ],
+ "price": {
+ "amount": 8,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "Forged with a heavy metal wedge as a spearhead, breaching pikes are often used by hobgoblin infantry alongside a tower shield. Breaching pikes are particularly effective at damaging enemy shields, leaving large, triangular puncture holes behind."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "P",
+ "group": "Spear"
+ }
+ },
{
"name": "Bladed Scarf",
- "source": "LOGM",
- "page": 120,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -1205,16 +1266,16 @@
},
{
"name": "Bola",
- "source": "APG",
- "page": 248,
+ "source": "TV",
+ "page": 30,
"otherSources": {
"Reprinted": [
+ "APG|248",
"LOGM|120"
]
},
"type": "Item",
"traits": [
- "uncommon",
"nonlethal",
"ranged trip",
"thrown"
@@ -1228,7 +1289,7 @@
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This throwing weapon consists of weights tied to the end of long cords, which can be used to bludgeon foes or entangle their legs."
+ "This throwing weapon consists of weights tied to the end of long cords, which can be used to entangle foes."
],
"weaponData": {
"damage": "1d6",
@@ -1241,7 +1302,6 @@
"name": "Armored Coat",
"source": "LOKL",
"page": 86,
- "equipment": true,
"type": "Item",
"price": {
"amount": 20,
@@ -1315,79 +1375,75 @@
]
},
{
- "name": "Butchering Axe",
- "source": "LOTGB",
- "page": 107,
+ "name": "Gauntlet Bow",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "uncommon",
- "orc",
- "shove",
- "sweep"
+ "capacity <4>",
+ "free-hand",
+ "parry"
],
"price": {
- "amount": 8,
+ "amount": 9,
"coin": "gp"
},
- "bulk": 2,
- "hands": 2,
+ "bulk": 1,
+ "hands": 1,
"category": "Weapon",
- "subCategory": "Advanced",
+ "subCategory": "Martial",
"entries": [
- "Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall."
+ "The gauntlet bow is a heavy metal glove with a built-in crossbow and rotating chamber mechanism for easy reloading. A gauntlet bow can be used to make melee attacks like a standard gauntlet. You can't reload a gauntlet bow with the hand wielding it."
],
"weaponData": {
- "damage": "1d12",
- "damageType": "S",
- "group": "Axe"
+ "damage": "1d4",
+ "damageType": "P",
+ "range": 60,
+ "group": "Bow",
+ "reload": 1,
+ "ammunition": "Bolt (10)"
}
},
{
- "name": "Butterfly Sword",
- "source": "FRP2",
- "page": 76,
+ "name": "Gakgung",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "uncommon",
- "agile",
- "disarm",
- "finesse",
+ "deadly ",
"monk",
- "parry",
- "twin"
+ "propulsive"
],
- "access": "If the player character come from a region in Tian Xia, this weapon is common",
"price": {
- "amount": 2,
+ "amount": 6,
"coin": "gp"
},
"bulk": "L",
- "hands": 1,
+ "hands": "1+",
"category": "Weapon",
- "subCategory": "Advanced",
+ "subCategory": "Martial",
"entries": [
- "This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It is the preferred weapon of Butterfly Blades\u2014highly skilled Gokan assassins."
+ "A gakgung is a type of composite reflex bow that combines speed and power in equal amounts for effective precision shooting."
],
"weaponData": {
- "damage": "1d4",
- "damageType": "S",
- "group": "Sword"
+ "damage": "1d6",
+ "damageType": "P",
+ "range": 100,
+ "group": "Bow",
+ "reload": 0,
+ "ammunition": "Arrow (10)"
}
},
{
- "name": "Buugeng",
- "source": "LOAG",
- "page": 139,
+ "name": "Rotary Bow",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "uncommon",
- "agile",
- "conrasu",
- "sweep",
- "twin"
+ "capacity <4>"
],
"price": {
- "amount": 4,
+ "amount": 8,
"coin": "gp"
},
"bulk": 1,
@@ -1395,508 +1451,498 @@
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon."
+ "This one-handed crossbow has four arms instead of two, and four rotating chambers that can be pre-loaded with bolts for more efficient firing. The chamber can be swapped and the arms redrawn with a simple crank device built into the crossbow."
],
"weaponData": {
- "damage": "1d4",
- "damageType": "S",
- "group": "Sword"
+ "damage": "1d8",
+ "damageType": "P",
+ "range": 80,
+ "group": "Bow",
+ "reload": 1,
+ "ammunition": "Bolt (10)"
}
},
{
- "name": "Cane Pistol",
- "source": "G&G",
- "page": 158,
+ "name": "Shield Bow",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "uncommon",
- "combination"
+ "deadly ",
+ "parry"
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 8,
+ "amount": 5,
"coin": "gp"
},
"bulk": 1,
- "hands": 1,
+ "hands": "1+",
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane."
+ "As the name implies, a shield bow is a bow with an integrated shielding surface. While versatile and effective, a shield bow's architecture limits its flexibility somewhat, decreasing its total draw strength and penetrating power."
],
"weaponData": {
- "type": "Ranged",
- "group": "Firearm|G&G",
- "damage": "1d4",
- "damageType": "P",
- "reload": 1,
- "range": 30,
- "ammunition": "round (10)|G&G|round",
- "traits": [
- "concussive",
- "fatal "
- ]
- },
- "comboWeaponData": {
- "type": "Melee",
- "group": "Club",
"damage": "1d6",
- "damageType": "B",
- "traits": [
- "critical fusion",
- "thrown <10 ft.>"
- ]
+ "damageType": "P",
+ "range": 50,
+ "group": "Bow",
+ "reload": 0,
+ "ammunition": "Arrow (10)"
}
},
{
- "name": "Chain Mail",
- "source": "CRB",
- "page": 275,
- "equipment": true,
+ "name": "Spraysling",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "flexible",
- "noisy"
+ "uncommon",
+ "halfling",
+ "propulsive",
+ "scatter <5 ft.>"
],
"price": {
- "amount": 6,
+ "amount": 1,
"coin": "gp"
},
- "bulk": 2,
- "category": "Armor",
- "subCategory": "Medium",
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
"entries": [
- "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."
+ "A spraysling is similar to a standard sling but with a wider cup fitted with a thin blade affixed to the cup's edges. When used to make an attack with a specially prepared packet of spray pellets, the razor slices open the packet and the weapon launches a cluster of stinging pellets."
],
- "armorData": {
- "ac": 4,
- "dexCap": 1,
- "str": 16,
- "checkPen": 2,
- "speedPen": 5,
- "group": "Chain"
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "B",
+ "range": 20,
+ "group": "Sling",
+ "reload": 0,
+ "ammunition": "Spray Pellets (10)"
}
},
{
- "name": "Chain Shirt",
- "source": "CRB",
- "page": 275,
- "equipment": true,
+ "name": "Boomerang",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "flexible",
- "noisy"
+ "uncommon",
+ "recovery",
+ "thrown"
],
"price": {
- "amount": 5,
- "coin": "gp"
+ "amount": 2,
+ "coin": "sp"
},
- "bulk": 1,
- "category": "Armor",
- "subCategory": "Light",
- "entries": [
- "Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as {@item chainmail}. However, it is much lighter than {@item chainmail} and protects only the torso, upper arms, and upper legs of its wearer."
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "The boomerang is a carved piece of wood designed to curve as it flies through the air, returning to the wielder after a successful throw."
],
- "armorData": {
- "ac": 2,
- "dexCap": 3,
- "str": 12,
- "checkPen": 1,
- "speedPen": 0,
- "group": "Chain"
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "B",
+ "range": 60,
+ "group": "Club"
}
},
{
- "name": "Chakram",
- "source": "LOTGB",
- "page": 107,
+ "name": "Thunder Sling",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "thrown"
+ "uncommon",
+ "agile",
+ "propulsive",
+ "tengu"
],
"price": {
"amount": 5,
- "coin": "sp"
+ "coin": "gp"
},
"bulk": "L",
"hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely."
+ ""
],
"weaponData": {
- "damage": "1d8",
- "damageType": "S",
- "range": 20,
- "group": "Knife"
+ "damage": "1d6",
+ "damageType": "P",
+ "range": 50,
+ "reload": 1,
+ "group": "Sling"
}
},
{
- "name": "Clan Dagger",
- "source": "CRB",
- "page": 280,
- "equipment": true,
+ "name": "Chakri",
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "agile",
- "dwarf",
- "parry",
- "versatile ",
- "uncommon"
+ "uncommon",
+ "recovery",
+ "thrown"
],
"price": {
"amount": 2,
- "coin": "gp"
+ "coin": "sp"
},
"bulk": "L",
"hands": 1,
"category": "Weapon",
- "subCategory": "Simple",
+ "subCategory": "Martial",
"entries": [
- "This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves."
+ "Similar to a chakram, chakri are too light to be wielded in melee but allow the user significantly more control over their throws. A chakri is small and light enough that up to two can be worn on each wrist; a chakri worn on the wrist is reload 0 instead of reload \u2014."
],
"weaponData": {
- "damage": "1d4",
- "damageType": "P",
- "group": "Knife"
+ "damage": "1d6",
+ "damageType": "S",
+ "range": 40,
+ "group": "Dart"
}
},
{
- "name": "Clan Pistol",
- "source": "G&G",
- "page": 151,
+ "name": "Phalanx Piercer",
+ "level": 1,
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "uncommon",
"concussive",
- "dwarf",
- "fatal "
+ "hobgoblin",
+ "propulsive",
+ "razing",
+ "volley <30 ft.>"
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 5,
+ "amount": 10,
"coin": "gp"
},
- "bulk": "L",
- "hands": 1,
+ "bulk": 2,
+ "hands": "1+",
"category": "Weapon",
- "subCategory": "Martial",
+ "subCategory": "Advanced",
"entries": [
- "The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Dongun Hold have their own take on the tradition, with promising young gunsmiths claiming their adulthood by crafting a specialized personal firearm using the clan's unique smithing traditions. Losing or being forced to surrender their clan pistol is a terrible embarrassment for the dwarves that carry them."
+ "This massive bow is made from bone or wood reinforced with flexible metal strips and strung with reinforced cord. Designed by hobgoblin engineers to take down shielded opponents, the phalanx piercer fires heavy, iron-shod bolts."
],
"weaponData": {
- "ammunition": "round (10)|G&G|rounds",
- "damage": "1d6",
+ "damage": "1d10",
"damageType": "P",
- "reload": 1,
"range": 80,
- "group": "Firearm|G&G"
+ "group": "Bow",
+ "reload": 1,
+ "ammunition": "Bolt (5)"
}
},
{
- "name": "Claw Blade",
- "source": "APG",
- "page": 248,
+ "name": "Sukgung",
+ "level": 1,
+ "source": "TV",
+ "page": 30,
"type": "Item",
"traits": [
- "uncommon",
- "agile",
- "catfolk",
- "deadly ",
- "disarm",
- "finesse",
- "versatile
"
+ "fatal aim "
],
"price": {
- "amount": 2,
+ "amount": 7,
"coin": "gp"
},
- "bulk": "L",
+ "bulk": 1,
"hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin."
+ "The sukgung is an extremely efficient crossbow most common in the nation of Hwanggot. Capable of lethal shots at remarkable distances, the sukgung is well-balanced enough to be fired with one hand."
],
"weaponData": {
- "damage": "1d4",
- "damageType": "S",
- "group": "Knife"
+ "damage": "1d8",
+ "damageType": "P",
+ "range": 200,
+ "group": "Bow",
+ "reload": 1,
+ "ammunition": "Bolt (10)"
}
},
{
- "name": "Clockwork Disguise",
- "source": "G&G",
- "page": 85,
+ "name": "Harpoon",
+ "source": "TV",
+ "page": 30,
"type": "Item",
- "level": 6,
"traits": [
- "uncommon",
- "clockwork"
+ "tethered",
+ "thrown"
],
"price": {
- "coin": "gp",
- "amount": 200
+ "amount": 1,
+ "coin": "gp"
},
- "usage": "worn armor",
- "bulk": 2,
- "category": "Armor",
- "subCategory": "Light",
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
"entries": [
- "Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there\u2014or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations.",
- "The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user's torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by highranking officers are beyond this device. The arrangement process takes some time, but once it's completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness's belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary.",
- "Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal.",
- "The clockwork disguise is light armor and has the stats listed above, regardless of which type of armor it mimics.",
- {
- "type": "ability",
- "activity": {
- "number": 1,
- "unit": "action"
- },
- "components": [
- "{@action Interact}"
- ],
- "entries": [
- "Transform the clockwork disguise into any one current preset configuration of the user's choice."
- ]
- }
+ "Often used for hunting exceptionally large aquatic creatures, the harpoon is similar to a javelin but features a barbed head and rope tether so it (or the corpse it's attached to) can be easily retrieved."
],
- "armorData": {
- "ac": 2,
- "dexCap": 3,
- "str": 12,
- "checkPen": 1,
- "speedPen": 0,
- "group": "Plate"
+ "weaponData": {
+ "damage": "1d8",
+ "damageType": "P",
+ "range": 30,
+ "group": "Dart"
}
},
{
- "name": "Clockwork Macuahuitl",
+ "name": "Butchering Axe",
"source": "LOTGB",
- "page": 22,
+ "page": 107,
"type": "Item",
"traits": [
- "backswing",
- "clockwork",
- "forceful",
- "rare",
- "versatile "
+ "uncommon",
+ "orc",
+ "shove",
+ "sweep"
],
"price": {
- "amount": 550,
+ "amount": 8,
"coin": "gp"
},
- "bulk": 1,
+ "bulk": 2,
"hands": 2,
"category": "Weapon",
"subCategory": "Advanced",
"entries": [
- "This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon.",
- "The clockwork macuahuitl deals {@damage 1d10} slashing damage and has the {@trait backswing}, {@trait forceful}, and {@trait versatile B} traits. The clockwork macuahuitl is a two-handed advanced weapon in the {@group club} weapon group."
+ "Invented by Belkzen's zealous Steel-Eaters, the butchering axe has an oversized head and a long, thick haft counterbalanced with steel or stone. The weapon's sweeping strokes inflict immense damage, particularly against groups of foes, and can push dangerous opponents away to a safe distance. All of these qualities are particularly useful against the lumbering zombie hordes of the Whispering Tyrant. Correspondingly, butchering axes are often wielded by orc and half-orc Crimson Reclaimers of Lastwall."
],
"weaponData": {
- "damage": "1d10",
+ "damage": "1d12",
"damageType": "S",
- "group": "Club"
+ "group": "Axe"
}
},
{
- "name": "Club",
- "source": "CRB",
- "page": 280,
- "equipment": true,
+ "name": "Butterfly Sword",
+ "otherSources": {
+ "Originally": [
+ "FRP2|76"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "thrown <10 ft.>"
+ "uncommon",
+ "agile",
+ "disarm",
+ "finesse",
+ "monk",
+ "parry",
+ "twin"
],
+ "access": "If the player character come from a region in Tian Xia, this weapon is common",
"price": {
- "amount": 0,
+ "amount": 2,
"coin": "gp"
},
- "bulk": 1,
+ "bulk": "L",
"hands": 1,
"category": "Weapon",
- "subCategory": "Simple",
+ "subCategory": "Advanced",
"entries": [
- "This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood."
+ "This short, single-edged sword typically features a cross guard that helps catch oncoming attacks. It's the preferred weapon of Butterfly Blades\u2014highly skilled Gokan assassins. These swords are typically crafted and sold in pairs."
],
"weaponData": {
- "damage": "1d6",
- "damageType": "B",
- "group": "Club"
+ "damage": "1d4",
+ "damageType": "S",
+ "group": "Sword"
}
},
{
- "name": "Coat Pistol",
- "source": "G&G",
- "page": 151,
+ "name": "Buugeng",
+ "source": "LOAG",
+ "page": 139,
"type": "Item",
"traits": [
"uncommon",
- "concealable",
- "concussive",
- "fatal "
+ "agile",
+ "conrasu",
+ "sweep",
+ "twin"
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 6,
+ "amount": 4,
"coin": "gp"
},
- "bulk": "L",
+ "bulk": 1,
"hands": 1,
"category": "Weapon",
- "subCategory": "Simple",
+ "subCategory": "Martial",
"entries": [
- "This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Alkenstar aristocrats."
+ "A blade of conrasu design, a buugeng has a unique, curved shape that allows it to rotate smoothly in the hand of a trained warrior. This spinning motion makes it easier to attack multiple foes at once with the weapon."
],
"weaponData": {
"damage": "1d4",
- "damageType": "P",
- "reload": 1,
- "range": 30,
- "group": "Firearm|G&G"
+ "damageType": "S",
+ "group": "Sword"
}
},
{
- "name": "Combat Grapnel",
- "source": "LOPSG",
- "page": 81,
+ "name": "Cane Pistol",
+ "source": "G&G",
+ "page": 158,
"type": "Item",
- "level": 1,
"traits": [
"uncommon",
- "finesse",
- "grapple",
- "tethered",
- "thrown <20 feet>"
+ "combination"
],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 9,
- "coin": "sp"
+ "amount": 8,
+ "coin": "gp"
},
"bulk": 1,
- "hands": 2,
+ "hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon."
+ "This fashionable cane's handle hides a dueling pistol fired through the thin, painted cap at the bottom of the cane."
],
"weaponData": {
- "damage": "1d6",
+ "type": "Ranged",
+ "group": "Firearm|G&G",
+ "damage": "1d4",
"damageType": "P",
- "group": "Flail"
+ "reload": 1,
+ "range": 30,
+ "ammunition": "round (10)|G&G|round",
+ "traits": [
+ "concussive",
+ "fatal "
+ ]
+ },
+ "comboWeaponData": {
+ "type": "Melee",
+ "group": "Club",
+ "damage": "1d6",
+ "damageType": "B",
+ "traits": [
+ "critical fusion",
+ "thrown <10 ft.>"
+ ]
}
},
{
- "name": "Composite Longbow",
+ "name": "Chain Mail",
"source": "CRB",
- "page": 282,
+ "page": 275,
"equipment": true,
"type": "Item",
"traits": [
- "deadly ",
- "propulsive",
- "volley <30 ft.>"
+ "flexible",
+ "noisy"
],
"price": {
- "amount": 20,
+ "amount": 6,
"coin": "gp"
},
"bulk": 2,
- "hands": "1+",
- "category": "Weapon",
- "subCategory": "Martial",
+ "category": "Armor",
+ "subCategory": "Medium",
"entries": [
- "This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow's range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil's favored weapon, it also applies to composite longbows unless otherwise stated."
+ "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."
],
- "weaponData": {
- "ammunition": "Arrow",
- "damage": "1d8",
- "damageType": "P",
- "reload": 0,
- "range": 100,
- "group": "Bow"
+ "armorData": {
+ "ac": 4,
+ "dexCap": 1,
+ "str": 16,
+ "checkPen": 2,
+ "speedPen": 5,
+ "group": "Chain"
}
},
{
- "name": "Composite Shortbow",
+ "name": "Chain Shirt",
"source": "CRB",
- "page": 282,
+ "page": 275,
"equipment": true,
"type": "Item",
"traits": [
- "deadly ",
- "propulsive"
+ "flexible",
+ "noisy"
],
"price": {
- "amount": 14,
+ "amount": 5,
"coin": "gp"
},
"bulk": 1,
- "hands": "1+",
- "category": "Weapon",
- "subCategory": "Martial",
+ "category": "Armor",
+ "subCategory": "Light",
"entries": [
- "This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated."
+ "Sometimes called a hauberk, this is a long shirt constructed of the same metal rings as {@item chainmail}. However, it is much lighter than {@item chainmail} and protects only the torso, upper arms, and upper legs of its wearer."
],
- "weaponData": {
- "ammunition": "Arrow",
- "damage": "1d6",
- "damageType": "P",
- "reload": 0,
- "range": 60,
- "group": "Bow"
+ "armorData": {
+ "ac": 2,
+ "dexCap": 3,
+ "str": 12,
+ "checkPen": 1,
+ "speedPen": 0,
+ "group": "Chain"
}
},
{
- "name": "Crossbow",
- "source": "CRB",
- "page": 281,
- "equipment": true,
+ "name": "Chakram",
+ "source": "LOTGB",
+ "page": 107,
"type": "Item",
+ "traits": [
+ "thrown"
+ ],
"price": {
- "amount": 3,
- "coin": "gp"
+ "amount": 5,
+ "coin": "sp"
},
- "bulk": 1,
- "hands": 2,
+ "bulk": "L",
+ "hands": 1,
"category": "Weapon",
- "subCategory": "Simple",
+ "subCategory": "Martial",
"entries": [
- "This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt."
+ "Simple, elegant, and portable, the chakram is an open-centered metal discus with a sharpened edge, as well as a grip running along the center so the wielder can hold it safely."
],
"weaponData": {
- "ammunition": "Bolt",
"damage": "1d8",
- "damageType": "P",
- "reload": 1,
- "range": 120,
- "group": "Bow"
+ "damageType": "S",
+ "range": 20,
+ "group": "Knife"
}
},
{
- "name": "Dagger",
+ "name": "Clan Dagger",
"source": "CRB",
"page": 280,
"equipment": true,
"type": "Item",
"traits": [
"agile",
- "finesse",
- "thrown <10 ft.>",
- "versatile "
+ "dwarf",
+ "parry",
+ "versatile ",
+ "uncommon"
],
"price": {
"amount": 2,
- "coin": "sp"
+ "coin": "gp"
},
"bulk": "L",
"hands": 1,
"category": "Weapon",
"subCategory": "Simple",
"entries": [
- "This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown."
+ "This broad dagger is carried by dwarves as a weapon, tool, and designation of clan. Losing or having to surrender a clan dagger is considered a mark of embarrassment to most dwarves."
],
"weaponData": {
"damage": "1d4",
@@ -1905,16 +1951,19 @@
}
},
{
- "name": "Dagger Pistol",
+ "name": "Clan Pistol",
"source": "G&G",
- "page": 158,
+ "page": 151,
"type": "Item",
"traits": [
- "uncommon"
+ "uncommon",
+ "concussive",
+ "dwarf",
+ "fatal "
],
"access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 8,
+ "amount": 5,
"coin": "gp"
},
"bulk": "L",
@@ -1922,109 +1971,1514 @@
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle."
+ "The tradition of dwarves displaying their clan affiliations with special clan daggers goes back millennia, but many of the dwarf clans of Dongun Hold have their own take on the tradition, with promising young gunsmiths claiming their adulthood by crafting a specialized personal firearm using the clan's unique smithing traditions. Losing or being forced to surrender their clan pistol is a terrible embarrassment for the dwarves that carry them."
],
"weaponData": {
- "type": "Ranged",
- "group": "Firearm|G&G",
- "damage": "1d4",
+ "ammunition": "round (10)|G&G|rounds",
+ "damage": "1d6",
"damageType": "P",
"reload": 1,
- "range": 30,
- "ammunition": "round (10)|G&G|round",
- "traits": [
- "concussive",
- "fatal "
- ]
- },
- "comboWeaponData": {
- "type": "Melee",
- "group": "Knife",
- "damage": "1d4",
- "damageType": "P",
- "traits": [
- "agile",
- "critical fusion",
- "finesse",
- "thrown <10 ft.>",
- "versatile
"
],
"price": {
- "amount": 1,
- "coin": "cp"
+ "amount": 2,
+ "coin": "gp"
},
"bulk": "L",
"hands": 1,
"category": "Weapon",
- "subCategory": "Simple",
+ "subCategory": "Martial",
"entries": [
- "This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur."
+ "The three parallel blades of this handheld weapon extend between the fingers to resemble the natural claws of the amurruns who created them, providing a way for those catfolk without suitable natural claws to share the fighting customs of their kin."
],
"weaponData": {
"damage": "1d4",
- "damageType": "P",
- "range": 20,
- "group": "Dart"
+ "damageType": "S",
+ "group": "Knife"
}
},
{
- "name": "Dart Umbrella",
+ "name": "Clockwork Disguise",
"source": "G&G",
- "page": 63,
+ "page": 85,
"type": "Item",
- "level": 0,
+ "level": 6,
"traits": [
- "agile",
- "concealable",
- "nonlethal",
- "uncommon"
+ "uncommon",
+ "clockwork"
],
"price": {
- "amount": 1,
- "coin": "gp"
+ "coin": "gp",
+ "amount": 200
},
- "bulk": 1,
- "hands": 1,
+ "usage": "worn armor",
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Sometimes, just disguising one's face just isn't convincing enough. Clockwork disguises were invented to supplement regular disguise kits, which are used all across Golarion. For example, if a spy wants to infiltrate a military camp, they must be wearing the same type of armor as the soldiers stationed there\u2014or else have a very good explanation for their commander as to why they're out of proper uniform! The clockwork disguise is intended to help avoid such awkward, potentially fatal confrontations.",
+ "The clockwork disguise looks like a harness connected to hundreds of small metal plates that cover the user's torso and arms. Each of these plates is equipped with several hinges, allowing them to be shaped into a wide variety of patterns. When these shaped plates are arranged and connected, they can be made to look like almost any basic suit of light or medium metal armor, though armor embellishments such as those worn by highranking officers are beyond this device. The arrangement process takes some time, but once it's completed, the user need only perform a few simple adjustments to a clockwork mechanism in the disguise to make the plate arrangement into a new preset configuration. Afterwards, when the user flips a switch on the harness's belt to one of three positions, the plates shift, overlap, and connect as necessary to transform the disguise into the desired preset configuration. The clockwork disguise can have up to three preset configurations at a time, and most users use a minimum of two: the one required for their current task, and a suitably inconspicuous configuration for when the first configuration is unnecessary.",
+ "Giving a clockwork disguise a new preset configuration requires 20 minutes of work. The clockwork disguise can have a maximum of three preset configurations at a time, and it can only mimic light and medium armor suits made of metal.",
+ "The clockwork disguise is light armor and has the stats listed above, regardless of which type of armor it mimics.",
+ {
+ "type": "ability",
+ "activity": {
+ "number": 1,
+ "unit": "action"
+ },
+ "components": [
+ "{@action Interact}"
+ ],
+ "entries": [
+ "Transform the clockwork disguise into any one current preset configuration of the user's choice."
+ ]
+ }
+ ],
+ "armorData": {
+ "ac": 2,
+ "dexCap": 3,
+ "str": 12,
+ "checkPen": 1,
+ "speedPen": 0,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "Clockwork Macuahuitl",
+ "source": "LOTGB",
+ "page": 22,
+ "type": "Item",
+ "traits": [
+ "backswing",
+ "clockwork",
+ "forceful",
+ "rare",
+ "versatile "
+ ],
+ "price": {
+ "amount": 550,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Advanced",
+ "entries": [
+ "This finely-made wooden club has a beautiful, lacquered finish that gleams in the sunlight. A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. Striking a foe digs the obsidian gears into the enemy's flesh and tears it with its blades. The ever-turning gears also help to dislodge an enemy's defensive position against the weapon.",
+ "The clockwork macuahuitl deals {@damage 1d10} slashing damage and has the {@trait backswing}, {@trait forceful}, and {@trait versatile B} traits. The clockwork macuahuitl is a two-handed advanced weapon in the {@group club} weapon group."
+ ],
+ "weaponData": {
+ "damage": "1d10",
+ "damageType": "S",
+ "group": "Club"
+ }
+ },
+ {
+ "name": "Club",
+ "source": "CRB",
+ "page": 280,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "thrown <10 ft.>"
+ ],
+ "price": {
+ "amount": 0,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Simple",
+ "entries": [
+ "This is a piece of stout wood shaped or repurposed to bludgeon an enemy. Clubs can be intricately carved pieces of martial art or as simple as a tree branch or piece of wood."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "B",
+ "group": "Club"
+ }
+ },
+ {
+ "name": "Coat Pistol",
+ "source": "G&G",
+ "page": 151,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "concealable",
+ "concussive",
+ "fatal "
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 6,
+ "coin": "gp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Simple",
+ "entries": [
+ "This small pistol is easily concealed inside a jacket or some other article of clothing. Rarely kept as a primary weapon, coat pistols are equally favored by clever assassins and traveling Alkenstar aristocrats."
+ ],
+ "weaponData": {
+ "damage": "1d4",
+ "damageType": "P",
+ "reload": 1,
+ "range": 30,
+ "group": "Firearm|G&G"
+ }
+ },
+ {
+ "name": "Combat Grapnel",
+ "source": "LOPSG",
+ "page": 81,
+ "type": "Item",
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "finesse",
+ "grapple",
+ "tethered",
+ "thrown <20 feet>"
+ ],
+ "price": {
+ "amount": 9,
+ "coin": "sp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "Although grappling hooks typically serve as a climbing tool, this specially reinforced grapnel attached to a rope up to 10 feet long can be swung as a weapon. This is a martial melee weapon."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "P",
+ "group": "Flail"
+ }
+ },
+ {
+ "name": "Composite Longbow",
+ "source": "CRB",
+ "page": 282,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "deadly ",
+ "propulsive",
+ "volley <30 ft.>"
+ ],
+ "price": {
+ "amount": 20,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": "1+",
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This projectile weapon is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Like all longbows, its great size also increases the bow's range and power. You must use two hands to fire it, and it cannot be used while mounted. Any time an ability is specifically restricted to a longbow, such as Erastil's favored weapon, it also applies to composite longbows unless otherwise stated."
+ ],
+ "weaponData": {
+ "ammunition": "Arrow",
+ "damage": "1d8",
+ "damageType": "P",
+ "reload": 0,
+ "range": 100,
+ "group": "Bow"
+ }
+ },
+ {
+ "name": "Composite Shortbow",
+ "source": "CRB",
+ "page": 282,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "deadly ",
+ "propulsive"
+ ],
+ "price": {
+ "amount": 14,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": "1+",
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This shortbow is made from horn, wood, and sinew laminated together to increase the power of its pull and the force of its projectile. Its compact size and power make it a favorite of mounted archers. Any time an ability is specifically restricted to a shortbow, it also applies to composite shortbows unless otherwise stated."
+ ],
+ "weaponData": {
+ "ammunition": "Arrow",
+ "damage": "1d6",
+ "damageType": "P",
+ "reload": 0,
+ "range": 60,
+ "group": "Bow"
+ }
+ },
+ {
+ "name": "Crossbow",
+ "source": "CRB",
+ "page": 281,
+ "equipment": true,
+ "type": "Item",
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Simple",
+ "entries": [
+ "This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt."
+ ],
+ "weaponData": {
+ "ammunition": "Bolt",
+ "damage": "1d8",
+ "damageType": "P",
+ "reload": 1,
+ "range": 120,
+ "group": "Bow"
+ }
+ },
+ {
+ "name": "Dagger",
+ "source": "CRB",
+ "page": 280,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "agile",
+ "finesse",
+ "thrown <10 ft.>",
+ "versatile "
+ ],
+ "price": {
+ "amount": 2,
+ "coin": "sp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Simple",
+ "entries": [
+ "This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown."
+ ],
+ "weaponData": {
+ "damage": "1d4",
+ "damageType": "P",
+ "group": "Knife"
+ }
+ },
+ {
+ "name": "Dagger Pistol",
+ "source": "G&G",
+ "page": 158,
+ "type": "Item",
+ "traits": [
+ "uncommon"
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 8,
+ "coin": "gp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This weapon, favored by rangers and other wilderness wanderers, takes the form of a stoutly built pistol with a dagger blade attached beneath the barrel and extending out past the muzzle."
+ ],
+ "weaponData": {
+ "type": "Ranged",
+ "group": "Firearm|G&G",
+ "damage": "1d4",
+ "damageType": "P",
+ "reload": 1,
+ "range": 30,
+ "ammunition": "round (10)|G&G|round",
+ "traits": [
+ "concussive",
+ "fatal "
+ ]
+ },
+ "comboWeaponData": {
+ "type": "Melee",
+ "group": "Knife",
+ "damage": "1d4",
+ "damageType": "P",
+ "traits": [
+ "agile",
+ "critical fusion",
+ "finesse",
+ "thrown <10 ft.>",
+ "versatile
"
+ ]
+ }
+ },
+ {
+ "name": "Dart",
+ "source": "CRB",
+ "page": 281,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "agile",
+ "thrown"
+ ],
+ "price": {
+ "amount": 1,
+ "coin": "cp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Simple",
+ "entries": [
+ "This thrown weapon is larger than an arrow but shorter than a javelin. It typically has a short shaft of wood ending in a metal tip and is sometimes stabilized by feathers or fur."
+ ],
+ "weaponData": {
+ "damage": "1d4",
+ "damageType": "P",
+ "range": 20,
+ "group": "Dart"
+ }
+ },
+ {
+ "name": "Dart Umbrella",
+ "source": "G&G",
+ "page": 63,
+ "type": "Item",
+ "level": 0,
+ "traits": [
+ "agile",
+ "concealable",
+ "nonlethal",
+ "uncommon"
+ ],
+ "price": {
+ "amount": 1,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections."
+ ],
+ "weaponData": {
+ "damage": "1",
+ "damageType": "P",
+ "reload": 1,
+ "range": 30,
+ "group": "Dart"
+ }
+ },
+ {
+ "name": "Dogslicer",
+ "source": "CRB",
+ "page": 281,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "agile",
+ "backstabber",
+ "finesse",
+ "goblin",
+ "uncommon"
+ ],
+ "price": {
+ "amount": 1,
+ "coin": "sp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "S",
+ "group": "Sword"
+ }
+ },
+ {
+ "name": "Double-barreled Musket",
+ "source": "G&G",
+ "page": 151,
+ "type": "Item",
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "concussive",
+ "double barrel",
+ "fatal "
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 11,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm."
+ ],
+ "weaponData": {
+ "ammunition": "round (10)|G&G|rounds",
+ "damage": "1d6",
+ "damageType": "P",
+ "reload": 1,
+ "range": 60,
+ "group": "Firearm|G&G"
+ }
+ },
+ {
+ "name": "Double-barreled Pistol",
+ "source": "G&G",
+ "page": 151,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "concussive",
+ "double barrel",
+ "fatal "
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 7,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile weapon. It's generally banned in areas where duels with pistols are relatively common, in much the same way that arriving at an aristocratic duel with a scattergun would be considered crass, at best."
+ ],
+ "weaponData": {
+ "ammunition": "round (10)|G&G|rounds",
+ "damage": "1d4",
+ "damageType": "P",
+ "reload": 1,
+ "range": 30,
+ "group": "Firearm|G&G"
+ }
+ },
+ {
+ "name": "Dragon Mouth Pistol",
+ "source": "G&G",
+ "page": 151,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "concussive",
+ "scatter <5 ft.>"
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 9,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel."
+ ],
+ "weaponData": {
+ "ammunition": "round (10)|G&G|rounds",
+ "damage": "1d6",
+ "damageType": "P",
+ "reload": 1,
+ "range": 20,
+ "group": "Firearm|G&G"
+ }
+ },
+ {
+ "name": "Dueling Pistol",
+ "source": "G&G",
+ "page": 151,
+ "type": "Item",
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "concealable",
+ "concussive",
+ "fatal "
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 12,
+ "coin": "gp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Alkenstar and Dongun Hold often own matching pairs of dueling pistols in case they're called upon to address a challenge\u2014though this practice has become increasingly rare in the modern age."
+ ],
+ "weaponData": {
+ "ammunition": "round (10)|G&G|rounds",
+ "damage": "1d6",
+ "damageType": "P",
+ "reload": 1,
+ "range": 60,
+ "group": "Firearm|G&G"
+ }
+ },
+ {
+ "name": "Dueling Spear",
+ "source": "LOTGB",
+ "page": 107,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "disarm",
+ "finesse",
+ "versatile "
+ ],
+ "price": {
+ "amount": 2,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp."
+ ],
+ "weaponData": {
+ "damage": "1d8",
+ "damageType": "P",
+ "group": "Spear"
+ }
+ },
+ {
+ "name": "Dwarven Scattergun",
+ "source": "G&G",
+ "page": 151,
+ "type": "Item",
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "concussive",
+ "dwarf",
+ "kickback",
+ "scatter <10 ft.>"
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 10,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Advanced",
+ "entries": [
+ "A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit."
+ ],
+ "weaponData": {
+ "ammunition": "round (5)|G&G|rounds",
+ "damage": "1d8",
+ "damageType": "P",
+ "reload": 1,
+ "range": 50,
+ "group": "Firearm|G&G"
+ }
+ },
+ {
+ "name": "Atlatl",
+ "source": "TV",
+ "page": 30,
+ "type": "Item",
+ "traits": [
+ "propulsive"
+ ],
+ "price": {
+ "amount": 2,
+ "coin": "sp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Simple",
+ "entries": [
+ "Atlatls are long, narrow pieces of shaped wood or antler used as levers to hurl darts faster and farther than would otherwise be possible. An atlatl uses darts as ammunition."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "P",
+ "group": "Dart",
+ "range": 60,
+ "reload": 1
+ }
+ },
+ {
+ "name": "Dwarven War Axe",
+ "source": "CRB",
+ "page": 281,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "dwarf",
+ "sweep",
+ "two-hand ",
+ "uncommon"
+ ],
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Advanced",
+ "entries": [
+ "This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two."
+ ],
+ "weaponData": {
+ "damage": "1d8",
+ "damageType": "S",
+ "group": "Axe"
+ }
+ },
+ {
+ "name": "Elven Branched Spear",
+ "source": "LOTGB",
+ "page": 107,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "elf",
+ "deadly ",
+ "finesse",
+ "reach"
+ ],
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "P",
+ "group": "Spear"
+ }
+ },
+ {
+ "name": "Elven Curve Blade",
+ "source": "CRB",
+ "page": 281,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "elf",
+ "finesse",
+ "forceful",
+ "uncommon"
+ ],
+ "price": {
+ "amount": 4,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin."
+ ],
+ "weaponData": {
+ "damage": "1d8",
+ "damageType": "S",
+ "group": "Sword"
+ }
+ },
+ {
+ "name": "Quilted Armor",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "comfort"
+ ],
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Quilted armor is built in a long coat intended for defensive use without other armor. Quilted armor protects the upper body and legs, differentiating it further from the typical padded undercoat. This armor is frequently made in stylish colors or patterns to facilitate use as protective outerwear or a military uniform."
+ ],
+ "armorData": {
+ "ac": 2,
+ "dexCap": 2,
+ "checkPen": -1,
+ "speedPen": 0,
+ "str": 12,
+ "group": "Cloth"
+ }
+ },
+ {
+ "name": "Ceramic Plate",
+ "source": "TV",
+ "equipment": true,
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "adjusted ",
+ "noisy"
+ ],
+ "price": {
+ "amount": 6,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "Traditional armor from Senghor, ceramic plate alleviates the need for metallurgy and smithing, instead relying on ceramic firing, glazing, and strong cord work with a backing of leather and thick canvas. Ceramic plate that follows Senghor's style is colorful and artistic, and is built with the {@item armor latches|tv} armor adjustment."
+ ],
+ "armorData": {
+ "ac": 3,
+ "dexCap": 2,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 14,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "Hellknight Half Plate",
+ "source": "TV",
+ "page": 9,
+ "traits": [
+ "uncommon"
+ ],
+ "level": 1,
+ "access": "A character who is a member of the {@organization Hellknights} has access to this option.",
+ "type": "Item",
+ "price": {
+ "amount": 20,
+ "coin": "gp"
+ },
+ "bulk": 3,
+ "category": "Armor",
+ "subCategory": "Heavy",
+ "entries": [
+ "Hellknights wear a variety of armors decorated with designs specific to the order. {@item Hellknight half plate|TV} is the armor of choice for Hellknight signifiers, and {@item Hellknight breastplate|TV} serves those in the order who lack the training to wear heavy armor.",
+ "A character who is a member of the {@organization Hellknights} has access to these uncommon armors."
+ ],
+ "armorData": {
+ "ac": 5,
+ "dexCap": 1,
+ "checkPen": -3,
+ "speedPen": 10,
+ "str": 16,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "Hellknight Plate",
+ "otherSources": {
+ "Originally": [
+ "LOCG|80"
+ ]
+ },
+ "source": "TV",
+ "page": 9,
+ "access": "A character who is a member of the {@organization Hellknights} has access to this option.",
+ "type": "Item",
+ "level": 2,
+ "traits": [
+ "uncommon",
+ "bulwark"
+ ],
+ "price": {
+ "coin": "gp",
+ "amount": 35
+ },
+ "usage": "worn armor",
+ "bulk": 4,
+ "category": "Armor",
+ "subCategory": "Heavy",
+ "entries": [
+ "Hellknights wear a variety of armors decorated with designs specific to the order. {@item Hellknight half plate|TV} is the armor of choice for Hellknight signifiers, and {@item Hellknight breastplate|TV} serves those in the order who lack the training to wear heavy armor.",
+ "A character who is a member of the {@organization Hellknights} has access to these uncommon armors.",
+ {
+ "type": "entriesOtherSource",
+ "source": "LOCG",
+ "page": 80,
+ "entries": [
+ "Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights.",
+ "Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to {@item full plate}."
+ ]
+ }
+ ],
+ "armorData": {
+ "group": "Plate",
+ "ac": 6,
+ "dexCap": 0,
+ "str": 18,
+ "checkPen": 3,
+ "speedPen": 10
+ }
+ },
+ {
+ "name": "Hellknight Breastplate",
+ "source": "TV",
+ "access": "A character who is a member of the {@organization Hellknights} has access to this option.",
+ "page": 9,
+ "traits": [
+ "uncommon"
+ ],
+ "level": 1,
+ "type": "Item",
+ "price": {
+ "amount": 10,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "Hellknights wear a variety of armors decorated with designs specific to the order. {@item Hellknight half plate|TV} is the armor of choice for Hellknight signifiers, and {@item Hellknight breastplate|TV} serves those in the order who lack the training to wear heavy armor.",
+ "A character who is a member of the {@organization Hellknights} has access to these uncommon armors."
+ ],
+ "armorData": {
+ "ac": 4,
+ "dexCap": 1,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 16,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "O-yoroi",
+ "source": "TV",
+ "page": 9,
+ "traits": [
+ "bulwark",
+ "laminar"
+ ],
+ "level": 2,
+ "type": "Item",
+ "price": {
+ "amount": 35,
+ "coin": "gp"
+ },
+ "bulk": 5,
+ "category": "Armor",
+ "subCategory": "Heavy",
+ "entries": [
+ "Larger plates coupled with lamellar pieces to make up a suit of heavy lamellar. The custom-fitted and often highly decorative suit covers most of the body. Rounding out the suit are a tiered helmet and fearsome mask, often depicting a fiendish or monstrous creature."
+ ],
+ "armorData": {
+ "ac": 6,
+ "dexCap": 0,
+ "checkPen": -3,
+ "speedPen": 10,
+ "str": 18,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "Fortress Plate",
+ "source": "TV",
+ "page": 9,
+ "traits": [
+ "bulwark",
+ "entrench ",
+ "ponderous"
+ ],
+ "level": 2,
+ "type": "Item",
+ "price": {
+ "amount": 32,
+ "coin": "gp"
+ },
+ "bulk": 5,
+ "category": "Armor",
+ "subCategory": "Heavy",
+ "entries": [
+ "Dwarves of Dongun Hold developed fortress plate, which is still popular in Alkenstar and Dongun Hold. A trained wearer can adjust the articulated armor's overlapping layers of plates and panels to provide protection from missiles."
+ ],
+ "armorData": {
+ "ac": 6,
+ "dexCap": 0,
+ "checkPen": -3,
+ "speedPen": 10,
+ "str": 18,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "Bastion Plate",
+ "source": "TV",
+ "page": 9,
+ "traits": [
+ "bulwark",
+ "entrench ",
+ "hindering"
+ ],
+ "level": 2,
+ "type": "Item",
+ "price": {
+ "amount": 33,
+ "coin": "gp"
+ },
+ "bulk": 5,
+ "category": "Armor",
+ "subCategory": "Heavy",
+ "entries": [
+ "This cumbersome and sturdy plate armor has fluting and additional protection built into the cuirass, helm, pauldrons, and vambraces. Bastion plate was invented for protection in combat tournaments meant to be sporting rather than lethal."
+ ],
+ "armorData": {
+ "ac": 6,
+ "dexCap": 0,
+ "checkPen": -3,
+ "speedPen": 10,
+ "str": 18,
+ "group": "Plate"
+ }
+ },
+ {
+ "name": "Wooden Breastplate",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "price": {
+ "amount": 6,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "A suit of carved and tempered wood, a wooden breastplate resembles a metal breastplate in shape and function. Such suits can be carved from large pieces of wood, but they most often come from wood coaxed magically from special trees, whether by druids, elves, fey, or plant creatures such as arboreals or leshys."
+ ],
+ "armorData": {
+ "ac": 3,
+ "dexCap": 2,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 14,
+ "group": "Wood"
+ }
+ },
+ {
+ "name": "Niyaháat",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "laminar"
+ ],
+ "price": {
+ "amount": 5,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "Erutaki communities deep in the Crown of the World, where wood is hard to come by, fashion armor from slats and strips of bone or horn, along with whole bones or horns. Wealthier wearers sometimes pay for decorative embellishments made of more precious materials. Niyaháat is usually woven together with strong cord, forming a suit like a breastplate. This suit is worn over heavy clothing or a surcoat like padded armor. Some suits incorporate parts of powerful creatures, creating a storied history for the suit and its wearers."
+ ],
+ "armorData": {
+ "ac": 3,
+ "dexCap": 2,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 14,
+ "group": "Skeletal"
+ }
+ },
+ {
+ "name": "Lattice Armor",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "price": {
+ "amount": 9,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "Fine metal cables woven into latticework patterns form this armor. This armor disperses blows much like rings of chain mail, but is much tighter in construction, making it quieter."
+ ],
+ "armorData": {
+ "ac": 4,
+ "dexCap": 1,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 16,
+ "group": "Chain"
+ }
+ },
+ {
+ "name": "Lamellar Breastplate",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "hindering",
+ "laminar"
+ ],
+ "price": {
+ "amount": 7,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "Slats of lacquered steel or other metal held together with cord, whether leather or silk, make up most lamellar breastplates. The lacquering prevents the metal from corroding."
+ ],
+ "armorData": {
+ "ac": 4,
+ "dexCap": 1,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 16,
+ "group": "Composite"
+ }
+ },
+ {
+ "name": "Coral Armor",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "aquadynamic"
+ ],
+ "price": {
+ "amount": 5,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "category": "Armor",
+ "subCategory": "Medium",
+ "entries": [
+ "A good option for undersea explorers and aquatic peoples alike, coral armor consists of panels of carved coral. If worn underwater, some of this coral can even be alive."
+ ],
+ "armorData": {
+ "ac": 3,
+ "dexCap": 2,
+ "checkPen": -2,
+ "speedPen": 5,
+ "str": 14,
+ "group": "Skeletal"
+ }
+ },
+ {
+ "name": "Sankeit",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "laminar"
+ ],
+ "price": {
+ "amount": 5,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Sankeit is common armor among Varki in the northern Land of the Linnorm Kings, made of small wooden plates or longer slats, typically vertical, joined with sinew or cord and painted with decorations. Varki warriors traditionally wear sankeit with a fearsome wooden helm carved in the shape of a mighty creature."
+ ],
+ "armorData": {
+ "ac": 2,
+ "dexCap": 3,
+ "checkPen": -1,
+ "speedPen": 0,
+ "str": 12,
+ "group": "Wood"
+ }
+ },
+ {
+ "name": "Leather Lamellar",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "laminar"
+ ],
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Leather lamellar is a composite armor made of small rectangular pieces of lacquered leather laced together with high‑quality cord. It's typically worn with an undershirt."
+ ],
+ "armorData": {
+ "ac": 1,
+ "dexCap": 4,
+ "checkPen": -1,
+ "speedPen": 0,
+ "str": 10,
+ "group": "Composite"
+ }
+ },
+ {
+ "name": "Leaf Weave",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "laminar"
+ ],
+ "price": {
+ "amount": 4,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Specialized crafters, often elves, create leaf weave out of sturdy leaves from ancient or magically enriched trees. Such leaves, when treated properly, have the strength of leather, and other tough plant materials hold the leaves together to form the armor. Such suits are popular among those who wish to avoid materials taken from slain beasts. As a material, leaf weave has the same statistics as thin wood."
+ ],
+ "armorData": {
+ "ac": 1,
+ "dexCap": 4,
+ "checkPen": -1,
+ "speedPen": 0,
+ "str": 10,
+ "group": "Wood"
+ }
+ },
+ {
+ "name": "Buckle Armor",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "adjusted ",
+ "noisy"
+ ],
+ "price": {
+ "amount": 4,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Absalom style once led famous adventurers to wear clothing with an unusual number of buckles, pouches, and straps. This fashion birthed a trend that led to \"buckle armor,\" a colloquial name for chic armor with spacious tool storage. Buckle armor comes with the {@item storage|tv} armor adjustment."
+ ],
+ "armorData": {
+ "ac": 2,
+ "dexCap": 3,
+ "checkPen": -1,
+ "speedPen": 0,
+ "str": 12,
+ "group": "Leather"
+ }
+ },
+ {
+ "name": "Mantis Shell",
+ "source": "TV",
+ "page": 9,
+ "level": 1,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "adjusted "
+ ],
+ "price": {
+ "amount": 10,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "category": "Armor",
+ "subCategory": "Light",
+ "entries": [
+ "Construction of mantis shell armor originates with the Red Mantis assassins. Authentic mantis shell can be found in some dark markets, but wearing such armor can attract deadly attention from the armor's originators. Mantis shell comes with the {@item weapon harness adjustment|tv}, though these special vambraces are meant to hold sawtooth sabers, and attaching anything else is an insult to the Red Mantis. A character who is a member of the Red Mantis assassins has access to this uncommon armor."
+ ],
+ "armorData": {
+ "ac": 2,
+ "dexCap": 3,
+ "checkPen": -1,
+ "speedPen": 0,
+ "str": 12,
+ "group": "Skeletal"
+ }
+ },
+ {
+ "name": "Scroll Robes",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "inscribed"
+ ],
+ "price": {
+ "amount": 15,
+ "coin": "sp"
+ },
+ "bulk": "L",
+ "category": "Armor",
+ "subCategory": "Unarmored",
+ "entries": [
+ "Scroll robes are composed of paper alchemically treated for strength and flexibility. A layered structure prevents cutting and tearing, and for the purpose of calculating damage, the robes are considered to be cloth. The paper accepts all sorts of decoration, including magical writing, as detailed in the inscribed trait."
+ ],
+ "armorData": {
+ "ac": 0,
+ "dexCap": 5,
+ "checkPen": 0,
+ "speedPen": 0,
+ "group": "Cloth"
+ }
+ },
+ {
+ "name": "Gi",
+ "source": "TV",
+ "page": 9,
+ "type": "Item",
+ "traits": [
+ "comfort"
+ ],
+ "price": {
+ "amount": 2,
+ "coin": "sp"
+ },
+ "bulk": "L",
+ "category": "Armor",
+ "subCategory": "Unarmored",
+ "entries": [
+ "Also called martial arts suits or practice clothes, gi are outfits of tough cloth built for comfort and unrestricted movement\u2014ideal for practicing martial arts. They have reinforced stitching resistant to strenuous use."
+ ],
+ "armorData": {
+ "ac": 0,
+ "dexCap": 5,
+ "checkPen": 0,
+ "speedPen": 0,
+ "group": "Cloth"
+ }
+ },
+ {
+ "name": "Explorer's Clothing",
+ "source": "CRB",
+ "page": 275,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "comfort"
+ ],
+ "price": {
+ "amount": 1,
+ "coin": "sp"
+ },
+ "bulk": "L",
+ "category": "Armor",
+ "subCategory": "Unarmored",
+ "entries": [
+ "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 {@item armor potency (generic)||potency runes}."
+ ],
+ "genericItem": "Clothing (generic)",
+ "armorData": {
+ "ac": 0,
+ "dexCap": 5,
+ "checkPen": 0,
+ "speedPen": 0,
+ "group": "Cloth"
+ }
+ },
+ {
+ "name": "Explosive Dogslicer",
+ "source": "G&G",
+ "page": 158,
+ "type": "Item",
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "combination"
+ ],
+ "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
+ "price": {
+ "amount": 10,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Advanced",
+ "entries": [
+ "An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed {@item dogslicer} with an oversized guard."
+ ],
+ "weaponData": {
+ "type": "Ranged",
+ "group": "Firearm|G&G",
+ "damage": "1d6",
+ "damageType": "S",
+ "reload": 1,
+ "range": 20,
+ "ammunition": "round (5)|G&G|round",
+ "traits": [
+ "backstabber",
+ "goblin",
+ "scatter <5 ft.>"
+ ]
+ },
+ "comboWeaponData": {
+ "type": "Melee",
+ "group": "Sword",
+ "damage": "1d6",
+ "damageType": "S",
+ "traits": [
+ "backstabber",
+ "goblin",
+ "critical fusion",
+ "finesse"
+ ]
+ }
+ },
+ {
+ "name": "Falchion",
+ "source": "CRB",
+ "page": 280,
+ "equipment": true,
+ "type": "Item",
+ "traits": [
+ "forceful",
+ "sweep"
+ ],
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade's end, making it a powerful slashing weapon."
+ ],
+ "weaponData": {
+ "damage": "1d10",
+ "damageType": "S",
+ "group": "Sword"
+ }
+ },
+ {
+ "name": "Fangwire",
+ "source": "LOAG",
+ "page": 139,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "agile",
+ "backstabber",
+ "deadly <1d8>",
+ "finesse",
+ "grapple",
+ "kobold"
+ ],
+ "price": {
+ "amount": 4,
+ "coin": "gp"
+ },
+ "bulk": "L",
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word \"slow\" removed, as a fangwire gets quick results."
+ ],
+ "weaponData": {
+ "damage": "1d4",
+ "damageType": "S",
+ "group": "Brawling"
+ }
+ },
+ {
+ "name": "Fauchard",
+ "source": "LOCG",
+ "page": 92,
+ "type": "Item",
+ "level": 0,
+ "traits": [
+ "deadly ",
+ "reach",
+ "sweep",
+ "trip"
+ ],
+ "price": {
+ "coin": "sp",
+ "amount": 14
+ },
+ "bulk": 2,
+ "hands": 2,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This umbrella fires tiny blowgun darts from its ferrule with a twist of the handle. The darts are loaded into the shaft, and though the damage they deal is minimal, the dart umbrella is an inconspicuous weapon easy to slip past inspections."
+ "A fauchard is similar to a {@item glaive}, save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon."
],
"weaponData": {
- "damage": "1",
- "damageType": "P",
- "reload": 1,
- "range": 30,
- "group": "Dart"
+ "damage": "1d8",
+ "damageType": "S",
+ "group": "Polearm"
}
},
{
- "name": "Dogslicer",
- "source": "CRB",
- "page": 281,
- "equipment": true,
+ "name": "Scizore",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "agile",
- "backstabber",
- "finesse",
- "goblin",
- "uncommon"
+ "disarm",
+ "parry"
],
"price": {
- "amount": 1,
+ "amount": 9,
"coin": "sp"
},
"bulk": "L",
@@ -2032,156 +3486,149 @@
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This short, curved, and crude makeshift blade often has holes drilled into it to reduce its weight. It's a favored weapon of goblins."
+ "A scizore is a gauntlet or protective leather tube worn over the forearm and featuring a half-moon blade mounted to the end of the cap on a short pole."
],
"weaponData": {
"damage": "1d6",
"damageType": "S",
- "group": "Sword"
+ "group": "Knife"
}
},
{
- "name": "Double-barreled Musket",
- "source": "G&G",
- "page": 151,
+ "name": "War Razor",
+ "source": "TV",
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "page": 25,
"type": "Item",
- "level": 1,
"traits": [
- "uncommon",
- "concussive",
- "double barrel",
- "fatal "
+ "agile",
+ "backstabber",
+ "deadly ",
+ "finesse"
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 11,
- "coin": "gp"
+ "amount": 3,
+ "coin": "sp"
},
- "bulk": 1,
- "hands": 2,
+ "bulk": "L",
+ "hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm."
+ "A war razor is an exaggerated version of the barbers' tool. It's a brittle but extremely sharp weapon that is very easy to slip into a pocket or sleeve."
],
"weaponData": {
- "ammunition": "round (10)|G&G|rounds",
- "damage": "1d6",
- "damageType": "P",
- "reload": 1,
- "range": 60,
- "group": "Firearm|G&G"
+ "damage": "1d4",
+ "damageType": "S",
+ "group": "Knife"
}
},
{
- "name": "Double-barreled Pistol",
- "source": "G&G",
- "page": 151,
+ "name": "Nodachi",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "uncommon",
- "concussive",
- "double barrel",
- "fatal "
+ "brace",
+ "deadly ",
+ "reach"
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 7,
+ "amount": 6,
"coin": "gp"
},
- "bulk": 1,
- "hands": 1,
+ "bulk": 2,
+ "hands": 2,
"category": "Weapon",
- "subCategory": "Martial",
+ "subCategory": "Advanced",
"entries": [
- "This flintlock pistol has two side-by-side barrels. Though less accurate than a standard pistol, a double-barreled pistol is a useful and versatile weapon. It's generally banned in areas where duels with pistols are relatively common, in much the same way that arriving at an aristocratic duel with a scattergun would be considered crass, at best."
+ "Also known as a zhanmadao, the exceptionally long blade of the nodachi is designed to neutralize enemy mounts and counter the advantages of cavalry units. Its shape and size make it somewhat impractical for close combat but highly effective against charging opponents."
],
"weaponData": {
- "ammunition": "round (10)|G&G|rounds",
- "damage": "1d4",
- "damageType": "P",
- "reload": 1,
- "range": 30,
- "group": "Firearm|G&G"
+ "damage": "1d8",
+ "damageType": "S",
+ "group": "Sword"
}
},
{
- "name": "Dragon Mouth Pistol",
- "source": "G&G",
- "page": 151,
+ "name": "Falcata",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "uncommon",
- "concussive",
- "scatter <5 ft.>"
+ "fatal "
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 9,
+ "amount": 3,
"coin": "gp"
},
"bulk": 1,
"hands": 1,
"category": "Weapon",
- "subCategory": "Martial",
+ "subCategory": "Advanced",
"entries": [
- "Similar to the blunderbuss, a dragon-mouth pistol fires pellets from a flared barrel. Though less powerful than a blunderbuss, the dragon-mouth pistol is appreciated for its portability and one-handed design. Though the name was coined because of the destructive belch of this handheld scatter weapon, many gunsmiths craft dragon-mouth pistols with elaborate embellishments that resemble a stylized dragon's maw framing the barrel."
+ "The falcata is a heavy, one-handed sword with a single cutting edge, usually flaring to be wider towards the point of the weapon and narrower towards the hilt."
],
"weaponData": {
- "ammunition": "round (10)|G&G|rounds",
- "damage": "1d6",
- "damageType": "P",
- "reload": 1,
- "range": 20,
- "group": "Firearm|G&G"
+ "damage": "1d8",
+ "damageType": "S",
+ "group": "Sword"
}
},
{
- "name": "Dueling Pistol",
- "source": "G&G",
- "page": 151,
+ "name": "Panabas",
+ "source": "TV",
+ "page": 25,
+ "otherSources": {
+ "Originally": [
+ "LOIL|221"
+ ]
+ },
"type": "Item",
- "level": 1,
"traits": [
- "uncommon",
- "concealable",
- "concussive",
- "fatal "
+ "forceful",
+ "sweep",
+ "two-hand "
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 12,
+ "amount": 1,
"coin": "gp"
},
- "bulk": "L",
+ "bulk": 1,
"hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "Made for settling disputes when diplomacy fails, dueling pistols are finely crafted and made to fit easily into a holster or pocket. Noble and wealthy merchants in both Alkenstar and Dongun Hold often own matching pairs of dueling pistols in case they're called upon to address a challenge\u2014though this practice has become increasingly rare in the modern age."
+ "This weapon has practical uses in both farming and butchering, thanks to the efficiency and brutality of its forward-curving blade. It can be wielded in one or two hands."
],
"weaponData": {
- "ammunition": "round (10)|G&G|rounds",
"damage": "1d6",
- "damageType": "P",
- "reload": 1,
- "range": 60,
- "group": "Firearm|G&G"
+ "damageType": "S",
+ "group": "Sword"
}
},
{
- "name": "Dueling Spear",
- "source": "LOTGB",
- "page": 107,
+ "name": "Meteor Hammer",
+ "source": "TV",
+ "page": 25,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
"type": "Item",
"traits": [
- "uncommon",
+ "backswing",
"disarm",
- "finesse",
- "versatile "
+ "reach",
+ "trip"
],
"price": {
- "amount": 2,
+ "amount": 3,
"coin": "gp"
},
"bulk": 2,
@@ -2189,224 +3636,198 @@
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This spear has a spade-like blade at one end and a forked blade at the other, making it resemble a large arrow. It's well balanced for spinning and twisting maneuvers. The spade-like end can be used for slashing and stabbing, while the forked end is effective at wrenching a weapon from an enemy's grasp."
+ "This weapon consists of a long chain connected to a heavy weight at each end. When a wielder swings the weights by the chain, they build momentum and can serve as deadly bludgeons with incredible reach."
],
"weaponData": {
"damage": "1d8",
- "damageType": "P",
- "group": "Spear"
+ "damageType": "B",
+ "group": "Flail"
}
},
{
- "name": "Dwarven Scattergun",
- "source": "G&G",
- "page": 151,
+ "name": "Machete",
+ "source": "TV",
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "page": 25,
"type": "Item",
- "level": 1,
"traits": [
- "uncommon",
- "concussive",
- "dwarf",
- "kickback",
- "scatter <10 ft.>"
+ "deadly ",
+ "sweep"
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 10,
- "coin": "gp"
+ "amount": 7,
+ "coin": "sp"
},
- "bulk": 2,
- "hands": 2,
+ "bulk": "L",
+ "hands": 1,
"category": "Weapon",
- "subCategory": "Advanced",
+ "subCategory": "Martial",
"entries": [
- "A favored weapon of dwarf scouts from Dongun Hold, the dwarven scattergun is a powerful weapon designed to take advantage of a dwarf's sturdy frame. A dwarven scattergun fires a large paper cartridge stuffed with black powder and knuckle-sized lumps of metal, creating a devastating burst so destructive that a foolish dwarf might find themself catching painful ricochets when firing at a too-close target. Some scatterguns are crafted with a clockwork firing tray that can quickly sort and load black powder and shot without needing a prepackaged cartridge, though this is largely an aesthetic feature with no real mechanical benefit."
+ "This medium-length sword has a wide, gently curved blade and long grip. Though it's typically used to hack through heavy foliage, the machete can also b used as a deadly weapon."
],
"weaponData": {
- "ammunition": "round (5)|G&G|rounds",
"damage": "1d8",
- "damageType": "P",
- "reload": 1,
- "range": 50,
- "group": "Firearm|G&G"
+ "damageType": "S",
+ "group": "Sword"
}
},
{
- "name": "Dwarven War Axe",
- "source": "CRB",
- "page": 281,
- "equipment": true,
+ "name": "Long Hammer",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
+ "brace",
"dwarf",
- "sweep",
- "two-hand ",
- "uncommon"
+ "reach",
+ "trip",
+ "versatile
"
],
"price": {
- "amount": 3,
+ "amount": 5,
"coin": "gp"
},
"bulk": 2,
- "hands": 1,
+ "hands": 2,
"category": "Weapon",
- "subCategory": "Advanced",
+ "subCategory": "Martial",
"entries": [
- "This favored weapon of the dwarves has a large, ornate head mounted on a thick handle. This powerful axe can be wielded with one hand or two."
+ "The long hammer features a pronged hammer head designed for damaging knees and ankles, counterbalanced by a stout spike and affixed to a reinforced shaft between 5 and 7 feet long."
],
"weaponData": {
"damage": "1d8",
- "damageType": "S",
- "group": "Axe"
+ "damageType": "B",
+ "group": "Hammer"
}
},
{
- "name": "Elven Branched Spear",
- "source": "LOTGB",
- "page": 107,
+ "name": "Flyssa",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "uncommon",
- "elf",
- "deadly ",
+ "agile",
"finesse",
- "reach"
+ "versatile
"
],
"price": {
- "amount": 3,
+ "amount": 1,
"coin": "gp"
},
- "bulk": 1,
- "hands": 2,
+ "bulk": "L",
+ "hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "Several short branches project from this delicate spear's shaft, each angled forward and tipped with a leaflike blade."
+ "This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat."
],
"weaponData": {
"damage": "1d6",
- "damageType": "P",
- "group": "Spear"
+ "damageType": "S",
+ "group": "Knife"
}
},
{
- "name": "Elven Curve Blade",
- "source": "CRB",
- "page": 281,
- "equipment": true,
+ "name": "Earthbreaker",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "elf",
- "finesse",
- "forceful",
- "uncommon"
+ "razing",
+ "shove",
+ "two-hand ",
+ "versatile
"
],
"price": {
"amount": 4,
"coin": "gp"
},
"bulk": 2,
- "hands": 2,
+ "hands": 1,
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin."
+ "This massive hammer's metal head is shaped or molded with heavy metal wedges along its primary striking surface, enabling it to tear through shields and armor with ease."
],
"weaponData": {
- "damage": "1d8",
- "damageType": "S",
- "group": "Sword"
+ "damage": "1d6",
+ "damageType": "B",
+ "group": "Hammer"
}
},
{
- "name": "Explorer's Clothing",
- "source": "CRB",
- "page": 275,
- "equipment": true,
+ "name": "Dancer's Spear",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "comfort"
+ "backswing",
+ "finesse",
+ "reach",
+ "sweep",
+ "versatile "
],
"price": {
- "amount": 1,
- "coin": "sp"
+ "amount": 3,
+ "coin": "gp"
},
- "bulk": "L",
- "category": "Armor",
- "subCategory": "Unarmored",
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
"entries": [
- "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 {@item armor potency (generic)||potency runes}."
+ "Traditionally a favored weapon in Molthune for settling disputes between military leaders, the dancer's spear has seen a recent resurgence in popularity in the neighboring kingdom of Nirmathas, largely due to its effectiveness at striking down attacking skeletons and other undead from a relatively safe distance. A dancer's spear has a 7-foot-long wooden haft capped with a triangular metal blade at one end, counterbalanced on the other end with a reinforced metal sleeve that, in a pinch, can be used as an effective striking surface."
],
- "genericItem": "Clothing (generic)",
- "armorData": {
- "ac": 0,
- "dexCap": 5,
- "checkPen": 0,
- "speedPen": 0,
- "group": "Cloth"
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "P",
+ "group": "Spear"
}
},
{
- "name": "Explosive Dogslicer",
- "source": "G&G",
- "page": 158,
+ "name": "Bec De Corbin",
+ "source": "TV",
+ "page": 25,
"type": "Item",
- "level": 1,
"traits": [
- "uncommon",
- "combination"
+ "razing",
+ "reach",
+ "shove",
+ "versatile "
],
- "access": "The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
"price": {
- "amount": 10,
+ "amount": 4,
"coin": "gp"
},
"bulk": 2,
"hands": 2,
"category": "Weapon",
- "subCategory": "Advanced",
+ "subCategory": "Martial",
"entries": [
- "An explosive dogslicer is a sneaky, explosive weapon that often brings perverse joy to the goblins who use them. At first glance, it appears to be a triple-bladed {@item dogslicer} with an oversized guard."
+ "A bec de corbin is a spiked polearm that uses a hammer head to help balance the spike. The hammer portion can be used as a secondary striking surface, while the spike or fluke is specially designed to punch through armor and shields."
],
"weaponData": {
- "type": "Ranged",
- "group": "Firearm|G&G",
- "damage": "1d6",
- "damageType": "S",
- "reload": 1,
- "range": 20,
- "ammunition": "round (5)|G&G|round",
- "traits": [
- "backstabber",
- "goblin",
- "scatter <5 ft.>"
- ]
- },
- "comboWeaponData": {
- "type": "Melee",
- "group": "Sword",
- "damage": "1d6",
- "damageType": "S",
- "traits": [
- "backstabber",
- "goblin",
- "critical fusion",
- "finesse"
- ]
+ "damage": "1d8",
+ "damageType": "P",
+ "group": "Polearm"
}
},
{
- "name": "Falchion",
- "source": "CRB",
- "page": 280,
- "equipment": true,
+ "name": "Battle Saddle",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "forceful",
- "sweep"
+ "parry",
+ "sweep",
+ "vehicular"
],
"price": {
- "amount": 3,
+ "amount": 6,
"coin": "gp"
},
"bulk": 2,
@@ -2414,78 +3835,77 @@
"category": "Weapon",
"subCategory": "Martial",
"entries": [
- "This weapon is a heavier, two-handed version of the curved-bladed scimitar. It is weighted toward the blade's end, making it a powerful slashing weapon."
+ "The battle saddle is a special saddle for a mount that has two large, winglike blades. These blades normally lie flat alongside the saddle, providing additional protection for the rider, but they can be deployed with a tug on the reins to slash at enemies adjacent to the mount. When using a battle saddle to parry, you can decide whether the circumstance bonus to AC applies to you or to your mount."
],
"weaponData": {
- "damage": "1d10",
+ "damage": "1d8",
"damageType": "S",
- "group": "Sword"
+ "group": "Axe"
}
},
{
- "name": "Fangwire",
- "source": "LOAG",
- "page": 139,
+ "name": "Frying Pan",
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
- "uncommon",
- "agile",
- "backstabber",
- "deadly <1d8>",
- "finesse",
- "grapple",
- "kobold"
+ "fatal ",
+ "halfling"
],
"price": {
- "amount": 4,
- "coin": "gp"
+ "amount": 1,
+ "coin": "sp"
},
"bulk": "L",
"hands": 1,
"category": "Weapon",
- "subCategory": "Martial",
+ "subCategory": "Simple",
"entries": [
- "This kobold wire is thin and hard to see, making it perfect for an ambush. The wielder wraps the wire around a vulnerable spot, such as the neck, and twists it to inflict potentially fatal lacerations. The name derives from the use of a similar wire in traps, or slow fangs, with the word \"slow\" removed, as a fangwire gets quick results."
+ "The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the {@feat Halfling Weapon Familiarity} ancestry feat are trained in the frying pan."
],
"weaponData": {
"damage": "1d4",
- "damageType": "S",
- "group": "Brawling"
+ "damageType": "B",
+ "group": "Club"
}
},
{
- "name": "Fauchard",
- "source": "LOCG",
- "page": 92,
+ "name": "Corset knife",
+ "source": "TV",
+ "page": 25,
"type": "Item",
- "level": 0,
"traits": [
- "deadly ",
- "reach",
- "sweep",
- "trip"
+ "agile",
+ "concealable",
+ "finesse",
+ "thrown <10 ft.>"
],
"price": {
- "coin": "sp",
- "amount": 14
+ "amount": 3,
+ "coin": "sp"
},
- "bulk": 2,
- "hands": 2,
+ "bulk": "L",
+ "hands": 1,
"category": "Weapon",
- "subCategory": "Martial",
+ "subCategory": "Simple",
"entries": [
- "A fauchard is similar to a {@item glaive}, save that its cutting edge is along the concave side. Fauchards are favored by Crimson Reclaimers for hacking through waves of zombies. The fauchard is a martial melee weapon."
+ "A favored self-defense weapon among bar and tavern workers, the corset knife has a weighted hilt and a cylindrical, needlelike blade designed to be easily hidden in clothing, but quickly retrieved in a pinch."
],
"weaponData": {
- "damage": "1d8",
- "damageType": "S",
- "group": "Polearm"
+ "damage": "1d4",
+ "damageType": "P",
+ "group": "Knife"
}
},
{
"name": "Fighting Fan",
- "source": "LOGM",
- "page": 120,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -2784,33 +4204,6 @@
"speedPen": 10
}
},
- {
- "name": "Gaff",
- "source": "B1",
- "page": 253,
- "type": "Item",
- "traits": [
- "trip",
- "deadly ",
- "uncommon"
- ],
- "price": {
- "amount": 1,
- "coin": "gp"
- },
- "bulk": 1,
- "hands": 2,
- "category": "Weapon",
- "subCategory": "Martial",
- "entries": [
- "Ogres are known for using immense, curved picks called ogre hooks."
- ],
- "weaponData": {
- "damage": "1d10",
- "damageType": "P",
- "group": "Pick"
- }
- },
{
"name": "Gaff",
"source": "B2",
@@ -3562,37 +4955,6 @@
"speedPen": 10
}
},
- {
- "name": "Hellknight Plate",
- "source": "LOCG",
- "page": 80,
- "type": "Item",
- "level": 2,
- "traits": [
- "uncommon",
- "bulwark"
- ],
- "price": {
- "coin": "gp",
- "amount": 35
- },
- "usage": "worn armor",
- "bulk": 4,
- "category": "Armor",
- "subCategory": "Heavy",
- "entries": [
- "Few armors in the Inner Sea region are as memorable as the iconic Hellknight plate. While each order has its own flourishes, Hellknight plate is instantly recognizable to any who know of the Hellknights.",
- "Hellknights go to extreme measures to punish non-Hellknights who get their hands on Hellknight plate, and the reward is not usually worth the risk, since for non-Hellknights, the armor is functionally similar to {@item full plate}."
- ],
- "armorData": {
- "group": "Plate",
- "ac": 6,
- "dexCap": 0,
- "str": 18,
- "checkPen": 3,
- "speedPen": 10
- }
- },
{
"name": "Hide",
"source": "CRB",
@@ -3649,8 +5011,13 @@
},
{
"name": "Hook Sword",
- "source": "FRP2",
- "page": 76,
+ "otherSources": {
+ "Originally": [
+ "FRP2|76"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -3854,8 +5221,13 @@
},
{
"name": "Karambit",
- "source": "FRP2",
- "page": 76,
+ "otherSources": {
+ "Originally": [
+ "FRP2|76"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -3970,8 +5342,13 @@
},
{
"name": "Khopesh",
- "source": "LOGM",
- "page": 120,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -4052,8 +5429,13 @@
},
{
"name": "Kusarigama",
- "source": "FRP2",
- "page": 76,
+ "otherSources": {
+ "Originally": [
+ "FRP2|76"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -4136,8 +5518,13 @@
},
{
"name": "Leiomano",
- "source": "FRP2",
- "page": 76,
+ "otherSources": {
+ "Originally": [
+ "FRP2|76"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -4307,7 +5694,6 @@
"name": "Daikyu",
"source": "APG",
"page": 248,
- "equipment": true,
"type": "Item",
"traits": [
"propulsive",
@@ -4522,32 +5908,6 @@
]
}
},
- {
- "name": "Machete",
- "source": "LOGM",
- "page": 120,
- "type": "Item",
- "traits": [
- "deadly ",
- "sweep"
- ],
- "price": {
- "amount": 7,
- "coin": "sp"
- },
- "bulk": "L",
- "hands": 1,
- "category": "Weapon",
- "subCategory": "Martial",
- "entries": [
- "This medium-length sword has a wide blade and long grip. Though it is typically used to hack through heavy foliage, the machete can also be used as a deadly weapon."
- ],
- "weaponData": {
- "damage": "1d6",
- "damageType": "S",
- "group": "Sword"
- }
- },
{
"name": "Main-gauche",
"source": "CRB",
@@ -4580,8 +5940,13 @@
},
{
"name": "Mambele",
- "source": "LOGM",
- "page": 120,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -4632,34 +5997,6 @@
"group": "Hammer"
}
},
- {
- "name": "Meteor Hammer",
- "source": "LOGM",
- "page": 120,
- "type": "Item",
- "traits": [
- "backswing",
- "disarm",
- "reach",
- "trip"
- ],
- "price": {
- "amount": 3,
- "coin": "gp"
- },
- "bulk": 2,
- "hands": 2,
- "category": "Weapon",
- "subCategory": "Martial",
- "entries": [
- "This weapon consists of a long chain connected to a heavy weight at one end. When a wielder swings the weight by the chain, it builds momentum and can serve as a deadly bludgeon with incredible reach."
- ],
- "weaponData": {
- "damage": "1d8",
- "damageType": "B",
- "group": "Flail"
- }
- },
{
"name": "Mithral Tree",
"source": "G&G",
@@ -4748,8 +6085,13 @@
},
{
"name": "Naginata",
- "source": "LOGM",
- "page": 120,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"traits": [
"uncommon",
@@ -4861,6 +6203,37 @@
"group": "Club"
}
},
+ {
+ "name": "Rope Dart",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "disarm",
+ "finesse",
+ "sweep",
+ "tethered",
+ "thrown <20 feet>",
+ "trip"
+ ],
+ "price": {
+ "amount": 1,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "A deceptively simple weapon made from a length of cord attached to a weighted, conical metal spike. A rope dart can be whirled and manipulated at great speeds to attack in unexpected ways and from unexpected angles."
+ ],
+ "weaponData": {
+ "damage": "1d4",
+ "damageType": "P",
+ "group": "Dart"
+ }
+ },
{
"name": "Orc Knuckle Dagger",
"source": "CRB",
@@ -5141,8 +6514,13 @@
},
{
"name": "Polytool",
- "source": "LOGM",
- "page": 120,
+ "otherSources": {
+ "Originally": [
+ "LOGM|120"
+ ]
+ },
+ "source": "TV",
+ "page": 25,
"type": "Item",
"level": 1,
"traits": [
@@ -5167,6 +6545,35 @@
"damageType": "modular"
}
},
+ {
+ "name": "Sansetsukon",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "backswing",
+ "disarm",
+ "monk",
+ "parry"
+ ],
+ "price": {
+ "amount": 2,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "The sansetsukon, also known as a sanjiegun or three-section staff, is made up of three wooden staff segments, each about 14 inches in length. The staff sections are connected by short lengths of cord or chain, similar to nunchaku."
+ ],
+ "weaponData": {
+ "damage": "1d8",
+ "damageType": "B",
+ "group": "Flail"
+ }
+ },
{
"name": "Power Suit",
"source": "G&G",
@@ -5664,6 +7071,92 @@
"group": "Flail"
}
},
+ {
+ "name": "Dwarven Dorn-dergar",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "dwarf",
+ "razing",
+ "reach"
+ ],
+ "price": {
+ "amount": 8,
+ "coin": "gp"
+ },
+ "bulk": 2,
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Advanced",
+ "entries": [
+ "A heavy, weighted cube of metal at the end of a long chain, the dorn-dergar is used by dwarven berserkers and sappers who specialize in breaking through lines of shielded opponents or disabling enemy siege weapons."
+ ],
+ "weaponData": {
+ "damage": "1d10",
+ "damageType": "B",
+ "group": "Flail"
+ }
+ },
+ {
+ "name": "Chain Sword",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "finesse",
+ "reach",
+ "sweep"
+ ],
+ "price": {
+ "amount": 6,
+ "coin": "gp"
+ },
+ "bulk": 1,
+ "hands": 1,
+ "category": "Weapon",
+ "subCategory": "Advanced",
+ "entries": [
+ "This weapon has a hilt like a longsword attached to several bladed segments connected by chain links. A highly technical weapon, the chain sword is valued by duelists and experienced soldiers alike in the nations of Nirmathas and Molthune."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "S",
+ "group": "Sword"
+ }
+ },
+ {
+ "name": "Whipstaff",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "agile",
+ "finesse",
+ "monk",
+ "parry",
+ "sweep"
+ ],
+ "price": {
+ "amount": 3,
+ "coin": "gp"
+ },
+ "bulk": "L",
+ "hands": 2,
+ "category": "Weapon",
+ "subCategory": "Martial",
+ "entries": [
+ "The whipstaff is a 5-foot-long staff carved from alchemically treated wood. Exceptionally light and well-balanced, whipstaffs are favored by travelers and martial artists who prioritize speed over power."
+ ],
+ "weaponData": {
+ "damage": "1d6",
+ "damageType": "B",
+ "group": "Club"
+ }
+ },
{
"name": "Scourge",
"source": "LOCG",
@@ -5815,6 +7308,7 @@
"amount": 5,
"coin": "sp"
},
+ "bulk": "\u2014",
"hands": 1,
"category": "Weapon",
"subCategory": "Martial",
@@ -5840,6 +7334,7 @@
"amount": 5,
"coin": "sp"
},
+ "bulk": "\u2014",
"hands": 1,
"category": "Weapon",
"subCategory": "Martial",
@@ -5852,6 +7347,38 @@
"group": "Shield"
}
},
+ {
+ "name": "Feng Huo Lun",
+ "source": "TV",
+ "page": 25,
+ "type": "Item",
+ "traits": [
+ "uncommon",
+ "agile",
+ "disarm",
+ "finesse",
+ "monk",
+ "parry",
+ "twin",
+ "versatile
}), {@b Damage} {@damage 1d8+10} slashing plus {@damage 1d6} evil and {@damage 1d6} fire; {@b Ranged} {@as 1} composite longbow (deadly , range increment <100 feet>, volley), {@b Damage} {@damage 1d8} piercing plus {@damage 1d6} evil and {@damage 1d6} fire.",
"{@bold Osyluth} Speed 35 feet, fly 30 feet; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} claw (agile, reach <10 feet>), {@b Damage} {@damage 2d6} slashing plus {@damage 1d6} evil; {@b Melee} {@as 1} stinger (reach <15 feet>), {@b Damage} {@damage 1d10} piercing plus {@damage 1d6} evil and {@damage 1d6} poison; {@b Ranged} {@as 1} bone shard (range increment <30 feet>), {@b Damage} {@damage 2d6} piercing plus {@damage 1d6} evil.",
"{@bold Sarglagon} Speed 25 feet, fly 25 feet, swim 30 feet; {@b Melee} {@as 1} fangs, {@b Damage} {@damage 2d10+10} piercing plus {@damage 1d6} evil; {@b Melee} {@as 1} tentacle arm ({@trait agile}), {@b Damage} {@damage 1d8} bludgeoning plus {@damage 1d6} evil and {@damage 1d6} poison."
@@ -2635,7 +2633,7 @@
"items": [
"{@bold Air Elemental} fly Speed 80 feet; {@b High Winds} (air, aura) 30 feet. Air within the emanation is {@quickref difficult terrain||3|terrain} for flying creatures that don't have the {@trait air} trait; {@b Swiftness} Your movement doesn't trigger reactions; {@b Melee} {@as 1} gust (reach <25 feet>), {@b Damage} {@damage 3d12+11} bludgeoning plus Push 10 feet; {@b Ranged} {@as 1} lightning lash (range increment <80 feet>), {@b Damage} {@damage 3d12+4} electricity.",
"{@bold Earth Elemental} 30 feet, burrow 20 feet; resistance 5 to physical; {@b Spike Stones} (aura, earth) 30 feet. The area is {@quickref difficult terrain||3|terrain} and hazardous terrain. A creature without the {@trait earth} trait that moves on the ground in the area takes 5 piercing damage for every square of that area it moves into; {@b Rocky Toughness} You gain 40 temporary Hit Points when you choose this form instead of 30; {@b Melee} {@as 1} fist (reach <25 feet>), {@b Damage} {@damage 3d12+15} bludgeoning; {@b Ranged} {@as 1} rock (range increment <40 feet>), {@b Damage} {@damage 4d8+6} bludgeoning.",
- "{@bold Fire Elemental} 50 feet; immunity to fire; weakness to cold 10; {@b Intense Heat} (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes {@damage 5d6} fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; {@b Melee} {@as 1} tendril (reach <25 feet>), {@b Damage} {@damage 3d10+12} fire plus {@damage 2d6} {@condition persistent damage ||persistent fire}; {@b Ranged} {@as 1} fire mote (range increment <60 feet>), {@b Damage} {@damage 4d8+6} bludgeoning.",
+ "{@bold Fire Elemental} 50 feet; immunity to fire; weakness to cold 10; {@b Intense Heat} (aura, fire) 30 feet. A creature that enters the aura or starts its turn in the aura takes {@damage 5d6} fire damage with a basic Reflex save against your spell DC. A creature can take damage from the aura only once per round; {@b Melee} {@as 1} tendril (reach <25 feet>), {@b Damage} {@damage 3d10+12} fire plus {@damage 2d6} {@condition persistent damage||persistent fire}; {@b Ranged} {@as 1} fire mote (range increment <60 feet>), {@b Damage} {@damage 4d8+6} bludgeoning.",
"{@bold Water Elemental} 40 feet, swim 80 feet; resistance 10 to fire; {@b Vortex} (aura, water) 30 feet. Water within the aura that is part of the same body of water you occupy is {@quickref difficult terrain||3|terrain} for Swimming creatures that don't have the {@trait water} trait; {@b Melee} {@as 1} wave (reach <25 feet>), {@b Damage} {@damage 3d12+18} bludgeoning plus Push or Pull 10 feet; {@b Ranged} {@as 1} water spout (range increment <60 feet>), {@b Damage} {@damage 4d8+6} bludgeoning."
]
}
@@ -2798,7 +2796,7 @@
"items": [
"{@bold Air} ({@trait air}, {@trait electricity}) The elemental looses a bolt of electricity from the confluence, dealing {@damage 4d4} electricity damage to creatures within 20 feet of the confluence, with a basic Reflex save. This doesn't affect creatures that are completely inside of the confluence.",
"{@bold Earth} ({@trait earth}) The confluence gains a +2 circumstance bonus to AC and resistance 10 to all physical damage (except adamantine) for 1 round.",
- "{@bold Fire} ({@trait fire}) Flames roar through the confluence, dealing {@damage 1d6} {@condition persistent damage ||persistent fire damage} to those partially or entirely inside the confluence.",
+ "{@bold Fire} ({@trait fire}) Flames roar through the confluence, dealing {@damage 1d6} {@condition persistent damage||persistent fire damage} to those partially or entirely inside the confluence.",
"{@bold Water} ({@trait attack}, {@trait water}) The elemental expels a powerful jet of water. Attempt a ranged spell attack against a target within 60 feet of the confluence, using your spell attack roll modifier. This attack ignores concealment granted by the confluence, and the elemental gets a +2 circumstance bonus on the spell attack roll against a target inside the confluence.",
"The water deals {@damage 4d6} bludgeoning damage on a hit (doubled on a critical hit). This attack doesn't count toward your multiple attack penalty."
]
@@ -2846,7 +2844,7 @@
"items": [
"{@bold Air} The target gains a +30-foot status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.",
"{@bold Earth} While on the ground, the target gets a +2 status bonus to Fortitude and Reflex saves against effects that would {@action Shove} or {@action Trip} it, and to saves against effects that would attempt to knock it {@condition prone}. In addition, the ground adjacent to the target is {@quickref difficult terrain||3|terrain}, and the {@quickref difficult terrain||3|terrain} moves with the target, though the target ignores this {@quickref difficult terrain||3|terrain} with its own movement.",
- "{@bold Fire} The target's melee unarmed {@action Strike||Strikes} and melee weapon {@action Strike||Strikes} deal {@damage 1d6} {@condition persistent damage ||persistent fire damage} on a hit.",
+ "{@bold Fire} The target's melee unarmed {@action Strike||Strikes} and melee weapon {@action Strike||Strikes} deal {@damage 1d6} {@condition persistent damage||persistent fire damage} on a hit.",
"{@bold Water} The target takes on a watery sheen, gaining resistance 5 to fire and a swim Speed equal to its land Speed."
]
}
@@ -3162,7 +3160,7 @@
"basic": true
},
"entries": [
- "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal {@damage 2d4} slashing damage and {@damage 2d4} negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: {@condition prone} creatures or those taking {@condition persistent damage ||persistent bleed damage} take a \u20132 status penalty to the save."
+ "A wave of gray mist formed of negative energy spills out from your outstretched hand, briefly taking the shape of a pack of predatory animals that set viciously on your foes. You deal {@damage 2d4} slashing damage and {@damage 2d4} negative damage to creatures in the area. The shades set upon the vulnerable with greater ferocity: {@condition prone} creatures or those taking {@condition persistent damage||persistent bleed damage} take a \u20132 status penalty to the save."
],
"heightened": {
"plusX": {
@@ -3222,7 +3220,7 @@
"{@bold Elananx} Speed 30 feet; resistance 5 to fire; {@b Melee} {@as 1} jaws, {@b Damage} {@damage 1d6+8} piercing plus {@damage 1d6} fire; {@b Melee} {@as 1} claw ({@trait agile}), {@b Damage} {@damage 1d6} slashing.",
"{@bold Naiad} Speed 25 feet, swim 25 feet; resistance 5 to fire; {@b Melee} {@as 1} aqueous fist ({@trait water}), {@b Damage} {@damage 1d8+8} bludgeoning.",
"{@bold Redcap} Speed 40 feet; Size Small; {@b Melee} {@as 1} scythe (deadly , trip), {@b Damage} {@damage 1d10+8} slashing; {@b Melee} {@as 1} boot (agile, versatile B), {@b Damage} {@damage 1d6} piercing.",
- "Unicorn gain the {@trait beast} trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; {@b Melee} {@as 1} horn, {@b Damage} {@damage 1d10+8} piercing plus 1 good; {@b Melee} {@as 1} hoof ({@trait agile}), {@b Damage} {@damage 1d8} bludgeoning; all {@action Strike||Strikes} have the effects of a ghost touch property rune."
+ "Unicorn gain the {@trait beast} trait in addition to fey; Speed 40 feet; resistance 5 to poison; Size Large; {@b Melee} {@as 1} horn, {@b Damage} {@damage 1d10+8} piercing plus 1 good; {@b Melee} {@as 1} hoof ({@trait agile}), {@b Damage} {@damage 1d8} bludgeoning; all {@action Strike||Strikes} have the effects of a {@item ghost touch} property rune."
]
}
],
@@ -3802,12 +3800,12 @@
"You temporarily morph your limb into a clawed appendage.",
"Make a melee spell attack roll against your target's AC.",
"If you hit, you deal your choice of slashing or piercing damage equal to {@dice 1d6} plus your spellcasting ability modifier.",
- "On a critical success, you deal double damage plus {@damage 1d4} {@condition persistent damage ||persistent bleed damage}."
+ "On a critical success, you deal double damage plus {@damage 1d4} {@condition persistent damage||persistent bleed damage}."
],
"heightened": {
"plusX": {
"1": [
- "The damage increases by {@damage 1d6} and the {@condition persistent damage ||persistent bleed damage} on a critical increases by {@dice 1d4}."
+ "The damage increases by {@damage 1d6} and the {@condition persistent damage||persistent bleed damage} on a critical increases by {@dice 1d4}."
]
}
}
@@ -4161,14 +4159,14 @@
"Critical Success": "The creature is unaffected.",
"Success": "The creature takes half damage and is {@condition dazzled} for 1 round.",
"Failure": "The creature takes full damage and is {@condition dazzled} for 3 rounds.",
- "Critical Failure": "The creature takes double damage, takes {@damage 1d4} {@condition persistent damage ||persistent fire damage}, and is {@condition dazzled} for 1 minute."
+ "Critical Failure": "The creature takes double damage, takes {@damage 1d4} {@condition persistent damage||persistent fire damage}, and is {@condition dazzled} for 1 minute."
}
}
],
"heightened": {
"plusX": {
"2": [
- "The initial fire damage increases by {@damage 1d8}, the sonic damage increases by {@damage 1d8}, and the {@condition persistent damage ||persistent fire damage} a creature takes on a critical failure increases by {@dice 1d4}."
+ "The initial fire damage increases by {@damage 1d8}, the sonic damage increases by {@damage 1d8}, and the {@condition persistent damage||persistent fire damage} a creature takes on a critical failure increases by {@dice 1d4}."
]
}
}
@@ -4529,8 +4527,7 @@
],
"cast": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"components": [
[
@@ -4757,8 +4754,7 @@
],
"cast": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"components": [
[
@@ -4896,8 +4892,7 @@
],
"cast": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"components": [
[
@@ -4932,8 +4927,7 @@
],
"cast": {
"number": 1,
- "unit": "hour",
- "entry": "1 hour"
+ "unit": "hour"
},
"components": [
[
@@ -5148,7 +5142,7 @@
"type": "list",
"items": [
"{@bold Enlarging Eruption} You erupt in lava, which clings to you and hardens, causing your body to swell and burst until you grow to size Large. You're {@condition clumsy 1}. Your reach increases by 5 feet (or by 10 feet if you started out Tiny), and you gain a +2 status bonus to melee damage. You can't choose this option if you're already Large or larger.",
- "{@bold Fiery Grasp} Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal {@damage 1d8} bludgeoning damage as their base damage, plus an additional {@damage 2d6} fire damage and {@damage 1d6} {@condition persistent damage ||persistent fire damage}.",
+ "{@bold Fiery Grasp} Your hands swell and grow with lava. You gain a lava fist unarmed attack in the brawling weapon group. Your lava fists deal {@damage 1d8} bludgeoning damage as their base damage, plus an additional {@damage 2d6} fire damage and {@damage 1d6} {@condition persistent damage||persistent fire damage}.",
"{@bold Heart of Fire} Your body's temperature becomes so hot that any creature that touches you, or that hits you with a melee unarmed attack or non-reach melee weapon attack, takes {@damage 2d6} fire damage.",
"{@bold Warming Flames} Flames flicker around you, warming away the cold while protecting you from the heat. You gain resistance 5 to cold and fire."
]
@@ -5207,8 +5201,7 @@
],
"cast": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"components": [
[
@@ -5675,8 +5668,7 @@
],
"cast": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"components": [
[
@@ -6046,8 +6038,7 @@
],
"cast": {
"number": 1,
- "unit": "minute",
- "entry": "1 minute"
+ "unit": "minute"
},
"components": [
[
@@ -6289,8 +6280,7 @@
],
"cast": {
"number": 1,
- "unit": "minute",
- "entry": "1 minute"
+ "unit": "minute"
},
"components": [
[
@@ -6622,7 +6612,7 @@
]
},
"entries": [
- "You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 {@condition persistent damage ||persistent poison damage}, depending on its Fortitude save.",
+ "You exhale a shimmering cloud of toxic breath at an enemy's face. The target takes poison damage equal to your spellcasting modifier and 2 {@condition persistent damage||persistent poison damage}, depending on its Fortitude save.",
{
"type": "successDegree",
"entries": {
@@ -6636,7 +6626,7 @@
"heightened": {
"plusX": {
"2": [
- "The initial poison damage increases by {@damage 1d8} and the {@condition persistent damage ||persistent poison damage} increases by 1."
+ "The initial poison damage increases by {@damage 1d8} and the {@condition persistent damage||persistent poison damage} increases by 1."
]
}
}
@@ -7014,8 +7004,7 @@
],
"cast": {
"number": 1,
- "unit": "minute",
- "entry": "1 minute"
+ "unit": "minute"
},
"components": [
[
@@ -7051,8 +7040,7 @@
],
"cast": {
"number": 1,
- "unit": "minute",
- "entry": "1 minute"
+ "unit": "minute"
},
"components": [
[
@@ -7949,8 +7937,7 @@
],
"cast": {
"number": 1,
- "unit": "minute",
- "entry": "1 minute"
+ "unit": "minute"
},
"components": [
[
@@ -8134,12 +8121,12 @@
},
"entries": [
"You conjure a jagged lance of stone and then launch it at a foe. Make a spell attack roll against the target.",
- "On a hit, you deal {@damage 6d6} piercing damage and the lance impales the creature, giving it a \u201310-foot circumstance penalty to its Speeds unless it {@action Escape||Escapes}. On a critical hit, if the creature is on the ground, the lance also embeds into the ground and immobilizes the creature until it {@action Escape||Escapes}. A creature that {@action Escape||Escapes} after being impaled takes 3 {@condition persistent damage ||persistent bleed damage}. When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped."
+ "On a hit, you deal {@damage 6d6} piercing damage and the lance impales the creature, giving it a \u201310-foot circumstance penalty to its Speeds unless it {@action Escape||Escapes}. On a critical hit, if the creature is on the ground, the lance also embeds into the ground and immobilizes the creature until it {@action Escape||Escapes}. A creature that {@action Escape||Escapes} after being impaled takes 3 {@condition persistent damage||persistent bleed damage}. When the spell ends, the lance crumbles into dirt, freeing the target if it hasn't Escaped."
],
"heightened": {
"plusX": {
"1": [
- "Increase the damage by {@dice 2d6} and the {@condition persistent damage ||persistent bleed damage} for {@action Escape||Escapes} by 1."
+ "Increase the damage by {@dice 2d6} and the {@condition persistent damage||persistent bleed damage} for {@action Escape||Escapes} by 1."
]
}
}
@@ -8593,8 +8580,7 @@
],
"cast": {
"number": 10,
- "unit": "minute",
- "entry": "10 minutes"
+ "unit": "minute"
},
"components": [
[
@@ -9746,7 +9732,7 @@
"sustained": true
},
"entries": [
- "A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 {@condition persistent damage ||persistent fire damage}.",
+ "A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 {@condition persistent damage||persistent fire damage}.",
"Each time you sustain this spell, the radius of the burst increases by 5 feet."
],
"heightened": {
diff --git a/data/spells/spells-sot1.json b/data/spells/spells-sot1.json
index e70b2ec96c..e8a0c213da 100644
--- a/data/spells/spells-sot1.json
+++ b/data/spells/spells-sot1.json
@@ -104,8 +104,7 @@
],
"cast": {
"number": 1,
- "unit": "minute",
- "entry": "1 minute"
+ "unit": "minute"
},
"components": [
[
diff --git a/data/spells/spells-sot3.json b/data/spells/spells-sot3.json
index 76892993e8..c7a252b97d 100644
--- a/data/spells/spells-sot3.json
+++ b/data/spells/spells-sot3.json
@@ -138,7 +138,7 @@
"The creature takes full damage and is {@condition sickened||sickened 1}."
],
"Critical Failure": [
- "The creature takes double damage, is {@condition sickened||sickened 2}, and takes {@damage 1d8} {@condition persistent damage ||persistent poison damage}."
+ "The creature takes double damage, is {@condition sickened||sickened 2}, and takes {@damage 1d8} {@condition persistent damage||persistent poison damage}."
]
}
}
diff --git a/data/spells/spells-tok.json b/data/spells/spells-tok.json
new file mode 100644
index 0000000000..40f7f2a657
--- /dev/null
+++ b/data/spells/spells-tok.json
@@ -0,0 +1,110 @@
+{
+ "spell": [
+ {
+ "name": "Gritty Wheeze",
+ "source": "ToK",
+ "page": 10,
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "air",
+ "earth",
+ "evocation"
+ ],
+ "traditions": [
+ "arcane",
+ "primal"
+ ],
+ "cast": {
+ "number": 2,
+ "unit": "action"
+ },
+ "components": [
+ [
+ "S",
+ "V"
+ ]
+ ],
+ "area": {
+ "entry": "15-foot cone",
+ "types": [
+ "Cone"
+ ]
+ },
+ "savingThrow": {
+ "type": [
+ "F"
+ ]
+ },
+ "duration": {
+ "unit": "unknown",
+ "entry": "see below"
+ },
+ "entries": [
+ "You exhale desiccating grit and sand in a small cloud. Creatures in the area take {@damage 2d4} bludgeoning damage and must attempt a Fortitude save. Water creatures and plant creatures use the outcome one degree of success worse than the result of their saving throw.",
+ {
+ "type": "successDegree",
+ "entries": {
+ "Critical Success": [
+ "The creature takes no damage."
+ ],
+ "Success": [
+ "The creature takes half damage."
+ ],
+ "Failure": [
+ "The creature takes full damage and is {@condition dazzled} for 1 round."
+ ],
+ "Critical Failure": [
+ "The creature takes double damage and is {@condition dazzled} for 1 minute."
+ ]
+ }
+ }
+ ],
+ "heightened": {
+ "plusX": {
+ "1": [
+ "The damage increases by {@damage 2d4}."
+ ]
+ }
+ }
+ },
+ {
+ "name": "Nettleskin",
+ "source": "ToK",
+ "page": 10,
+ "level": 1,
+ "traits": [
+ "uncommon",
+ "plant",
+ "transmutation"
+ ],
+ "traditions": [
+ "primal"
+ ],
+ "cast": {
+ "number": 2,
+ "unit": "action"
+ },
+ "components": [
+ [
+ "S",
+ "V"
+ ]
+ ],
+ "duration": {
+ "number": 1,
+ "unit": "minute"
+ },
+ "entries": [
+ "Thorns sprout from your body; they pass through and don't damage any clothing or armor you wear. Adjacent creatures that hit you with a melee or unarmed attack take {@damage 1d4} piercing damage as the nettles jab them and break off. Each time a creature takes damage in this way, nettleskin's duration decreases by 1 round."
+ ],
+ "heightened": {
+ "plusX": {
+ "1": [
+ "The damage increases by {@damage 1d4}."
+ ]
+ }
+ }
+ }
+ ]
+}
diff --git a/data/spells/spells-tv.json b/data/spells/spells-tv.json
new file mode 100644
index 0000000000..199a7490d4
--- /dev/null
+++ b/data/spells/spells-tv.json
@@ -0,0 +1,45 @@
+{
+ "spell": [
+ {
+ "name": "Frost's Touch",
+ "source": "TV",
+ "page": 185,
+ "level": 1,
+ "traits": [
+ "rare",
+ "cantrip",
+ "arcane",
+ "cold",
+ "conjuration"
+ ],
+ "cast": {
+ "number": 1,
+ "unit": "action"
+ },
+ "range": {
+ "unit": "feet",
+ "number": 30
+ },
+ "targets": "1 object",
+ "entries": [
+ "Your gelid shard drinks down nearby heat in a futile attempt to sate itself and achieve a level of frigid cold unheard of on the Material Plane. This allows you to cool a drink, make a hot pot safe to handle, or other, similar minor effects. Once cooled, the object's temperature is subject to its environment as usual. You can also solidify ambient moisture into a solid object; this temporary object is of negligible Bulk, made of non-magical ice. The object looks crude and artificial and is extremely fragile\u2014it can't be used as a tool, weapon, or spell component. Once created, it melts as normal for ice for the ambient conditions."
+ ],
+ "heightened": {
+ "X": {
+ "3": [
+ "You can create simple objects of ice with up to 1 Bulk and of a level not exceeding 1. Such objects must be rigid. You can only have one such object created at a time; if you create another, the previous object melts instantly."
+ ],
+ "5": [
+ "Items you create can be up to 4 Bulk and 4th level."
+ ],
+ "7": [
+ "Items you create can be up to 8 Bulk and 8th level."
+ ],
+ "9": [
+ "Items you create can be up to 20 Bulk and 12th level."
+ ]
+ }
+ }
+ }
+ ]
+}
diff --git a/data/tables.json b/data/tables.json
index 58640f48b9..5dd1467eea 100644
--- a/data/tables.json
+++ b/data/tables.json
@@ -1,5 +1,851 @@
{
"table": [
+ {
+ "type": "table",
+ "source": "GMG",
+ "page": 51,
+ "name": "TREASURE BY ENCOUNTER",
+ "id": "1-3",
+ "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"
+ ]
+ ]
+ },
+ {
+ "source": "TV",
+ "page": 159,
+ "name": "Crafting Downtime Events",
+ "id": "5-2",
+ "rollable": true,
+ "rows": [
+ [
+ "{@dice d20}",
+ "Event"
+ ],
+ [
+ "1\u20133",
+ "Select an event from the Gamemastery Guide"
+ ],
+ [
+ 4,
+ "Annoying interloper"
+ ],
+ [
+ 5,
+ "Banned ingredient"
+ ],
+ [
+ 6,
+ "Delicate components"
+ ],
+ [
+ 7,
+ "Formula contradiction"
+ ],
+ [
+ 8,
+ "Infestation"
+ ],
+ [
+ 9,
+ "Instability within"
+ ],
+ [
+ 10,
+ "Mutation"
+ ],
+ [
+ 11,
+ "Name dependence"
+ ],
+ [
+ 12,
+ "Natural disaster"
+ ],
+ [
+ 13,
+ "Otherworldly interference"
+ ],
+ [
+ 14,
+ "Overwhelming energy"
+ ],
+ [
+ 15,
+ "Planar convergence"
+ ],
+ [
+ 16,
+ "Resonant magic"
+ ],
+ [
+ 17,
+ "Spirit magnet"
+ ],
+ [
+ 18,
+ "Suspicious offer"
+ ],
+ [
+ 19,
+ "Technical challenge"
+ ],
+ [
+ 20,
+ "Unexpected flaw"
+ ]
+ ]
+ },
+ {
+ "source": "TV",
+ "page": 158,
+ "name": "Days of Setup Time",
+ "id": "5-1",
+ "labelRowIdx": [
+ 0
+ ],
+ "rows": [
+ [
+ "Item's Relative Level",
+ "Consumable",
+ "Permanent"
+ ],
+ [
+ "Equal to your level",
+ "4",
+ "6"
+ ],
+ [
+ "Your level \u20131 or \u20132",
+ "3",
+ "5"
+ ],
+ [
+ "Your level \u20133 or lower",
+ "2",
+ "4"
+ ]
+ ]
+ },
+ {
+ "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."
+ ]
+ ]
+ },
{
"source": "GMG",
"page": 95,
@@ -415,7 +1261,7 @@
],
[
"28",
- "{@b Lingering Damage} The target takes {@damage 1d6} {@condition persistent damage||persistent damage} of the same type as the bomb or spell's damage."
+ "{@b Lingering Damage} The target takes {@damage 1d6} {@condition persistent damage} of the same type as the bomb or spell's damage."
],
[
"29",
diff --git a/data/traits.json b/data/traits.json
index ebc2d042a7..0948f61b5f 100644
--- a/data/traits.json
+++ b/data/traits.json
@@ -1,5 +1,84 @@
{
"trait": [
+ {
+ "name": "Inscribed",
+ "source": "TV",
+ "page": 8,
+ "entries": [
+ "The armor has been treated so it can be inscribed with magical symbols using the same method as {@action Craft||Crafting} a {@item scroll (generic)||scroll}. Inscribed attire can hold one scroll inscribed on it. You need a free hand to {@action Activate an Item||Activate} the scroll, but you don't need to {@action Interact} to draw it. You can also {@action Activate an Item||Activate} the magic to erase the scroll the armor currently contains. You can't inscribe a new scroll onto the armor if a scroll is currently inscribed on it or if the armor is broken."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
+ {
+ "name": "Ponderous",
+ "source": "TV",
+ "page": 8,
+ "entries": [
+ "The armor has moving parts or other complications that lengthen the wearer's initial reaction time. While wearing the armor, you take a \u20131 penalty to initiative checks. If you don't meet the armor's required Strength score, this penalty increases to be equal to the armor's check penalty if it's worse."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
+ {
+ "name": "Laminar",
+ "source": "TV",
+ "page": 8,
+ "entries": [
+ "The armor is made up of layered sections, so when it breaks, it isn't as much of a problem. The status penalty to AC if this armor is broken is \u20131 for broken medium armor, \u20132 for broken heavy armor, or no penalty for broken light armor."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
+ {
+ "name": "Hindering",
+ "source": "TV",
+ "page": 8,
+ "entries": [
+ "This armor is so heavy and bulky it slows you down no matter what. You take a \u20135 penalty to all your Speeds (to a minimum of a 5‑foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
+ {
+ "name": "Entrench",
+ "source": "TV",
+ "variable": true,
+ "page": 8,
+ "entries": [
+ "You can position yourself in the armor or reposition its articulated pieces to better protect against some attacks. If you're trained in this armor, while wearing it you can spend a single action to gain a +1 circumstance bonus to AC against a certain type of attack until the start of your next turn. The entrench trait lists the type of attack this bonus applies against, typically entrench melee or entrench ranged."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
+ {
+ "name": "Aquadynamic",
+ "source": "TV",
+ "page": 8,
+ "entries": [
+ "This armor is designed for use underwater, with streamlined design and buoyant materials used in strategic places. You don't apply the armor's check penalty to {@skill Acrobatics} or {@skill Athletics} checks in water or similar liquids."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
+ {
+ "name": "Adjusted",
+ "variable": true,
+ "source": "TV",
+ "page": 8,
+ "entries": [
+ "The equipment comes with an adjustment described in its entry. This adjustment is built into the equipment permanently, meaning the equipment can't have another adjustment added, nor can it be swapped out for a different adjustment. If the adjustment alters the item's base statistics, such as adding the {@trait noisy} trait, that's reflected in the equipment's table entry. Armor adjustments can be found {@filter here|items||category=Adjustment}."
+ ],
+ "categories": [
+ "Armor"
+ ]
+ },
{
"name": "Spellshot",
"source": "G&G",
@@ -300,7 +379,7 @@
"variable": true,
"page": 75,
"entries": [
- "Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an {@trait infused} {@trait alchemical} item, and some can be used only with the {@action Quick Alchemy|CRB} action. The additive trait is always followed by a level, such as additive <2>. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level."
+ "Feats with the additive trait allow you to spend actions to add special substances to bombs or elixirs. You can add only one additive to a single alchemical item, and attempting to add another spoils the item. You can typically use actions with the additive trait only when you're creating an {@trait infused} {@trait alchemical} item, and some can be used only with the {@action Quick Alchemy} action. The additive trait is always followed by a level, such as {@trait additive <2>}. An additive adds its level to the level of the alchemical item you're modifying; the result is the new level of the mixture. The mixture's item level must be no higher than your advanced alchemy level."
],
"categories": [
"Feat"
@@ -310,8 +389,13 @@
"name": "Adjustment",
"source": "LOTGB",
"page": 133,
+ "otherSources": {
+ "Reprinted": [
+ "TV|11"
+ ]
+ },
"entries": [
- "Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a repair kit."
+ "Items with this trait alter existing pieces of equipment, typically armors, shields, and weapons. A given adjustment notes which type of equipment it modifies, and a piece of equipment can only be affected by a single adjustment at a time. Unless otherwise noted, adding or removing an adjustment takes 10 minutes of work and a {@item repair kit}."
]
},
{
@@ -866,6 +950,9 @@
},
{
"name": "Range Increment",
+ "alias": [
+ "Range"
+ ],
"source": "CRB",
"variable": true,
"page": 279,
@@ -888,16 +975,41 @@
"{@note While not an official trait but instead a weapon statistic, this is used in the traits entry of many creatures attacks. You can find the rules for reloading {@quickref here|CRB|1|reload|0}.}"
]
},
+ {
+ "name": "Missive",
+ "source": "TV",
+ "page": 220,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "A missive is a piece of magical stationery that must be crafted and composed before it can be activated. All missives have the missive and {@trait consumable} traits. Missives are often constructed of paper, parchment, or vellum, but any other thin, portable material that can hold writing or embossing upon it can be crafted into missives. After being crafted, the missive is a blank sheet until a message is composed upon it, completing its magic."
+ ]
+ },
+ {
+ "name": "Relic",
+ "source": "TV",
+ "page": 204,
+ "categories": [
+ "Item"
+ ],
+ "entries": []
+ },
{
"name": "Capacity",
- "source": "G&G",
+ "source": "TV",
+ "otherSources": {
+ "Originally": [
+ "G&G|150"
+ ]
+ },
"variable": true,
- "page": 150,
+ "page": 24,
"categories": [
"Weapon"
],
"entries": [
- "Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an {@action Interact} action that doesn't require a free hand. Each barrel or chamber can be reloaded after it's fired as a separate {@action Interact} action."
+ "Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an {@action Interact} action that doesn't require a free hand. You can use abilities that let or require you to {@action Interact} to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be reloaded after it's fired as a separate {@action Interact} action."
]
},
{
@@ -966,6 +1078,17 @@
"Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere."
]
},
+ {
+ "name": "Certain Kill",
+ "source": "FRP3",
+ "page": 51,
+ "categories": [
+ "Combat"
+ ],
+ "entries": [
+ "The party has faced the Lightkeepers before, but never somewhere the villains could exhibit their full power. When Syndara chose these four fighters as his champions, he granted each a limited sovereignty over the planar laws of the {@i Glass Lighthouse}. {@creature Syu Tak-nwa|FRP3} received control over space, {@creature Shino Hakusa|FRP3|Hakusa} over life, {@creature Ran-to|FRP3} over gravity, and {@creature Blue Viper|FRP3} over time. The Lightkeepers trained to integrate these planar abilities into their unique fighting styles, and now that they're fighting in the Lighthouse itself, they can use the fullest extent of their power. Each of their members can use a Certain Kill Art as long as they are within the {@i Glass Lighthouse}\u2014these abilities, which have the certain kill trait, cause obvious distortions in the Lighthouse's fabric as the user calls upon their technique. However, as each technique requires one of the Lightkeepers to temporarily take command of the demiplane from the rest of their team, only one Certain Kill Art can be used by any of the Lightkeepers in a given round."
+ ]
+ },
{
"name": "CG",
"source": "B1",
@@ -3171,8 +3294,8 @@
],
"entries": [
"An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is {@condition slowed|crb} 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.",
- "An incorporeal creature can't attempt Strength-based checks against physical creatures or objects\u2014only against incorporeal ones\u2014unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.",
- "Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from {@action Strike||Strikes} with the ghost touch property rune), with double the resistance against non-magical damage."
+ "An incorporeal creature can't attempt Strength-based checks against physical creatures or objects\u2014only against incorporeal ones\u2014unless those objects have the {@item ghost touch} property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.",
+ "Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from {@action Strike||Strikes} with the {@item ghost touch} property rune), with double the resistance against non-magical damage."
]
},
{
@@ -4882,6 +5005,212 @@
}
]
},
+ {
+ "name": "Barding",
+ "source": "TV",
+ "page": 216,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "You can purchase special armor for animals, called barding. All animals have a trained proficiency rank in light barding, and combat-trained animals are trained in heavy barding. Barding uses the same rules as armor except for the following. The Price and Bulk of barding depend on the animal's size. Unlike for a suit of armor, barding's Strength entry is listed as a modifier, not a score. Barding can't be etched with magic runes, though special magical barding might be available."
+ ]
+ },
+ {
+ "name": "Spellgun",
+ "source": "TV",
+ "page": 221,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "The spellgun trait appears on items that can generate a magical effect that flies out like a bullet. You can make either a spell attack roll with a spellgun or a ranged attack roll using your proficiency with simple firearms. Spellguns have a range increment, which applies regardless of which type of attack roll you make. Though you can use your modifier for simple firearms, a spellgun isn't actually a firearm. You don't get the damage of a firearm {@action Strike}, nor other benefits like critical specialization. Similarly, you can't load or reload a spellgun, {@action affix a talisman||affix talismans} to one, make a spellgun {@action Strike} as part of an action that lets you make a firearm {@action Strike}, and so on."
+ ]
+ },
+ {
+ "name": "Foldaway",
+ "source": "TV",
+ "page": 218,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "This shield can collapse into a smaller form attached to a {@item gauntlet} for stability and easy travel. You can use an Interact action to deploy or stow the shield. While it's deployed, you can {@action Raise the Shield} as long as you have that hand free or are holding an object of light Bulk that's not a weapon in that hand. The shield impedes the use of your hand while it's deployed. Though you can still hold items in that hand, you can't wield weapons in that hand, operate anything that takes two hands, or attack with the {@item gauntlet}.",
+ "A foldaway shield must be attached to a {@item gauntlet} for stability. It can be affixed to an item with 10 minutes of work and a successful DC 10 {@skill Crafting} check; this includes the time needed to remove the shield from a previous {@item gauntlet}, if necessary. If the {@item gauntlet} is destroyed, the foldaway shield can usually be salvaged. The collapsible nature of the shield makes it impossible to affix an attached weapon to it."
+ ]
+ },
+ {
+ "name": "Harnessed",
+ "source": "TV",
+ "page": 219,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "This shield features a special brace or opening designed to hold lances or other jousting weapons. Jousters often use these shields as a backup in narrow passages and other places where they're unable to ride a mount. You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield.",
+ "While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet."
+ ]
+ },
+ {
+ "name": "Coda",
+ "source": "TV",
+ "page": 217,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "Instruments with the coda trait work mostly like staves and have the {@trait staff} trait. There are two differences: Coda instruments are in the form of musical instruments, and they can be prepared only by bards. Because they're not physically staves, you can't attack with a coda instrument, nor can you etch it with weapon runes.",
+ "The process of preparing a coda instrument involves playing significant portions of songs related to the spells within the instrument\u2014either old standards or ones of your own creation. This leaves magical reverberations within the instrument that allow you to complete the songs by playing their coda later in the day."
+ ]
+ },
+ {
+ "name": "Hefty",
+ "source": "TV",
+ "page": 219,
+ "variable": true,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a two-action activity unless your Strength score equals or exceeds the number with the trait."
+ ]
+ },
+ {
+ "name": "Launching",
+ "source": "TV",
+ "page": 220,
+ "variable": true,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "A mechanism within this shield can shoot projectiles, causing the shield to also function as a ranged weapon. The trait lists the type of weapon, such as \"launching dart.\" Striking with the launcher requires the same number of hands as normal, except that the hand holding the shield counts toward this total, so a one-handed ranged weapon would require only one hand. Reloading takes the normal number of {@action Interact} actions, to a minimum of 1 action, and you can't use the hand holding your shield to reload."
+ ]
+ },
+ {
+ "name": "Shield Throw",
+ "source": "TV",
+ "page": 219,
+ "variable": true,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "A shield with this trait is designed to be thrown as a ranged attack. When thrown, the shield is a martial {@trait thrown} ranged weapon. Its damage dice and type are the same as its shield bash attack, but if the shield includes an attached weapon or integrated weapon, you can choose to attack with it instead when you throw the shield. You add your Strength modifier to damage, as typical of a {@trait thrown} weapon. The trait also includes the range increment."
+ ]
+ },
+ {
+ "name": "Integrated",
+ "source": "TV",
+ "page": 219,
+ "variable": true,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "This shield has been created to include a weapon in its construction, which works like an attached weapon but can't be removed from the shield. This also prevents other attached weapons from being added to the shield. The integrated weapon's damage is listed alongside the trait, such as \"integrated d6 S,\" with any traits in parentheses. Unless otherwise noted in the shield's description, an integrated weapon is a martial weapon in the shield weapon group and requires one hand to attack with. The attached weapon can have runes etched onto it like other attached weapons. You can continue fighting normally with the integrated weapon if the shield is broken, but if the shield is destroyed, so is the weapon."
+ ]
+ },
+ {
+ "name": "Deflecting",
+ "source": "TV",
+ "page": 20,
+ "variable": true,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "This shield is designed to block or divert certain types of attacks or weapons. Increase the shield's Hardness against the listed type of attack by 2."
+ ]
+ },
+ {
+ "name": "Expandable",
+ "source": "TV",
+ "page": 56,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable."
+ ]
+ },
+ {
+ "name": "Processed",
+ "source": "TV",
+ "page": 46,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "An alchemical consumable with the processed trait can be created with {@action Quick Alchemy} but is too complex to create in a single action. Using {@action Quick Alchemy} to create a processed item takes 1 minute. If the item would take more than 3 actions to Activate, the time the item remains potent after you create it is equal to its activation time. For instance, a processed item that takes 10 minutes to Activate would remain potent for 10 minutes when created with {@action Quick Alchemy} instead of remaining potent only until the start of your next turn. This trait doesn't change other specifics of {@action Quick Alchemy}. You could, for example, use double brew to create two of the same processed item over the course of 1 minute."
+ ]
+ },
+ {
+ "name": "Lozenge",
+ "source": "TV",
+ "page": 46,
+ "categories": [
+ "Item"
+ ],
+ "entries": [
+ "You {@action Activate an Item||Activate} an alchemical lozenge by putting it in your mouth. It stays there, slowly dissolving and releasing its ingredients over time. You can bite a lozenge for a secondary effect. The action this takes is noted in the item under the Secondary Effect heading. As soon as this secondary effect is over, the lozenge is used up and its benefits for you end. You can drink elixirs, potions, and beverages with a lozenge in your mouth, but you can't benefit from more than one lozenge at a time. If you have two lozenges in your mouth at the same time, both become inert. You can also spit out a lozenge as a single action to end its effect and make it inert. A lozenge dissolves due to its alchemical ingredients, so it typically still works even if you don't have saliva."
+ ]
+ },
+ {
+ "name": "Training",
+ "source": "TV",
+ "page": 26,
+ "categories": [
+ "Weapon"
+ ],
+ "entries": [
+ "A training weapon is designed to be used when training an animal to participate in combat by identifying the target for the animal to attack. {@action Strike||Striking} a creature with a training weapon gives your animal companion or your bonded animal a +1 circumstance bonus to its next attack roll against that target."
+ ]
+ },
+ {
+ "name": "Razing",
+ "source": "TV",
+ "page": 26,
+ "categories": [
+ "Weapon"
+ ],
+ "entries": [
+ "Razing weapons are particularly good at damaging objects, structures, and vehicles. Whenever you deal damage to an object (including shields and animated objects), structure, or vehicle with a razing weapon, the object takes an amount of additional damage equal to double the number of weapon damage dice."
+ ]
+ },
+ {
+ "name": "Vehicular",
+ "source": "TV",
+ "page": 26,
+ "categories": [
+ "Weapon"
+ ],
+ "entries": [
+ "A vehicular weapon is attached to a vehicle or worn by a mount and can typically only be wielded by the driver of the vehicle or the mount's primary rider. The driver or rider can control a vehicular weapon with the same hands they use to steer the vehicle or guide the mount. A vehicular weapon can be {@action Disarm||Disarmed} by knocking the controls (typically reins for a mount or a steering device for a vehicle) out of the wielder's hands."
+ ]
+ },
+ {
+ "name": "Recovery",
+ "source": "TV",
+ "page": 26,
+ "categories": [
+ "Weapon"
+ ],
+ "entries": [
+ "Recovery weapons are thrown weapons designed to return to the thrower when they miss the target. When you make an unsuccessful thrown Strike with this weapon, it flies back to your hand after the Strike is complete, allowing you to try again. If your hands are full when the weapon returns, it falls to the ground in your space."
+ ]
+ },
+ {
+ "name": "Brace",
+ "source": "TV",
+ "page": 24,
+ "categories": [
+ "Weapon"
+ ],
+ "entries": [
+ "A brace weapon is effective at damaging moving opponents. When you {@action Ready} to {@action Strike} an opponent that moves within your reach, until the start of your next turn {@action Strike||Strikes} with the brace weapon deal an additional 2 precision damage for each weapon damage die it has."
+ ]
+ },
{
"name": "Shisk",
"source": "LOME",
diff --git a/data/variantrules.json b/data/variantrules.json
index 642dbcf065..8ed6b1ba52 100644
--- a/data/variantrules.json
+++ b/data/variantrules.json
@@ -1,5 +1,1247 @@
{
"variantrule": [
+ {
+ "name": "Story-based Crafting",
+ "source": "TV",
+ "page": 170,
+ "category": "Optional",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Crafting by Questing",
+ "source": "TV",
+ "page": 170,
+ "entries": [
+ "A young farmer's village is destroyed by a ferocious red dragon, and they set off to forge a sword imbued with the power of ice to lay the dragon low. An elven scout's companions are slain by a fearsome, ancient bulette, and she seeks a suit of armor capable of resisting the beast's claws so she can claim vengeance for her lost friends. A wizard sets out to forge a staff that will enhance their magical power. Story-based crafting is a system by which every major magic item a PC might want is gained through a narrative and may or may not involve the Crafting skill at all. The goal of story-based crafting is to let players seek out the equipment they want for their PCs in a fun and satisfying way that can make every significant, permanent item they use part of an epic and memorable story.",
+ "Note that the crafting by questing rules are intended for permanent magical items that will be part of a PCs story for at least the better part of a level, possibly more. Having your PCs quest for simple consumables is liable to get a boring over time and isn't meaningfully different from just getting treasure for completing an encounter as normal (since most level-appropriate consumables won't require more than a single encounter to cover their entire cost anyways). Of course, a rare and powerful consumable item might still make for an interesting quest, but this should be an exception, not the rule.",
+ {
+ "type": "pf2-h3",
+ "name": "Treasure by Encounter",
+ "entries": [
+ "The crafting by questing rules work best when used in conjunction with the {@table treasure by encounter|GMG} guidelines. The rules presented in this section assume that you, as the GM, have the treasure by encounter guidelines in play.",
+ "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 above. It takes the treasure budget for each level from Table 10\u20139 on page 509 of the Core Rulebook and breaks that down per encounter based on the encounter threat, similar to how XP varies by threat. The final column shows extra treasure you should award if you build an entire level this way. Unlike the standard table, this doesn't include items by item level, as the value doesn't cleanly break down for most single encounters. It's recommended you still give out those permanent items, but you'll need to borrow from other encounters' treasure to account for their value. Include encounters against creatures without treasure to account for this."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Crafting Quests",
+ "entries": [
+ "As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero (Gamemastery Guide 7) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as \"a magic sword\" or \"a magic staff,\" or as specific as \"a suit of {@item devil's bargain|TV} armor for my Asmodean cleric.\""
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Crafting Quests",
+ "entries": [
+ "As in normal crafting, the first step in initiating a crafting quest is for the player to decide what they want to craft, or for you as the GM to present them with a handful of possible things they can quest to create. You might also plan out a few crafting quests during your session zero (Gamemastery Guide 7) so that they can be built directly into the narrative of the campaign and worked into the PCs' backstories. One of the simplest ways to do this is to have each of the players give you a wish list of items during your session zero, listing key items their characters would like to acquire during the course of the campaign. These could be as general as \"a magic sword\" or \"a magic staff,\" or as specific as \"a suit of {@item devil's bargain|TV} armor for my Asmodean cleric.\"",
+ "Crafting quests should always be significant events for the players and their characters. Don't send the PCs questing to create a simple dagger. Instead consider what items could become iconic parts of the character's story, like a magic bow for an archer, a powerful staff for a wizard, or lucky boots for a rogue. The nature of crafting quests as events that will permanently inform the characters' stories and shape their builds means that there should always be a high level of collaboration between the players and GM. When using crafting quests, you typically won't need to use the Extra Treasure values from {@table Treasure by Encounter|GMG|Table 5\u20133: Treasure by Encounter}, as those values are to compensate for the PCs finding loot that they won't use or for missing some of the loot entirely. Since the PCs are always set up to get the loot they want when using story-based crafting, and because the value of these items is subtracted from their total treasure, these additional values are superfluous and could give the party too much treasure for their level. If you prefer a campaign where the PCs have a bit more treasure on hand as a way to encourage the use of consumables or \"non-essential\" equipment, you can use the treasure values as presented.",
+ "The items you select for the PCs should all be items that are of a level appropriate to the characters (typically the same as their current level) or appropriate to the level they will be when they complete the crafting quests. For complete examples of crafting quests, see Example Quests below.",
+ {
+ "type": "pf2-h4",
+ "name": "Building a Narrative",
+ "entries": [
+ "Once you know what item the characters are questing to create, it's time to build a narrative around that journey. Think of this like a subplot to the main story, with key moments and pivotal scenes that occur alongside the overarching plot of your campaign. If the entire group is searching for crafting quest components, then some parts of this story can take the spotlight and be the focus of an entire part of your campaign. In any event, you should give this story the same consideration you give any other part of your campaign narrative, balancing player desires with appropriate narrative decisions and combat challenges. Make sure that no one character's crafting quests take the spotlight for too long, and always watch for opportunities to align the interests of the various party members.",
+ "Start by determining how many encounters you want the PCs to complete before the item is finished. For each required encounter, reduce the required cost of the story-crafted item by 10% of its total value. These cost reductions should never reduce the equivalent cost of the item below 50% of its base cost. This ensures the PCs don't end up with significantly more wealth than they should have and makes sure that their crafting quests don't stretch across too many levels of play. Next, take the remaining price of the item and divide that by the number of encounters. Reduce the reward for these encounters by that amount, to balance it against any other rewards you might include.",
+ "Crafting quest encounters should generally be between low and severe difficulty; trivial encounters are too easy to justify the reduction in cost of the story-crafted item and generally won't be narratively satisfying for the players, while extreme encounters are simply too dangerous and may feel unfair to the player trying to story craft.",
+ "Low-difficulty encounters are appropriate for a single crafting quest component, while moderate and severe encounters should provide crafting quest components for multiple characters. A severe-difficulty fight against a powerful monster with a treasure hoard, like a dragon, might provide crafting quest components for the entire party. Having the entire party's crafting quests intersect in encounters like this also helps bind the PCs together through shared goals and accomplishments.",
+ "Finally, map these encounters and their narratives to your overall campaign or adventure, giving plenty of space between each to allow them to feel like earned pieces of a growing story."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Beginning the Quest",
+ "entries": [
+ "Starting a crafting quest begins like any other story in your campaign. The PCs might learn of the item and how it can be made through one of any number of sources, from an old formula in a book to a cryptic prophesy that came to them in a dream. The key is to give the PCs an idea about the journey they must undertake and an idea of the reward that awaits them at the end.",
+ "Next, give the PCs an opportunity to learn about the locations of the first crafting quest component for their item. They could gain this information through {@action Recall Knowledge} checks, {@action Research} at a local library, or by {@action Gather Information||Gathering Information}. Again, this first piece might also be part of their initial discovery of the quest, but later components should certainly require research or exploration to uncover.",
+ "You don't need to give the PCs the locations of all their crafting components up front; as long as they know where to find the first piece, you can leave clues and opportunities to uncover the location of the next crafting quest component at key points in the campaign for PCs to discover naturally during the course of play. Alternatively, you can give the PCs the location of all the crafting quest components up front, though giving them such information all at once works best in a campaign intended to be more of a player-directed sandbox than one trying to follow a central narrative through line.",
+ "Once the PCs have learned the location of their first crafting quest components, it's time to begin the adventure!"
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Gathering the Components",
+ "entries": [
+ "Locating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process.",
+ "Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a blue dragon, or even the breath of a powerful air elemental. Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Forging the Treasure",
+ "entries": [
+ "Once the PC has gathered together all of the crafting quest components for their item, it's time to assemble the pieces. Depending on the nature of the crafting quests, this might not require a skill check. For a longer crafting quest that included at least three encounters spread across different locations, the simple act of bringing the components together can be enough for their magic to do the rest of the work, uniting the components into a single, completed item the PC can immediately put to use. For a shorter crafting quest taking place in a single location, you can instead require a skill check (likely a {@skill Crafting} check, but possibly using a different skill depending on the item and circumstances).",
+ "When requiring a skill check to assemble a story-crafted item, you should make the check itself something appropriately exciting and epic, a fitting capstone for the completed crafting quest. For example, if the player's dwarf fighter completed a crafting quest that required them to assemble the materials for the haft, head, and grip of a magic hammer, their check could take place at an ancient dwarven forge blessed by Torag, God of the Forge. The DC of this check should be based on the item's level, rarity, and other circumstances. If successful, the item works as intended. If the check fails, it may have a quirk of some sort. If the check is a critical failure, it might be destroyed or even result in a cursed item!"
+ ]
+ }
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Story-based Crafting as The Baseline",
+ "entries": [
+ "There are many reasons you might consider making story-based crafting the base assumption for your game. This system results in items that feel more special and integral to the narrative, which the players have more agency in helping to create. Story-based crafting can make an item feel unique and less like something they just bought down at the local shop.",
+ "It's important to note that this style of crafting works best in sandbox campaigns and other adventures where the players are expected to inform a lot of the story's direction and progress, and is less compatible with campaigns seeking to tell a very specific and involved story. The encounters dedicated to crafting just the right weapon still give experience, and since each player should have the opportunity for a roughly equal number of crafting quests, you'll find that a campaign that uses story-based crafting as the baseline won't leave a lot of time open for other encounters and side quests.",
+ "An important element of using story-based crafting as PCs' primary method of acquiring new key permanent items in a campaign is ensuring that one player's crafting quests don't overwhelm the narrative and put the other players in the \"back seat\" for too long. Here are a few general tips for managing this game experience.",
+ "Don't feel pressured to do an entire PC's crafting quest through to completion before starting another PC's quests. You should intermix their adventures as much as possible, so that pursuing one character's crafting quest can naturally position the party to tackle another character's quest along the way. For example, if the fighter is crafting a flaming sword that requires traveling into a volcano, and the wizard is crafting a magic staff, you should try and place one of the encounters for acquiring staff components (or perhaps forging them together) inside that same volcano. This both reinforces the party's mutual goals, giving them strong story reasons to adventure together, and keeps the campaign feeling organic and connected.",
+ "When weaving multiple characters' crafting quests together, look for key opportunities to align their goals. A single dragon's hoard could easily hold components for an entire adventuring party, along with other treasures. Using powerful monsters with large treasure hoards or notable access to rare materials is a great way to both keep the party's goals united and layer in deeper story threads and some altruistic motivations for the party."
+ ]
+ }
+ ]
+ },
+ {
+ "type": "pf2-h2",
+ "name": "Example Quests",
+ "page": 173,
+ "source": "TV",
+ "entries": [
+ "Included below are an array of sample quests showcasing story-based crafting in action. Story-based crafting works best when individually tailored to each group, but the quests below can serve as examples of how to assemble and run a crafting quest. They can even be modified and dropped directly into a level- appropriate game to help fill out a session or allow your group to try out story-based crafting before committing to a longer-term campaign centered around the system.",
+ {
+ "type": "pf2-h3",
+ "name": "Quest 1: Forging The Holy Sword (Level 13\u201314)",
+ "entries": [
+ "James is running a game that includes Logan's character, a champion of Iomedae. The party is getting close to reaching 14th level, and Logan has expressed a desire for his character to gain a {@item holy avenger}. James has decided that in order for Logan to forge his {@item holy avenger}, he'll need to recover the sword's hilt, blade, and pommel stone, for a total of 3 encounters. James takes the cost of the {@item holy avenger}, 4,500 gp, and reduces it by 10% for each of the three encounters (for a total reduction of 30%), arriving at a final total of 3,150 gp. James decides that each piece of the sword is worth the same amount, or 1,050 gp per component.",
+ "James plans the following three encounters out for Logan.",
+ {
+ "type": "pf2-options",
+ "style": "pf2-p",
+ "items": [
+ {
+ "type": "item",
+ "name": "Retrieving the Hilt",
+ "entries": [
+ "The first encounter James has planned for this crafting quest is a mission to retrieve the holy avenger's hilt from the clutches of a pair of {@creature lich|b1|liches}. As 12th-level creatures, the liches are worth 30 XP each for a 13th-level party and collectively comprise a low-difficulty encounter worth 1,875 gp. James subtracts the value of the pommel from the encounter's loot and adds in some consumables and other minor treasures for the rest of the group."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Liberating the Pommel Stone",
+ "entries": [
+ "The second encounter James has planned for the crafting quest is a mission to retrieve the holy avenger's pommel stone from an abandoned dwarven vault. While no monsters guard the vault, it's located behind a maze of twisting tunnels. When the party eventually finds the room and Logan's champion retrieves the pommel stone, they find out that the other treasures along all four walls are actually telekinetic swarm traps! Four 12th-level complex hazards constitute a severe encounter for a 13th-level party, so James deducts another 1,050 gp from the encounter's treasure for the pommel stone. Since there's over 2,000 gp remaining in the encounter's treasure value, this would also be an excellent location for James to leave items for other party members' crafting quests, along with some consumables and other treasure like art and coins.",
+ "Since this was a severe encounter and the champion's crafting quest is nearing completion, this would also be a good time for the party to level up to 14th level, which is what we assume happens going into the final encounter of the holy avenger crafting quest."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Restoring the Blade",
+ "entries": [
+ "The final piece of the holy avenger is its blade, which it turns out is still lodged between the scales of the ancient black dragon Sharzathinek. As an {@creature ancient black dragon}, Sharzathinek is a 16th-level creature\u2014a Moderate encounter for the 14th-level party. James deducts 1,050 gp from the 3,650 gp Sharzathinek is worth. This also leaves room for James to include a couple other crafting quest components for other party members in the dragon's loot. With the dragon slain, Logan's champion claims the holy avenger's blade as his piece of the treasure for the encounter and rejoins it with the hilt and pommel stone. The magic of the blade's components, awakened by the champion's holy quest, causes the pieces of the sundered blade to fuse with each other, and the champion's holy avenger is complete."
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Quest 2: Weaving the Wizard's Robes (Level 7)",
+ "entries": [
+ "Jessica's character is an evoker wizard who has just reached 7th level and wants to celebrate her ascension by creating a set of fire energy robes (Pathfinder Lost Omens Grand Bazaar 50). Jessica's wizard has trained with a prestigious archmage as one of the archmage's many apprentices; the robes will serve not just as protection for her wizard on future adventures but as a symbol of the completion of her apprenticeship. Her GM, James, has decided that to create these robes, Jessica's wizard will need to collect spider silk, a gemstone imbued with the power of elemental fire, and a scale from a white dragon to protect the robe's wearer from the gemstone's flames. All three of these materials can be harvested from within the magical demiplane where the evoker's archmage master trains his apprentices, and the final step for Jessica's wizard will be to weave all the components together at the archmage's magical loom. James takes the 320 gp base cost of the fire energy robes and reduces it by 10% for each of the three encounters, arriving at a final total of 224 gp. James has decided that the encounters will consist of one low-difficulty encounter and two moderate-difficulty encounters, with the value of the spider silk set at 50 gp and the value of the other two crafting quest components each set at 87 gp.",
+ "James plans the following three encounters out for Jessica's wizard.",
+ {
+ "type": "pf2-options",
+ "style": "pf2-p",
+ "items": [
+ {
+ "type": "item",
+ "name": "Bargaining for Silk",
+ "entries": [
+ "The first encounter Jessica's wizard will need to navigate is retrieving the silk for her robe from a trio of {@creature ether spider|b1|ether spiders}. As 5th-level creatures, the three spiders collectively are worth 60 XP for a 7th-level party and constitute a low-difficulty encounter worth 220 gp. James deducts 50 gp from the value of the encounter for the silk and distributes the rest in the form of various consumables the archmage left behind for his successful apprentices to find. While the ether spiders are deadly threats, Jessica's wizard recognizes that killing the spiders would destroy her master's silk supply, so she instead bargains with the ether spiders and trades them food and treasures from her earlier adventures in exchange for the silk she needs, completing the encounter nonlethally."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Retrieving the Fiery Gemstone",
+ "entries": [
+ "The second encounter awaiting Jessica's wizard requires her to travel to the magical furnace powering the archmage's tower and retrieve a gemstone imbued with the power of elemental flame. When Jessica's wizard arrives at the furnace, she discovers that the archmage has prepared a surprise for her and has left the furnace gate open, allowing a pair of salamanders (Bestiary 148) to slip in from the Plane of Fire! As 7th-level creatures, the two salamanders collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter to account for the value of the gemstone and gives the rest of the treasure to the party as consumables that will help them resist the icy breath of the elite {@creature young white dragon||young white dragons} the PCs will have to face in the final encounter."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Claiming a Scale",
+ "entries": [
+ "Singed but undeterred, Jessica's wizard and her party face their final challenge: a pair of elite {@creature young white dragon||young white dragons} guard the magical loom on which the wizard must weave her magical robes. As 7th-level creatures, the dragons collectively represent a moderate encounter worth 290 gp for a 7th-level party. James deducts 87 gp from the value of the encounter for the dragon scale and provides the rest as treasures for the wizard's party members. Once the wizard has fought, bargained, or tricked her way into retrieving a scale and accessing the archmage's loom, she attempts a DC 23 {@skill Crafting} check at the loom (the standard DC for a 7th-level item) to weave the crafting quest components together into her completed fire energy robes."
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Quest 2: Shaping the Armor of Yggdrasil (Level 5)",
+ "entries": [
+ "Ianara's character is a druid seeking to craft a +1 wooden breastplate for herself. Having just reached 5th level, Ianara's druid will soon be leaving the relative safety of her grove and the surrounding woodlands to venture out into the wider world as a champion of nature, an endeavor which will call for greater protection than she has had need of so far. Her GM, James, has decided that for Ianara's druid to create this armor, she'll need to gather four essential materials from the woodlands around her grove: fur collected from {@creature grizzly bear||grizzly bears} to line the armor, darkwood bark collected from trees protected by {@creature arboreal warden||arboreal wardens}, a section of wood freely gifted by an {@creature awakened tree} for the main plate, and sticky sap from a grove guarded by a {@creature dryad} and her pet {@creature basilisk} to bind it all together. James has decided that this crafting quest will require Ianara's druid to complete four Low difficulty encounters, so he has reduced the 160 gp cost of the +1 wooden breastplate by 40% for a final crafting cost of 96 gp, with each component having a value of 24 gp each. He deducts the 24 gp from the 100 gp value of each of the encounters and assigns the remaining 76 gp from each encounter to consumables and crafting quest components for the other characters.",
+ "James plans the following four encounters out for Ianara.",
+ {
+ "type": "pf2-options",
+ "style": "pf2-p",
+ "items": [
+ {
+ "type": "item",
+ "name": "Shaving the Grizzly",
+ "entries": [
+ "Ianara's first task is to collect the grizzly bear fur, and fortunately, three large grizzlies with fur to spare can be found fishing salmon from a nearby stream. While the bears do constitute a potentially engaging, or even deadly, combat encounter, Ianara's character is a druid and unwilling to harm the creatures just to line her armor. By leveraging a combination of primal magic and Nature-oriented skill feats, she's able to calm the bears and convince them to donate some of their fur to her."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Working Around the Wardens",
+ "entries": [
+ "Next, Ianara's druid must convince a pair of arboreal wardens to allow her to collect fallen scraps of darkwood bark from the grove of darkwood trees they're dedicated to protecting. Whether through combat, stealth, bargaining, or fleetness of foot, the druid manages to retrieve the necessary bark and completes the encounter before seeking out the next component for her armor."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "You're Not Using That, Are You?",
+ "entries": [
+ "Next, Ianara's druid needs to convince a mighty {@creature awakened tree} to gift her a section of its living body to form the main plate of her +1 wooden breastplate. Combat isn't an option here; not only would attacking an otherwise-peaceful {@creature awakened tree} potentially be anathema for the druid, but the wood has to be freely gifted or the armor will be ruined. Guile, diplomacy, and magic are Ianara's only options, but fortunately, if anyone can convince a tree to give up a part of itself, it's probably a druid."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Sticky Situation",
+ "entries": [
+ "Having collected most of the components to create her armor, the druid just needs the sticky sap to bind everything together. The {@creature dryad} and {@creature basilisk} protecting the sap are cantankerous, cruel, and unwilling to share, and their grove is littered with evidence that the basilisk isn't too picky about who or what it petrifies and eats, either. While the party has thus far attempted nonviolent solutions wherever possible, the clearly evil nature of the {@creature dryad} and {@creature basilisk} likely mean that Ianara's party might just choose to fight this one out for the good of the forest, though it's also possible that they will choose to try and redeem the {@creature dryad} and her pet. Regardless of the resolution they choose, once the {@creature dryad} and {@creature basilisk} are dealt with, Ianara's druid has all the crafting quest components she needs to {@action Craft} her armor, and she can begin the process of assembling them."
+ ]
+ }
+ ]
+ },
+ "Since the encounters were all contained within the same woodland, James requires Ianara's druid to attempt a {@skill Crafting} check inside the druid grove to complete the armor. Ianara's druid successfully completes a DC 20 {@skill Crafting} check (the standard DC for a 5th-level item) and can now don her +1 wooden breastplate."
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Gardens of Wonder",
+ "source": "TV",
+ "page": 167,
+ "category": "Optional",
+ "subCategory": "Nature Crafting",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Gardens of Wonder",
+ "source": "TV",
+ "page": 167,
+ "entries": [
+ "A toxicologist alchemist walks through a carefully tended garden, its medicinal and poisonous plants growing and blooming in neat, colorful rows, each separated from the others and meticulously labeled. Elsewhere, a druid explores a wild grove welling with primal power, using their knowledge and intuition to choose exactly the plants they need for their latest poultice. Whether cultivated or purely natural, a garden of wonder is a location where an herbalist, poisoner, or other character interested in plant-based concoctions can gather ingredients with ease.",
+ "As the Game Master, you should handle the tending or exploration of such a garden using the downtime rules for Earn Income to represent the construction of an artificial garden or exploration of a natural garden, as well as the harvesting of ingredients to make herbal concoctions. This is the simplest method and the one that fits most easily into the existing structure of downtime. Note that while this section focuses on gardens in the traditional sense, these rules are equally applicable to a variety of different endeavors and structures (see A Garden By Any Other Name.)",
+ "Another method would be to use the ritual {@ritual garden of death|som} to gather up poisonous creatures in the area and establish such a garden right away. Ritualists more interested in healing others than harming them can develop a garden of healing ritual that has the same costs and effect, but for creatures and plants that provide medicinal benefits rather than deadly toxins.",
+ {
+ "type": "pf2-h3",
+ "name": "Establishing a Garden",
+ "entries": [
+ "Using a ritual or spending personal downtime are two ways to establish a garden, but your group might be interested in establishing a garden, orchard, or other location that grows consumable items for them as a shared party resource within the campaign. For such a scenario, GMs should use the following guidelines, which are based on the cost differences of a magic scroll and a magic wand. A player can't establish a garden unless the GM and the group have agreed to use this variant together.",
+ "Essentially, a garden is a living item or collection of items that produce herbal alchemical items, poisons, or similar consumables at a steady rate (typically one per day) without the need for additional downtime. These consumables are only temporary, however, typically taking the form of a short-lived fruit, flower blossom, or other perishable good. As such, they expire at the end of the day; since characters with a garden can't stockpile their bounty, they're encouraged to use the consumable items each day. Even magical and other extraordinary means of preservation have no effect.",
+ "To seed the garden with enough plants or animals to produce sustainably, the PCs must pay a cost equal to the maximum cost of a permanent magic item that is 2 levels higher than the consumable's level. For example, it costs 2,000 gp to plant sufficient antidotal herbs to obtain a perishable {@item greater antidote} each day, because {@item greater antidote||greater antidotes} are 10th-level consumables and the maximum cost for a 12th-level permanent item is 2,000 gp. PCs with skill in herbalism or gardening can attempt to use {@action Earn Income} to help defray the setup costs of a garden, using {@skill Lore} skills such as {@skill Lore||Gardening Lore} as normal. If you are also using the variant for {@variantrule growing items|Tv} from this chapter, a character could use the Grow activity to grow a garden. Additional gardens can be used to increase the number of daily consumables the PCs have access to, but the PCs should have enough space to accommodate the expanded gardens. A given group of PCs shouldn't maintain more gardens than half the number of PCs in the party, rounded down."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Using Gardens as a Reward",
+ "entries": [
+ "Some players tend to wait for the perfect moment to use a consumable item, which can ironically lead to them not using any of their items unless the situation is extremely dire, since they're always anticipating that the next encounter might be a better time to drink that potion or elixir. Unfortunately, this can sometimes mean the party never has the fun of trying out a strange consumable or seeing the bit of variety it can introduce. Gardens are a great reward for groups that are hesitant to use consumables because they feel more permanent, reliable, and safe, and since gardens' rewards need to be used each day or lost altogether, players are incentivized to find creative uses for the consumables each day. Since the garden is located at a specific location, that means the group needs to be able to return to that location to retrieve the consumables. If you give the group an especially elaborate garden capable of producing multiple consumable items each day, the group can become more invested in setting up roots nearby and establishing a base of operations organically. This can be a perfect incentive to get players invested in the local area."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "A Garden by Any Other Name",
+ "entries": [
+ "While a garden is especially narratively attractive to characters like herbalists, druids, poisoners, leshys, and the like, these same guidelines are perfectly capable of describing locations far different than a natural location lush with plant life. Here are a few examples.",
+ {
+ "type": "pf2-h4",
+ "name": "Bakeries and Kitchens",
+ "entries": [
+ "A fighter sponsors a bakery with her tournament winnings, and in return, the baker agrees to bake a fresh magic pastry for her each day when she stops by on her morning run. This \"garden\" is likely tended by a friendly NPC who the PCs have assisted in some way. Perhaps the cost of founding the garden was an investment in the baker or chef's startup, or maybe the PCs were granted the land on which the bakery sits as a reward for services rendered to the local community. If the land and buildings are a reward for services rendered by the PCs, the reward itself might cover all or a portion of the costs of creating the garden.",
+ "When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Lore||Accounting Lore}, {@skill Lore||Baking Lore}, and {@skill Society} are all appropriate skills."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Haunted Churches and Sites Of Power",
+ "entries": [
+ "A cleric creates a living scroll factory from parchment scraps won from contract devils and mummy wrappings, producing eerie-looking (and presumably evil) scrolls each midnight that explode into black flame the following midnight. Any of a variety of undead or extraplanar creatures might serve as the central seed for a \"religious garden\" that supplies the character with scrolls, catalysts, or other thematically appropriate consumables. This type of garden is most likely to be appropriate at higher levels, where a PC has the power to compel service from the undead or extraplanar entity who powers the garden. However, a PC who dedicates themself to the service of such a creature might be able to create and benefit from this type of garden as part of their tenure.",
+ "When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Lore||Architecture Lore} or a lore skill related to a type of creature tied to the site (such as {@skill Lore||Devil Lore} or {@skill Lore||Mummy Lore}) are appropriate skills."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Ooze Farms",
+ "entries": [
+ "An alchemist from the ooze-loving city of Oenopion establishes a laboratory of strange oozes, generating a beaker-full of odd, mutagenic gloop each day that can be used in the creation of almost any alchemical consumable of an appropriate level. Ooze gardens are most appropriate for generating alchemical consumables, particularly bombs and elixirs, though they might also be used to generate alchemical foods. This garden requires a full {@item alchemist's lab} in addition to the other requirements mentioned previously, though the alchemist can still make use of that lab when generating alchemical items that aren't part of the daily consumables produced by the garden.",
+ "When using {@action Earn Income} to help defray the costs of creating this kind of garden, both {@skill Crafting} and {@skill Lore||Ooze Lore} are appropriate skills."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Rock Gardens and Stalagmite Caverns",
+ "entries": [
+ "A deep gnome druid carefully tends a cavern where the slow drip of limestone grows a forest unlike anything born from soil and sunlight. Gardens of stone and gems are actually more common beneath the surface than gardens containing flowers and herbs, and they can be an excellent source of consumables like talismans, mineral-based alchemical items, and other consumables crafted from gems and stones. Such subterranean gardens are most common among drow and svirfneblin, though any ancestry or species that makes its home in the Darklands might have the necessary skills to manage a garden of stone and gems. These types of gardens are particularly good for creating consumables like gadgets or talismans but require a repair kit in addition to the normal creation costs for establishing a garden.",
+ "When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Crafting}, {@skill Lore||Engineering Lore}, and {@skill Lore||Mining Lore} are appropriate skills."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Wildlife Preserves",
+ "entries": [
+ "A grizzled big-game hunter has grown attached to the animals she once poached and has retired to create a walled green space with carefully tended grasslands, ponds, and other habitats. Animals roam free, safe from the outside world. A wildlife preserve could operate as a zoo, an animal safe haven, or a private hunting ground for a noble, but at their core they all need to maintain a stable population of wildlife. The animals in one might produce resources like milk and eggs, and can be hunted or slaughtered for meat, pelts, feathers, and components for items like alchemical foods and bottled monstrosities.",
+ "When using {@action Earn Income} to help defray the costs of creating this kind of garden, {@skill Lore||Hunting Lore}, {@skill Lore||Fishing Lore}, or a lore skill related to creatures on the preserve (such as {@skill Lore||Canine Lore} or {@skill Lore||Dinosaur Lore}) are appropriate skills."
+ ]
+ }
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Bestowed Gifts",
+ "source": "TV",
+ "page": 166,
+ "category": "Optional",
+ "subCategory": "Nature Crafting",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Bestowed Gifts",
+ "source": "TV",
+ "page": 166,
+ "entries": [
+ "In fairy tales and folklore, stories abound of heroes receiving special items out of gratitude, friendship, or simply a desire to assist them on their quest. A nymph might grant a token of their favor and agree to act as an artist's muse, establishing a long-term relationship that will ripple out through that mortal's life for years\u2014or perhaps even generations, as the nymph continues to look over those who came after. On the opposite end of the spectrum, an aging unicorn approaching their end might willingly sacrifice their horn to grant a hero great powers at the cost of their ebbing life.",
+ "From these two extreme cases, a pattern emerges: in each, the gift establishes a lasting bond between the giver and recipient. For this reason, a bestowed gift is like the proverbial goose that laid the golden eggs: giving the gift freely grants it power, meaning those who would attempt to wrest it through theft or violence are doomed to fail. The connection between the giver and the recipient plows a magical furrow and plants a seed that can grow with time. For this reason, relics are a perfect way to tell this type of story. There's even a shared nomenclature that hints at this connection: the abilities relics gain are called \"gifts.\"",
+ "However, even if your group isn't using relics (or introducing one would be too complicated or long-term for the situation at hand), a bestowed gift with the powers of an otherwise-normal magic item can still make an especially meaningful moment in a campaign, far more so than simply purchasing such an item from a store or finding it in a hidden cache. A player is likely to remember a scene where a faerie queen spins a suit of {@item autumn's embrace|TV} armor for them out of the plants of her domain, surrounding their character's body and protecting them from incoming harm for years to come, more than if they bought the same type of armor during downtime.",
+ {
+ "type": "pf2-h3",
+ "name": "Bestowing Gifts in Your Game",
+ "entries": [
+ "Even if you're granting a PC a gifted item based on an existing magic item's statistics, consider tweaking it in certain ways to make it more distinct without requiring an entirely new item and stat block. For one, gifted items typically only work for the creature that received the gift, or perhaps an heir or protegee of the initial recipient if the gift is passed down. As when the gift is initially received, the intent remains important; a bestowed gift keeps its power when earnestly given to an heir as a true inheritance, but it loses its power if transferred for a sale, quid pro quo, or other attempt to cheapen the gift into a commercial exchange.",
+ "Beyond that, consider adding an {@variantRule Item Quirks|GMG|item quirk} or two that you choose specifically to match the nature of the creature gifting the item, rather than rolling completely at random.",
+ "If the creature granting the gift is especially beloved by your player, or the whole group, but you'd rather not have them tagging along everywhere, another option is to make the gifted item an intelligent item with an imprint of the creature's personality, or just a conduit to speak with the creature from afar. Be careful when exercising this option, as you would with any intelligent item, as this adds another NPC to roleplay into the mix. Intelligent items are people, not possessions, even though they take the form of objects.",
+ "While a bestowed gift is more memorable than most treasures, you can easily take them into account using the normal method for treasure distribution. Keep track of bestowed gifts just like you would any other magic item using Core Rulebook {@table Party Treasure by Level||Table 10\u20139: Party Treasure by Level}, counting them among the items that the party received as treasure during that level."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Bestowed Gifts as The Baseline",
+ "entries": [
+ "If your group particularly likes bestowed items, you can use them to replace most or all other forms of treasure in your campaign. In that case, you're establishing a narrative where pacts, connections, and friendships with supernatural creatures are extremely important for adventurers and other creatures hoping to unlock the power of magic items. This has several interesting implications on the world at large. For one, since bestowed gifts aren't usually transferable by violence, theft, or monetary trade, it would mean that looting magic items or buying them at a store are off limits. Count any bestowed gifts against the party's treasure for that level and consider adding an additional handful of consumables to their treasure allotment to counterbalance the lower flexibility in their treasure. Alternatively, consider presenting them with a consumable garden or similar option.",
+ "Depending on who and what are capable of bestowing a gift in your campaign, PCs with significant power could use the {@skill Crafting} skill to bestow gifts of their own unto their fellow adventurers, which could limit the necessity of binding ties with magical creatures. Regardless of the variation, a campaign where most or all magic items are bestowed gifts tends to either be lower magic in general or else have an extreme degree of interconnectedness, full of magical creatures that bond with heroes to an extent greater than most settings. For a lower-magic feel, you can also use the {@variantrule Automatic Bonus Progression|GMG|automatic bonus progression} rules to handle all the item bonuses for you so that you can focus on handing out gifts that are more thematic and meaningful to the PCs."
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Growing Items",
+ "source": "TV",
+ "page": 164,
+ "category": "Optional",
+ "subCategory": "Nature Crafting",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Growing Items",
+ "source": "TV",
+ "page": 164,
+ "entries": [
+ "In an ancient forest, an elf plays a haunting melody on a flute among the trees, growing entire buildings seamlessly from still-living wood. Elsewhere, a fungus leshy holds a conversation with the mushrooms of an underground cavern, convincing them to twine together into a latticed armor to defend the cavern against a new threat encroaching from the Darklands. The traditional methods of crafting items tell the story of a crafter retrieving the necessary raw materials and then working those materials via forging, woodworking, tailoring, or other such means; however, this is but one of many ways to create magic items. In a primal setting or adventure, or in a campaign taking place in a natural region like the fey forests of the First World, it might fit your story better to grow an item from a living thing instead. While most such stories take place in a natural environment, they can just as easily occur in a hidden laboratory, where an alchemist might form magical oozes into specific shapes before curing them with magical reagents, producing a sword as durable as any steel.",
+ "Mechanically, the process of growing an item uses the same principles as {@action Craft||Crafting} it normally, though the details and the story differ. Use the {@action Grow|TV} activity, a variant of the {@action Craft} activity. This activity has the {@trait rare} trait; it's only available if you've decided to use this variant in your campaign.",
+ {
+ "type": "data",
+ "tag": "action",
+ "name": "Grow",
+ "source": "TV"
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Example",
+ "source": "TV",
+ "page": 165,
+ "entries": [
+ "If Lini wanted to {@action Grow|TV} a suit of {@item leaf weave armor|TV}, she would spend 2 gp on initial fertilizers and nutrients and allow four days for the armor to grow, attempting a DC 14 {@skill Crafting} check. At the end of the fourth day, if she succeeds, Lini can choose to either use accelerants to complete the growth right away or to instead spend more downtime to cultivate the armor over the course of a few weeks. She has time to spare and finds this kind of task soothing, so even though a level-0 task doesn't provide profit at an especially fast rate, she decides to spend 5 additional days growing the armor. She's quite fortunate and rolls a critical success on her Crafting check, allowing her to make 2 sp of progress per additional day, for a total of 10 sp (or 1 gp). This reduces the remaining amount she need to pay to 1 gp, so she spends that amount on a magical additive that promotes plant growth, at which point she is finished growing her new armor. This new armor, which Lini grew herself and is in accordance with her principles as a druid, provides much greater satisfaction than anything she could buy in a shop."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Adjusting Skills",
+ "source": "TV",
+ "page": 165,
+ "entries": [
+ "In a game or setting where the act of creating new items happens primarily or exclusively through careful cultivation of living organisms, GMs can choose to have {@action Grow|TV} use {@skill Nature} instead of {@skill Crafting}. In worlds or settings where this ruling is in play, inventors are likely nonexistent, or at least rare, while druids serve an even more central role in their communities, going beyond spiritual guidance roles to also serve as innovators and economic leaders. Such a change should be made carefully and intentionally, with an eye toward the type of story being told. There's little point in allowing a hybrid system where you can choose between {@skill Crafting} or {@skill Nature} to craft items, since {@skill Nature} has many other uses and thus can easily make {@skill Crafting} obsolete by comparison. Instead, consider a hybrid version where players use {@skill Nature} to {@action Grow|TV} items and {@skill Arcana} to craft items the normal way, cutting the {@skill Crafting} skill entirely."
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Converting Magic Items",
+ "source": "TV",
+ "page": 162,
+ "category": "Optional",
+ "subCategory": "Crafting Alternate Rules",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Converting Magic Items",
+ "source": "TV",
+ "page": 162,
+ "entries": [
+ "Many magic items found by higher-level characters never see play, destined instead to live at the bottom of a backpack, forgotten and unused. Others are quickly sold to fund the purchase of a more appropriate item. Others still are so irredeemably evil that selling them is an unconscionable act, and the item ends up being destroyed. All of these situations can make it difficult for the GM to properly calculate and balance the party's wealth, which can lead to imbalanced encounters and other problems at the table.",
+ "This variant simplifies the problem by giving the players another option for items that they don't intend to use, allowing them to break an item down and recycle its parts for the creation of another item.",
+ "When breaking down an item, you have a choice on how to proceed. You can immediately use the components to create an item with a similar theme to the one that you deconstructed, or you can save the components for use in any one item created later. If you create a similar item, such as deconstructing a magic weapon in order to create a different but similar type of magic weapon, you can harvest more of the components and residual magic for the new item, giving you more in return than you might otherwise get by simply harvesting the best parts of an item.",
+ "The GM determines whether the new item is similar enough to warrant this benefit, but the new item should be similar either in ability or in general theme. For example, deconstructing a cloak of the bat to create winged boots certainly qualifies, as does deconstructing a {@item ring of climbing} to create {@item slippers of spider climb}. Items of the same general type might qualify, but only if their abilities are thematically similar.",
+ "Generic components can be saved for later, but they can't be combined with other components from another deconstructed item. If excess value remains after making a new item, that value is lost, as the remaining parts are just the leftover bits, with the best parts being used for the new creation. The deconstructed item has the same Bulk as the original. GMs might want to put an expiration date on deconstructed items to prevent too many of them from piling up in character inventories, but unless players are breaking down items all the time, it shouldn't be a problem.",
+ {
+ "type": "data",
+ "tag": "action",
+ "name": "Deconstruct",
+ "source": "TV"
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Critical Crafting",
+ "source": "TV",
+ "page": 161,
+ "category": "Optional",
+ "subCategory": "Crafting Alternate Rules",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Critical Crafting",
+ "source": "TV",
+ "page": 161,
+ "entries": [
+ "The critical success and failure effects of the Craft activity are safe, reasonable effects that are appropriate any time a character wants to Craft: on a critical success, they make more money per day Crafting, and on a critical failure, they ruin 10% of the item's raw materials. However, these monetary rewards and penalties are not the only potential outcomes of crafting criticals. With this variant, you can consider rarely handing out custom critical success rewards and critical failure penalties appropriate for the situation. However, you won't want to do this too often, especially since a high-level crafter who makes a lot of low-level items will critically succeed with some frequency. If crafting is a big part of your game, consider limiting the special effects to natural 20s and 1s, and even then, only when a special item is being created.",
+ "Most often, the special critical success or failure effect will be something distinctive and appropriate to the exact situation in your campaign. For instance, if a PC Crafts a commissioned sword for a prideful ruler obsessed with their heroic ancestor, perhaps on a critical success the item manages to call forth the spirit of the ancestor, who nods gravely while acknowledging the sword. On a critical failure, the PC finishes the sword but accidentally includes a part of the heraldry of the traitorous noble family that murdered the ancestor, enraging the monarch. As you can see from this example, the critical failure effects sometimes tend towards possibilities where the item is still created despite failure, but its completion creates a serious problem that must be resolved. When using this system, consider rolling the checks to Craft the item in secret to prevent a player's knowledge from influencing their decisions.",
+ "While it's usually best to invent your own special critical success or failure effects, here are a few examples of possibilities that can be used in a variety of circumstances.",
+ {
+ "type": "pf2-h3",
+ "name": "Critical Success",
+ "entries": [
+ {
+ "type": "list",
+ "items": [
+ "The crafter's dazzling success and passion imbue a fragment of their self into the item, causing it to become an {@trait intelligent} item.",
+ "If the crafter was creating a max-level item, they can pay more to create an item above their level that they normally couldn't {@action Craft}. For instance, while trying to {@action Craft} a {@item 3rd-Level Spell Magic Wand||wand of fireball} (a 7th-level item), a 7th-level wizard might be able to create a {@item 4rd-Level Spell Magic Wand||wand of 4th-level fireball} (a 9th-level item).",
+ "The item has a minor beneficial special ability beyond other items of its type. This can be whatever you choose, but it's usually another minor activation with a daily frequency. The benefit should be better than a {@variantRule Item Quirks|GMG|quirk} (as quirks are meant to be neutral).",
+ "The item is so well made that it's nearly impossible to damage, doubling its Hardness or greatly increasing its total Hit Points. The item might also be resistant to grime, tarnishing, or other cosmetic changes.",
+ "The item is so beautifully made that it grants a bonus to {@skill Diplomacy} and {@skill Intimidation} checks when displayed or used as part of the check. Alternatively, it could be worth more than usual just as an art object.",
+ "The item is so finely crafted that it distracts the attention of opponents when used in battle, granting a bonus to checks made to {@action Feint} or {@action Create a Diversion} when used as part of the check.",
+ "The crafter is in tune with the object, its powers, and its potentials, turning it into a relic. In addition to its base abilities, the crafter can designate other abilities that the object develops over time."
+ ]
+ }
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Critical Success",
+ "entries": [
+ {
+ "type": "list",
+ "items": [
+ "The crafter {@action Craft||Crafts} the item, but the item is secretly {@trait cursed}. ",
+ "The crafter {@action Craft||Crafts} the item, but the item permanently drains a portion of the crafter's life force and resists attempts at destroying it, permanently reducing the crafter's Hit Points until they complete a quest to destroy the item once and for all. ",
+ "The creation process explodes or otherwise exposes the crafter to significant harm with a long-term effect that demands interesting interplay to remove. There's little point in dealing Hit Point damage during downtime, as it's usually trivial to restore it before adventuring. ",
+ "The {@action Craft||Crafting} process is so flawed that it draws a malevolent intelligence that chooses to complete the item and inhabit it. The intelligence of the item is opposed to the crafter and attempts to secretly thwart them at every turn. ",
+ "The item appears perfectly normal and fully functional, but when someone attempts to use it for its intended purpose, it fails. For example, armor might fall off, weapons might break, or a wand might simply emit an acrid, burning odor instead of the desired spell. ",
+ "The crafter is cursed by their own failure and takes a penalty to all future {@action Craft||Crafting} checks until they get a critical success or a casting of remove curse to end the effect. ",
+ "The {@action Craft||Crafting} goes so poorly that it pollutes the nearby environment. This might mean that the workshop needs extensive cleaning to be usable again, or it could be much worse, polluting the local water supply and making those who live nearby seriously ill."
+ ]
+ }
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Crafting Downtime Events",
+ "source": "TV",
+ "page": 158,
+ "category": "Optional",
+ "subCategory": "Crafting Alternate Rules",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Complex Crafting",
+ "source": "TV",
+ "page": 158,
+ "entries": [
+ "Plenty of things can happen during downtime that might derail your efforts or complicate your plans. When crafting, it might be easy enough to put down the creation and deal with a problem, but sometimes these events can threaten the project itself. The Gamemastery Guide provides three examples of downtime events related to crafting: a delayed shipment of materials, a superlative work drawing attention from collectors, or the discovery of a new and efficient crafting technique. Even adding these to the events around earning income (which are generally applicable), a group that spends a great deal of time crafting might find these to be repetitive. The following downtime events are tied directly to the crafting process and should be used to supplement those found on page 25 of the Gamemastery Guide.",
+ {
+ "type": "data",
+ "tag": "table",
+ "name": "CRAFTING DOWNTIME EVENTS",
+ "source": "TV"
+ },
+ {
+ "type": "pf2-options",
+ "style": "pf2-p",
+ "items": [
+ {
+ "type": "item",
+ "name": "Annoying Interloper",
+ "entries": [
+ "Whether it's a nosy relative, gossipy friend, finicky safety inspector, or any other sort of guest, the crafter's workshop has attracted the attention of an annoying interloper. It's someone the crafter can't just kick out unceremoniously, either. The situation might require roleplaying, as well as Diplomacy, Intimidation, or other skills, before the crafter can get back to work."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Banned Ingredient",
+ "entries": [
+ "The crafter realizes that one of the ingredients they need for the items they're crafting is banned or heavily restricted in the local area. If they've already crafted the same item here without a problem before, maybe it's a new ban or they had to refill their stores of a tricky ingredient\u2014or you can just reroll this event and save it for when they build something new. To deal with the banned ingredient, the crafter might have to engage in shady dealings on the black market, lobby for the ingredient's ban to be lifted (especially if the ban is suspicious or prevents the general public from crafting an important item like healing potions), travel abroad where the restriction doesn't exist, or try to devise a substitution."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Delicate Components",
+ "entries": [
+ "Whether it's just the nature of one or more components that make up this item, or the crafter just received a fragile batch, the components the crafter is dealing with are incredibly delicate. The crafter might need to use Thievery (or find someone who can) to handle the sensitive components gently, or else find some way to reinforce the ingredient or the equipment in which it is stored for later use."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Formula Contradiction",
+ "entries": [
+ "The crafter runs into an issue in their formula book. The formula includes two (or more) contradictory instructions, and as a result, they must pause their work while they try to figure out the contradiction. Which one is correct? Is neither right? Are they both functional and the crafter must refine their understanding of the process? This event might involve research or dangerous experimentation."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Infestation:",
+ "entries": [
+ "Some sort of infestation of vermin, spores, or other troublesome contaminants threatens the crafting project and perhaps other portions of the crafter's workshop. On top of protecting their in-process project from being damaged by the infestation, they'll eventually also need to find the infestation's source and put a stop to it. Was it a coincidence, or did someone use mundane or magical means to bring it here on purpose?"
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Instability Within",
+ "entries": [
+ "The magic or mechanics inside the item have grown increasingly powerful and unstable, and the crafter isn't sure why. The cause could be a simple mistake, an instability in the crafter's own magic, or even just a coincidence. Whatever the case, the crafter must investigate the source of the instability to fix and, potentially, take advantage of it."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Mutation:",
+ "entries": [
+ "The item has undergone a mutation and is now on its way to becoming a different item\u2014maybe even an item of a higher level than the crafter can normally craft or that is uncommon, rare, intelligent, or otherwise outside of the crafter's normal ability to create. Be very careful when choosing this as an event; ideally, you as the GM want the mutated item to be something you specifically chose to be interesting, rather than an item at random, since presumably the crafter was choosing to create the best item they could think of. That said, the crafter can either find a way to halt the mutation process or lean into it and see what the item becomes!"
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Name Dependence",
+ "entries": [
+ "The item's progress is stalled due to the fact that its magic requires it to gain a name\u2014 and not just any random nickname that pops into the crafter's head! The crafter must engage in serious contemplation to select a name that suits the item, as it will be attached to it forevermore. Once chosen, if the item accepts the name, the crafting process can continue. The choice of the name might have other implications as well; for instance, if the item has a command activation, it might require shouting the item's name."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Natural Disaster",
+ "entries": [
+ "A huge natural disaster is about to hit the workshop. Whether it's a tsunami, a tornado, an earthquake, a volcanic eruption, or something else, it represents a huge danger to the crafting process, and potentially the crafter's life. On the other hand, it could also be an opportunity to harness the power of the natural disaster into the item! Consider allowing the crafter to attempt a Recall Knowledge check to remember some formulas that discuss special benefits for harnessing a disaster and offer them a reward (extra progress on the item, an improved item, or something else) to tempt them into staying in the path of danger."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Otherworldly Interference",
+ "entries": [
+ "Be they deities, celestials, fiends, monitors, or other extraplanar entities, Golarion is full of a surprising number of beings from other worlds that attempt to sow mischief, cause mayhem, or offer assistance to its inhabitants. The crafter is one such lucky or unlucky mortal who now has to deal with this otherworldly interference. Even if the otherworldly creature is trying to help, it might not understand mortals well enough to do so effectively. This could possibly create even more trouble than an entity who was trying to sabotage the process, since a crafter can at least root out such a perpetrator and stop them decisively."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Overwhelming Energy",
+ "entries": [
+ "There's just too much magical or mechanical energy building up in the item. That could be a good thing, as it could eventually grant the item more power or provide additional progress, but it's also extremely dangerous, as the energy threatens to overload and cause the item to explode, wasting the crafter's initial investment. They'll have to carefully figure out a way to use the energy (or at least discharge it harmlessly) to protect the item."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Planar Convergence",
+ "entries": [
+ "Many planes of existence overlap with the Material Plane at certain points. Sometimes, those points drift as the planes move and shift, leading to planar convergences where the veil between two planes draws especially thin. Unfortunately (or perhaps fortunately) for the crafter, one such planar convergence passes over their workshop. If they're crafting a related item, they might be able to take advantage of the convergence, but otherwise, they'll need to insulate the item from the convergence or pack up and move far enough away to avoid it. Leaching out the energy from the convergence might even require them to find a location with a convergence to an opposing plane."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Resonant Magic",
+ "entries": [
+ "When multiple sources of magic cluster together, for good or ill, magical resonance builds up between them. The crafting process is interrupted by magical resonances in the workshop between the in-process item and other magic items or spells. The crafter can try to clear out or rearrange the sources of magic that led to the resonance, or they can explore the resonance to try to unlock a new power in the item that only appears when the item is affected by the other items or spells that caused the resonance; in this case, consider using the rules for item sets on page 200 or something similar."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Spirit Magnet",
+ "entries": [
+ "The item has become a magnet for minor disembodied beings, either spirits (beings formed of spiritual essence) or vitae (beings formed of nature's life force, sometimes called \"spirits of nature\"). That's not necessarily a bad thing, but it's certainly distracting, as the spirits interfere with the work and might wind up possessing or otherwise merging with the item. The crafter needs to find a way to communicate with the spirits and warn them off or work with them to make the item an even better conductor for spirits. In the worst case this could ruin the item's creation, but in the best case, the spirits could grant the item special powers or intelligence."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Suspicious Offer",
+ "entries": [
+ "A questionable figure offers the crafter special ingredients or techniques that supposedly will shave time off the item's crafting process while providing a steep discount on the necessary materials. But something about the offer\u2014no, maybe everything about it\u2014seems too good to be true. The crafter might dismiss or accept the offer outright, but they also might try to determine the truth of the figure's claims, either by understanding their motives or performing a test. Either way, if the crafter decides to use the mysterious figure's offer, you can decide what sorts of effects it might have. Who knows? Maybe it was genuine."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Technical Challenge",
+ "entries": [
+ "An unusual interaction during the item's creation provides a significant technical challenge. The crafter will have to pause and determine how to proceed before continuing. There might be several possible approaches to the problem, each with different benefits or drawbacks."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Unexpected Flaw",
+ "entries": [
+ "Something within the item isn't functioning properly, and the crafter needs to first figure out what went wrong and why. Were some of the components faulty? Did someone tamper with the item? Did the crafter make a small error that cascaded? Once they can hunt down the flaw and figure out how to prevent it in the future, they need to determine the most expedient way to fix it and bring the item back on track."
+ ]
+ }
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Complex Crafting",
+ "source": "TV",
+ "page": 158,
+ "category": "Optional",
+ "subCategory": "Crafting Alternate Rules",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Complex Crafting",
+ "source": "TV",
+ "page": 158,
+ "entries": [
+ "The {@action Craft} action as presented in the Core Rulebook works at a simple rate: you can {@action Craft} any item, regardless of the item level, in exactly 4 days, spending additional time for a discount on the item's final cost. While easy to implement at the table, this system focuses on simplicity and leaves some avenues unexplored. For example, items of the highest possible level (your own level) provide you far more value for those 4 days than lower-level items. In addition, the system provides few options for players to attempt to craft an item quickly, even if doing so comes with risk of failure. This complex crafting variant is suitable for groups who view crafting items as a central part of their play experience. For most groups, the simpler crafting system is probably sufficient to complete the occasional item.",
+ "This variant adds a choice to the system of crafting, allowing characters to decide how they want to approach a job, taking a slow and methodical approach or rushing the process and risking loss of material or even the creation of a cursed item! This system also incorporates changes in time based on the item's level and whether it's a consumable item or a permanent item.",
+ "To begin, you must meet all of the requirements listed in the {@action Craft} action of the {@skill Crafting} skill. At the start of the process, you must determine the setup time based on the type of item and its level compared to yours, then decide on your approach to the job, which is limited by your proficiency. The GM determines the base DC as normal based on the item's level, rarity, and other circumstances.",
+ "To determine setup time, check the item's level and whether it's a consumable or permanent item. Compare the item's level to your own and look for the number of days on {@table Days of Setup Time|TV|Table 5\u20131}. This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach, you spend that number of days, and then attempt the Crafting check to determine your success (see Finishing the Item).",
+ "You can instead rush the process, taking days off the time needed to setup the item while introducing a greater risk of failure. If you're at least an Expert in {@skill Crafting}, you can reduce the setup time by 1 day by increasing the DC by 5. If you're at least a Master in {@skill Crafting}, you can reduce the setup time by 2 days by increasing the DC by 10. If you're Legendary in {@skill Crafting}, you can reduce the setup time by 3 days by increasing the DC by 15. If you're crafting a consumable, and this reduction would bring the number of days to 0 or less, the crafting time is instead reduced to 4 hours.",
+ {
+ "type": "data",
+ "tag": "table",
+ "name": "Days of Setup Time",
+ "source": "TV"
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Finishing the Item",
+ "page": 158,
+ "source": "TV",
+ "entries": [
+ "After the setup time is complete, you must attempt a {@skill Crafting} check to determine the overall success of your creation. If your check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item's Price in materials. Alternatively, you can spend additional downtime days working on the item.",
+ "For each additional day you spend, reduce the value of the materials you need to expend to complete the item. This value reduction is determined using {@table Income Earned||Table 4\u20132: Income Earned}, based on your proficiency rank in {@skill Crafting} and using your own level instead of a task level. After any of these downtime days, you can complete the item by spending the remaining portion of its Price in materials. If the time is interrupted, you can return to finish the item later, continuing where you left off.",
+ "You can decide to speed up this process as well. If you are at least an Expert in {@skill Crafting}, you can rush the finishing process, reducing the value of the materials you must expend to complete the item by twice the amount listed in {@table Income Earned||Table 4\u20132: Income Earned} on page 236 of the Core Rulebook. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a flat check. The DC of this flat check is equal to {@flatDC 10} + the item's level \u2013 your {@skill Crafting} proficiency bonus. If the check is a success or critical success, the item is complete and works perfectly. If the check is a failure, the item is still completed, but it gains a {@variantRule Item Quirks|GMG|quirk}. If the check is a critical failure, the item is ruined or might become a cursed item attached to you (GM's discretion).",
+ {
+ "type": "pf2-h4",
+ "name": "Crafting Items with Adjustments",
+ "page": 159,
+ "source": "TV",
+ "entries": [
+ "Adjustments are item modifications that can provide specific special abilities to a particular type of equipment. Instead of crafting adjustments separately from a suit of armor, you can simply craft the armor with the adjustment already in place by adding the price of the adjustment to the total crafting cost of the base armor and calculating the rest of the crafting process as normal."
+ ]
+ },
+ {
+ "type": "pf2-h4",
+ "name": "Skill Feats",
+ "page": 159,
+ "source": "TV",
+ "entries": [
+ "When using this variant, consider allowing the following skill feat to enable characters to {@action Craft} exceptionally low-level items even more quickly. This skill feat is listed as rare and is never available to a character except when using this variant. This rapid form of crafting could cause your players to end up with higher treasure values or more items than an adventure expects them to have, so be careful about allowing this feat in campaigns that already provide significant amounts of downtime.",
+ {
+ "type": "data",
+ "tag": "feat",
+ "name": "Quick Setup",
+ "source": "TV"
+ }
+ ]
+ }
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "name": "Set Relics",
+ "source": "TV",
+ "page": 200,
+ "category": "Optional",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Set Relics",
+ "source": "TV",
+ "page": 200,
+ "entries": [
+ "Some permanent magic items are strongly attuned to one another, forming a relic seed called a set relic or item set. Such items fit a theme, empowering a specific type of character. A set relic grants gifts and benefits based on its items working and growing more powerful in concert.",
+ {
+ "type": "pf2-h3",
+ "name": "Set Relics in The Campaign",
+ "entries": [
+ "Set relics are more powerful than typical relic seeds, but they also make acquiring treasure more exciting. To balance things, ensure each character has access to a set relic suited to their abilities. Also, consider what it takes for characters to acquire this considerable power. Seeking the items or materials to craft them should lead to specific quests and challenges, or even whole adventures. Strongly consider adjusting treasure (Gamemastery Guide 95) to account for these valuable items."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Starting a Set Relic",
+ "entries": [
+ "A character starts a set relic when they acquire one item from the set, usually the lowest-level item. (You can allow characters to start the set with a different item.) This starting item has a minor gift and two aspects, as with other relics. The set then works as a single relic regarding its aspects and relic level."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Utilizing a Set Relic",
+ "entries": [
+ "A user must carry or wear items comprising a set relic to gain their benefits as part of the set. Any item the set relic's wielder fails to wear or carry, as well as any item stowed in an extradimensional space, doesn't count toward the gifts and item-number features the set relic can grant. The character must also invest any item that has the invested trait, or that item doesn't count for the power of the set relic. Consequently, if a user loses an item that's part of the set relic, any benefits that item brought to the set relic disappear until the item is recovered, invested if necessary, and carried or worn again."
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Advancing a Set Relic",
+ "entries": [
+ "Each part of a set relic that a character collects further empowers the relic's gifts and provides additional features.",
+ {
+ "type": "pf2-options",
+ "items": [
+ {
+ "type": "item",
+ "name": "Gifts",
+ "entries": [
+ "A set relic grants you gifts based on the number of items properly utilized as part of the set relic, as well as a minimum level, which the wielder's level must equal or exceed. This progression matches that detailed on the Gamemastery Guide's {@table Relic Gifts|GMG|Table 2\u201322: Relic Gifts} in terms of number of gifts, minimum level, gift type, and gp equivalent. Each known set relic (see the sets presented below) shows a number before listing a gift. This number corresponds with the number of gifts on {@table Relic Gifts|GMG|Table 2\u201322}, as well as the number of items in the set relic that must be properly utilized to access the indicated gift."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Collective Features",
+ "entries": [
+ "A set relic also grants its user features, boosting to the relic's gifts, based on the number of items properly utilized in the relic. Such features are cumulative. Once a character has four items from a set, for instance, that wielder gains the features for having two, three, and four items. Each known set relic lists the number of items and the feature linked with properly utilizing that number of items as part of the set relic."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Smaller Sets",
+ "entries": [
+ "For set relics that have fewer than five items, the relic can still permit the wielder to access gifts that are more powerful. One of the items in the set must be of or higher than the minimum level given for the gift on {@table Relic Gifts|GMG|Table 2\u201322} for the relic to grant the gift. Meeting this requirement might involve the wielder improving an existing item to the appropriate level or finding a new item of a suitable level."
+ ]
+ },
+ {
+ "type": "item",
+ "name": "Improving Set Items",
+ "entries": [
+ "The items in a set relic need not remain static. They can be improved, according to rules for items of their type, with runes and to higher-level versions. If a set relic lists a specific advanced form of an item, you must possess that form of the item and properly utilize it to gain its benefits as part of the set relic."
+ ]
+ }
+ ]
+ }
+ ]
+ },
+ {
+ "type": "pf2-h3",
+ "name": "Known Set Relics",
+ "entries": [
+ "Several set relics are known to exist. You can adjust them with items tailored to your players' characters or create custom sets, using the benefits described here as a guideline. Set relics in this section use aspects found in this book or the {@i Gamemastery Guide}.",
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Agathion Raiment",
+ "traits": [
+ "Good",
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "beast and celestial"
+ }
+ ]
+ ],
+ [
+ [
+ "An agathion raiment aids its wearer in finding diplomatic solutions to conflicts when possible, fighting evil directly when it's not, and guiding others along the path to redemption. A red draconal agathion created five agathion raiments and granted them to redeemer champions of great valor millennia ago. Since then, virtuous souls of various skill sets have assembled agathion raiments. This set functions only for good creatures."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@item Flask of fellowship|SoM} (level 2), {@item gold nodule aeon stone} (level 6), {@item messenger's ring} (level 9), {@item celestial armor} (level 13), {@item headband of inspired wisdom} (level 17)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift word of faith}",
+ "2: {@relicGift feral claws}",
+ "3: {@relicGift righteous call}",
+ "4: {@relicGift form of fury} (usually canine or cat)",
+ "5: {@relicGift angelic vessel}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} Word of faith restores {@dice 1d10} Hit Points per relic level and reduces the target's {@condition frightened} value by 2.",
+ "{@i Three Items:} The claws you gain from feral claws are {@trait magical} and deal {@damage 1d4} good damage.",
+ "{@i Four Items:} You and your allies affected by {@relicGift righteous call} deal {@damage 1d4} additional good damage with successful {@action Strike||Strikes}, rather than none or 1. This {@damage 1d4} stacks with that from your feral claws and damage from the {@item holy} rune effect you gain from {@relicGift righteous call}.",
+ "{@i Five Items:} In your form of fury, you have darkvision and gain 20 additional temporary Hit Points, but you have weakness 5 to evil damage. You don't need to change your size to gain the benefits, other than reach, of a higher-level battle form. Also, your unarmed attacks from this form have the {@item holy} weapon property rune."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ },
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Archmage's Regalia",
+ "traits": [
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "life and mind"
+ }
+ ]
+ ],
+ [
+ [
+ "Many wizards have enhanced their spellcasting capabilities with an archmage's regalia. Legend tells of such a relic set that belonged to the wizard-king Nex, with powers far beyond that of a typical relic. Although some believe Nex took his regalia with him when he disappeared, several credible reports of items matching their descriptions have surfaced over the years. No one has yet managed to track down all five pieces, and it's possible some have been destroyed or otherwise lost."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@item Hat of the magi} (level 3), {@item endless grimoire|SoM} (level 6), {@item Ring of Wizardry (Type II)||ring of wizardry} (type II, level 10), {@item pale lavender ellipsoid aeon stone} (level 13), {@item robe of the archmagi} (level 15)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift repository of knowledge}",
+ "2: {@relicGift bestow life}",
+ "3: {@relicGift psychic scream}",
+ "4: {@relicGift vital siphon}",
+ "5: {@relicGift mental bastion}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} The {@relicGift repository of knowledge} gift grants you one additional {@skill Lore} skill of the GM's choice. This skill advances as other skills from the gift do.",
+ "{@i Three Items:} When you use your {@relicGift bestow life} gift, if the animated object is at least 4 levels lower than you, you can make it a minion with the {@trait minion} trait.",
+ "{@i Four Items:} The {@relicGift psychic scream} gift creates a 30-foot-radius burst.",
+ "{@i Five Items:} Treat the outcomes of skill checks you roll to {@action Identify Magic}, {@action Learn a Spell}, and {@action Recall Knowledge} as one step better."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ },
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Duelist's Blazon",
+ "traits": [
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "emotion (pride) and luck"
+ }
+ ]
+ ],
+ [
+ [
+ "A duelist's blazon set relic was once used by a legendary swordmaster, absorbing their verve, tenacity, and daring. Though each set contains the same items, they all have unique styles, from the elegant, rose-themed decor of the blazon of Taldan swashbuckler Miralla d'Asivran to the spiked sword and attire of Kuthonite maestro duelist Essinte Zaim. Duelists have been known to challenge one another over the set's components."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@runeItem rapier||+1 weapon potency|} (level 2), {@item quick runner's shirt|LOTGB} (level 5), {@item winged boots} (level 10), {@item invisible chain shirt|SoM} (level 13), {@item mercurial mantle|SoM} (level 18)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift dominant emotion|TV}",
+ "2: {@relicGift whammy|Tv}",
+ "3: {@relicGift steal luck|tv}",
+ "4: {@relicGift emotion conduit|TV}",
+ "5: {@relicGift against all odds|Tv}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} You can use {@relicGift dominant emotion|TV} at will. ",
+ "{@i Three Items:} You can use {@relicGift whammy} one additional time per day, but a creature affected by it is temporarily immune for 24 hours. ",
+ "{@i Four Items:} When you use {@relicGift steal luck} and get a success or critical success, you're {@condition quickened} until the end of your next turn. ",
+ "{@i Five Items:} If {@relicGift dominant emotion|TV} or {@relicGift emotion conduit|TV} counteract an effect, the target gains a brief surge of luck in the form of a d20 they can add to another single d20 roll, taking the highest result. Until used, this die remains with the target until their next daily preparations, and the target can't gain another die from this effect until after that time. Using the die is a {@trait fortune} effect."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ },
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Infiltration Garb",
+ "traits": [
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "death and shadow"
+ }
+ ]
+ ],
+ [
+ [
+ "Several notable assassins, thieves, and others who work from the shadows have used an infiltration garb over the centuries. The nature of these professions means that such sets are often separated from their audacious users. Due to their association with subterfuge and assassins, sets of infiltration garbs have grim reputations. However, not all wielders use their powers maliciously. Notably, the faithful of Kelinahat, empyreal lord of spies, stealth, and intelligence gathering, view these relics as sacred tools in the fight against evil."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@item Hat of disguise} (level 2), {@item goggles of night} (level 5), {@item greater unmemorable mantle|LOCG} (level 9), {@item greater boots of bounding} (level 14), {@item greater ring of maniacal devices} (level 18)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift obscure}",
+ "2: {@relicGift death gaze}",
+ "3: {@relicGift dark roads}",
+ "4: {@relicGift tide of death}",
+ "5: {@relicGift grim specter}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} The relic set grants you a +1 status bonus to {@skill Stealth} checks you attempt in dim light. ",
+ "{@i Three Items:} You can use {@relicGift death gaze} to deal positive damage to undead. ",
+ "{@i Four Items:} You can use dark roads to teleport up to 60 feet. ",
+ "{@i Five Items:} When you use {@relicGift tide of death}, you can target undead and yourself with positive energy, restoring Hit Points to you (if positive energy heals you) and damaging undead harmed by positive energy."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ },
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Monk's Attire",
+ "traits": [
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "emotion (dedication) and life"
+ }
+ ]
+ ],
+ [
+ [
+ "According to tales, some of the first monks to assemble the austere monk's attire were servants of Irori. This deity is a symbol of devotion and self-discovery through one's understanding of body, mind, and soul. Monk's attire resonates with Irori's dedication, focusing on the highest gain from minimal acquisition, eschewing material objects. Legend holds Irori did so, and that some famous monk's attire sets include a scrap of Irori's original possessions. Other monastic orders have similar traditions of minimal personal effects, with an emphasis on spiritual focus, practicality, and self-defense."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@item handwraps of mighty blows (generic)||handwraps of mighty blows} (level 2), {@runeItem explorer's clothing||+1 armor potency|} (level 5) or {@item bracers of armor (type I)||bracers of armor I} (level 8), {@item ki-channeling beads|TV} (level 11) or {@item mask of uncanny breath|TV} (level 11)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift overflowing life}",
+ "2: {@relicGift dominant emotion|tv}",
+ "3: {@relicGift inextinguishable}",
+ "3: (one 13th-level or higher item): {@relicGift emotion conduit|tv}",
+ "3: (one 17th-level or higher item): {@relicGift quickening emotion|tv}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} The item bonus from {@relicGift overflowing life} equals the relic's level.",
+ "{@i Three Items:} Any {@trait mental} effect harmful to you triggers {@relicGift dominant emotion|tv}, which can counteract such effects.",
+ "{@i Three Items (one 13th-level or higher item):} Treat the outcome of your recovery checks as one step better.",
+ "{@i Three Items (one 17th-level or higher item):} If {@relicGift dominant emotion|tv} or {@relicGift emotion conduit|tv} counteract an effect, the target regains {@dice 5d10+5} Hit Points and gains a +2 status bonus to saving throws against mental effects for 10 minutes."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ },
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Pharasma's Command",
+ "traits": [
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "life and time"
+ }
+ ]
+ ],
+ [
+ [
+ "Pharasma's devoted followers vow to seek out and destroy undead wherever they can be found, a task made more urgent with the rise of Tar-Baphon. Though the Whispering Tyrant was prevented from taking over Golarion, his forces are still massing. Undead unaffiliated with the lich represent an unacceptable perversion of the cycle of life and death to Pharasmins, and permitting such creatures to exist is anathema to her. To aid her faithful in their sacred duty to send the dead where they belong, Pharasmin priests developed this item set. While using Pharasma's command, you must abide by her edicts and anathema or else the relic ceases to function for you until you atone. This set doesn't function for undead beings."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@item Necklace of knives|LOGM} (level 2), {@item standard holy prayer beads||holy prayer beads} (level 5), {@item wand of overflowing life (generic)|APG|wand of overflowing life} (level 9), {@item cassock of devotion} (level 11) or {@item greater cloister robe|tv} (level 15), {@item major staff of final rest|LOTGB} (level 16)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift healing wave}",
+ "2: {@relicGift sands of the hourglass|tv}",
+ "3: {@relicGift inextinguishable}",
+ "4: {@relicGift temporal pulse|tv}",
+ "5: {@relicGift life everlasting}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} {@relicGift Healing wave} increases to {@dice 1d6} per relic level.",
+ "{@i Three Items:} You can use {@relicGift sands of the hourglass|tv} as a 30-foot line; each creature in the line must save against the effect.",
+ "{@i Four Items} Treat the outcome of your recovery checks as one step better.",
+ "{@i Five Items:} When you use {@relicGift temporal pulse|tv}, each creature you slow takes {@damage 1d4} damage per relic level, and each creature you {@condition quickened||quicken} regains {@dice 1d4} Hit Points per relic level. For living creatures, the damage is negative, but it's positive for undead."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ },
+ {
+ "type": "data",
+ "tag": "generic",
+ "style": "book",
+ "data": {
+ "name": "Seer's Array",
+ "traits": [
+ "Relic"
+ ],
+ "sections": [
+ [
+ [
+ {
+ "name": "Aspects",
+ "entry": "mind and time"
+ }
+ ]
+ ],
+ [
+ [
+ "Diviners through the ages have employed a variety of tools to glimpse the future, but one who assembles five pieces of a seer's array gains strong second sight. Seer's arrays can be found across Golarion, from the caravans of Varisian harrowers to the scale diviners at the court of the Dragon King of Xa Hoi. A diviner who wears the array is bound to be sought after for counsel, and those who consult such farsighted individuals do well to heed any advice given."
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Set Items",
+ "entry": "{@item pendant of the occult} (level 3), {@item staff of divination} (level 6), {@item brooch of inspiration|LOTGB} (level 8), {@item clear quartz crystal ball} (level 14), {@item robe of eyes} (level 17)"
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Gifts:",
+ "entry": "The set grants the following gifts."
+ },
+ {
+ "type": "list",
+ "items": [
+ "1: {@relicGift recalculate}",
+ "2: {@relicGift borrow time|tv}",
+ "3: {@relicGift time jump|Tv}",
+ "4: {@relicGift precognition|tv}",
+ "5: {@relicGift time reversal|Tv}"
+ ]
+ }
+ ]
+ ],
+ [
+ [
+ {
+ "name": "Collective Features:",
+ "entry": "The set grants the following features."
+ },
+ {
+ "type": "list",
+ "items": [
+ "{@i Two Items:} The circumstance bonus from {@relicGift recalculate} increases by 1.",
+ "{@i Three Items:} Creatures become temporarily immune to the relic's {@relicGift borrow time|TV} gift for 1 hour.",
+ "{@i Four Items} You can use the relic's {@relicGift time jump|TV} once per hour. For each use after the first in a given day, you must attempt a flat check with a DC of {@flatDC 9} + the number of times you've used the gift that day. If you fail, you can still complete the {@relicGift time jump|TV}, but after that the gift is no longer available until you next complete your daily preparations. You can roll the flat check before using the gift and decide not to do so after seeing the roll. However, any failure applies to the next use of the gift that day, making your next use your last that day.",
+ "{@i Five Items:} You can use the relic's {@relicGift precognition|TV} once per hour. Each use after the first requires a flat check like for {@relicGift time jump|TV} at four items, but this flat check affects your use of {@relicGift precognition|TV}."
+ ]
+ }
+ ]
+ ]
+ ]
+ }
+ }
+ ]
+ }
+ ]
+ }
+ ]
+ },
{
"name": "Mana Storms",
"source": "OoA2",
@@ -452,6 +1694,29 @@
}
]
},
+ {
+ "name": "Item Quirks",
+ "source": "GMG",
+ "page": 86,
+ "category": "Optional",
+ "entries": [
+ {
+ "type": "pf2-h2",
+ "name": "Item Quirks",
+ "source": "GMG",
+ "page": 86,
+ "entries": [
+ "You can use the table found here to quickly apply a quirk to any item, such as items found as treasure or new items that a PC creates. Rather than rolling, you can instead choose one yourself or invent a new quirk. Item quirks don't normally have any mechanical effect, since their only purpose is to be colorful and further flesh out the world, though you can add one if you so choose. Such effects should never grant more than a +1 item bonus or \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": "data",
+ "tag": "table",
+ "name": "Quirks",
+ "source": "GMG"
+ }
+ ]
+ }
+ ]
+ },
{
"name": "Gradual Ability Boosts",
"source": "GMG",
@@ -6528,8 +7793,7 @@
],
"cast": {
"number": 1,
- "unit": "day",
- "entry": "1 day"
+ "unit": "day"
},
"cost": "magical foci worth a total value of 50 gp × the spell level × the target's level",
"secondaryCasters": {
@@ -6594,8 +7858,7 @@
],
"cast": {
"number": 1,
- "unit": "day",
- "entry": "1 day"
+ "unit": "day"
},
"cost": "magical foci worth 100 gp × the spell level × the node's level",
"secondaryCasters": {
diff --git a/data/vehicles.json b/data/vehicles.json
index 205300fc13..bfafed661d 100644
--- a/data/vehicles.json
+++ b/data/vehicles.json
@@ -317,7 +317,7 @@
{
"name": "Wind-Up",
"entries": [
- "10 minutes of wind‑up, 1 hour of operational time, DC 32, standby"
+ "10 minutes of wind-up, 1 hour of operational time, DC 32, standby"
]
}
]
@@ -3258,7 +3258,7 @@
"unit": "action"
},
"frequency": {
- "freq": 10,
+ "number": 10,
"unit": "minute"
},
"entries": [
@@ -3361,7 +3361,7 @@
"unit": "action"
},
"frequency": {
- "freq": 1,
+ "number": 1,
"unit": "minute"
},
"entries": [
@@ -4400,7 +4400,7 @@
{
"name": "Quaking Step",
"entries": [
- "The ground shakes with every step a titanic stomper takes. Whenever this vehicle moves, creatures on the ground within 20 feet of its movement path must attempt a DC 32 Reflex save. On a failure, they are {@condition flat‑footed} for 1 round, and on a critical failure, they're knocked {@condition prone}."
+ "The ground shakes with every step a titanic stomper takes. Whenever this vehicle moves, creatures on the ground within 20 feet of its movement path must attempt a DC 32 Reflex save. On a failure, they are {@condition flat-footed} for 1 round, and on a critical failure, they're knocked {@condition prone}."
]
}
]
diff --git a/js/abilities.js b/js/abilities.js
index 8ca8d03943..ce56a6edc2 100644
--- a/js/abilities.js
+++ b/js/abilities.js
@@ -39,7 +39,7 @@ class AbilitiesPage extends ListPage {
const time = it.activity ? Parser.timeToTableStr(it.activity) : "\u2014";
eleLi.innerHTML = `
- ${it.name}
+ ${it.name}${it.add_hash ? ` (${it.add_hash})` : ""}${time}${source}`;
@@ -53,6 +53,7 @@ class AbilitiesPage extends ListPage {
source,
time,
normalisedTime: Parser.getNormalisedTime(it.activity),
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : anI,
@@ -122,12 +123,12 @@ function renderStatblock (ability) {
}
const statTab = Renderer.utils.tabButton(
"Ability",
- () => {},
+ () => { },
buildStatsTab,
);
const infoTab = Renderer.utils.tabButton(
"Quick Rules",
- () => {},
+ () => { },
buildInfoTab,
);
Renderer.utils.bindTabButtons(statTab, infoTab);
diff --git a/js/actions.js b/js/actions.js
index 3419f2c844..bcd4d12f30 100644
--- a/js/actions.js
+++ b/js/actions.js
@@ -58,6 +58,7 @@ class ActionsPage extends ListPage {
source,
time,
normalisedTime: Parser.getNormalisedTime(it.activity || time),
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : anI,
diff --git a/js/afflictions.js b/js/afflictions.js
index 9ecee25f68..5fb37c5fb1 100644
--- a/js/afflictions.js
+++ b/js/afflictions.js
@@ -40,6 +40,7 @@ class AfflictionsPage extends ListPage {
hash,
source,
type: it.type,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : cdI,
diff --git a/js/ancestries.js b/js/ancestries.js
index 4e32a2f120..19ae27c49e 100644
--- a/js/ancestries.js
+++ b/js/ancestries.js
@@ -466,6 +466,11 @@ class AncestriesPage extends BaseComponent {
if (!seenKeys.has(k) && target[k]) target[k] = false;
});
+ // Kill Fluff for Paizo
+ const ctrlClick = jQuery.Event("click");
+ ctrlClick.ctrlKey = true;
+ $("button[title='Select All']").trigger(ctrlClick)
+
// Run the sync in the other direction, a loop that *should* break once the hash/state match perfectly
if (!isInitialLoad) this._setHashFromState();
}
@@ -570,6 +575,7 @@ class AncestriesPage extends BaseComponent {
{
hash,
source,
+ aliases: anc.alias ? anc.alias.join(" - ") : "",
},
{
$lnk,
@@ -971,7 +977,8 @@ class AncestriesPage extends BaseComponent {
isInverted: true,
}).title("Toggle Ancestry Features");
- const $btnToggleFluff = ComponentUiUtil.$getBtnBool(this, "isShowFluff", {text: "Info"}).title("Toggle Ancestry Info");
+ // Kill Fluff for Paizo
+ const $btnToggleFluff = "" // ComponentUiUtil.$getBtnBool(this, "isShowFluff", {text: "Info"}).title("Toggle Ancestry Info");
const $btnToggleFeats = ComponentUiUtil.$getBtnBool(this, "isShowFeats", {
text: "Show Feats",
@@ -1338,7 +1345,7 @@ class AncestriesPage extends BaseComponent {
AncestriesPage._DEFAULT_STATE = {
isHideFeatures: false,
- isShowFluff: true,
+ isShowFluff: false,
isShowVeHeritages: false,
isShowHSources: false,
isShowFeats: false,
@@ -1349,4 +1356,10 @@ window.addEventListener("load", async () => {
await Renderer.trait.preloadTraits();
ancestriesPage = new AncestriesPage();
ancestriesPage.pOnLoad()
+ // Kill Fluff for Paizo (at least fill the page with heritages if no fluff is shown)
+ .then(() => {
+ const ctrlClick = jQuery.Event("click");
+ ctrlClick.ctrlKey = true;
+ $("button[title='Select All']").trigger(ctrlClick)
+ })
});
diff --git a/js/archetypes.js b/js/archetypes.js
index 7a8c05e657..ffc2c58485 100644
--- a/js/archetypes.js
+++ b/js/archetypes.js
@@ -545,6 +545,7 @@ class ArchetypesPage extends BaseComponent {
source,
rarity,
level: arc.dedicationLevel,
+ aliases: arc.alias ? arc.alias.join(" - ") : "",
},
{
$lnk,
diff --git a/js/backgrounds.js b/js/backgrounds.js
index 04c5aeb2ff..e8ecb8a3ad 100644
--- a/js/backgrounds.js
+++ b/js/backgrounds.js
@@ -42,6 +42,7 @@ class BackgroundPage extends ListPage {
hash,
source,
boosts,
+ aliases: bg.alias ? bg.alias.join(" - ") : "",
},
{
uniqueId: bg.uniqueId || bgI,
diff --git a/js/bestiary.js b/js/bestiary.js
index 2c53fd2389..f54b94481f 100644
--- a/js/bestiary.js
+++ b/js/bestiary.js
@@ -57,6 +57,7 @@ class BestiaryPage extends ListPage {
source,
level: cr.level,
type: cr._fCreatureType,
+ aliases: cr.alias ? cr.alias.join(" - ") : "",
},
{
uniqueId: cr.uniqueId ? cr.uniqueId : mI,
@@ -487,7 +488,8 @@ class BestiaryPage extends ListPage {
() => {},
buildImageTab,
);
- const tabs = [statTab, fluffTab];
+ // Kill Fluff for Paizo
+ const tabs = [statTab /* , fluffTab */];
if (cr.hasImages) tabs.push(imageTab);
Renderer.utils.bindTabButtons(...tabs);
}
diff --git a/js/classes.js b/js/classes.js
index 3151cc1d84..2b015e87a3 100644
--- a/js/classes.js
+++ b/js/classes.js
@@ -568,6 +568,7 @@ class ClassesPage extends BaseComponent {
{
hash,
source,
+ aliases: cls.alias ? cls.alias.join(" - ") : "",
},
{
$lnk,
diff --git a/js/companionsfamiliars.js b/js/companionsfamiliars.js
index 5808c53b2b..2856a16ff1 100644
--- a/js/companionsfamiliars.js
+++ b/js/companionsfamiliars.js
@@ -39,6 +39,7 @@ class CompanionsFamiliarsPage extends ListPage {
hash,
source,
type: it.type,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : ivI,
diff --git a/js/conditions.js b/js/conditions.js
index 1cd0ab76b7..16666c1aaa 100644
--- a/js/conditions.js
+++ b/js/conditions.js
@@ -39,6 +39,7 @@ class ConditionsPage extends ListPage {
hash,
source,
type: it.__prop,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : cdI,
diff --git a/js/converter.js b/js/converter.js
index 7b3654c706..85d13d4d4e 100644
--- a/js/converter.js
+++ b/js/converter.js
@@ -159,7 +159,9 @@ class Converter {
const [match, name, type, level] = this._tokenizerUtils.dataHeaders.find(it => it.type === "SPELL").regex.exec(headerToken.value);
const spell = {};
spell.name = name.toTitleCase();
- spell.type = type.toTitleCase();
+ if (type.toTitleCase() !== "Spell") {
+ spell.type = type.toTitleCase();
+ }
spell.level = Number(level);
spell.source = this._source;
spell.page = this._page;
@@ -173,6 +175,11 @@ class Converter {
this._tokenStack = [];
}
this._parsing = null;
+
+ if (spell.traditions) {
+ spell.traditions = spell.traditions.map(t => t.toLowerCase());
+ }
+
return PropOrder.getOrdered(spell, "spell");
}
_parseFeat () {
@@ -215,9 +222,9 @@ class Converter {
this._parsing = item.name;
this._parseTraits(item);
this._parseProperties(item);
- this._parseItemCategory(item);
this._parseItemRuneAppliesTo(item);
this._parseEntries(item);
+ this._parseItemCategory(item);
// Staffs and Wands usually dont have craft requirements for each variant item.
if (this._tokenIsType(this._tokenizerUtils.craftRequirements)) {
this._parseCraftRequirements(item);
@@ -348,12 +355,16 @@ class Converter {
else if (this._tokenIsType(this._tokenizerUtils.traditionsSubclasses)) this._parseTraditionsSubclasses(obj, opts);
else if (this._tokenIsType(this._tokenizerUtils.trigger)) this._parseTrigger(obj, opts);
else if (this._tokenIsType(this._tokenizerUtils.usage)) this._parseUsage(obj, opts);
+ else if (this._tokenIsType(this._tokenizerUtils.category)) this._parseCategory(obj, opts);
else throw new Error(`Unimplemented property creation of type "${this._peek().type}"`);
}
_parseAccess (obj, opts) {
this._parseGenericProperty(obj, this._tokenizerUtils.access, "access", opts);
}
+ _parseCategory (obj, opts) {
+ this._parseGenericProperty(obj, this._tokenizerUtils.category, "category", opts);
+ }
_parseActivateProperty (obj, opts) {
opts = opts || {};
this._consumeToken(this._tokenizerUtils.activate);
@@ -464,10 +475,10 @@ class Converter {
if (matched) {
obj.frequency = {};
const freq = matched[1].toLowerCase();
- if (freq === "once") obj.frequency.freq = 1;
- else if (freq === "twice") obj.frequency.freq = 2;
- else if (!Number.isNaN(Number(freq.split(" ")[0]))) obj.frequency.freq = Number(freq.split(" ")[0]);
- else obj.frequency.freq = freq.split(" ")[0];
+ if (freq === "once") obj.frequency.number = 1;
+ else if (freq === "twice") obj.frequency.number = 2;
+ else if (!Number.isNaN(Number(freq.split(" ")[0]))) obj.frequency.number = Number(freq.split(" ")[0]);
+ else obj.frequency.number = freq.split(" ")[0];
if (matched[2] === "every") obj.frequency.recurs = true;
if (matched[3]) obj.frequency.interval = Number(matched[3]);
@@ -598,6 +609,13 @@ class Converter {
_parseItemCategory (item) {
const cats = this._tokenizerUtils.itemCategories;
+ if (item.category) {
+ if (cats.map(c => c.cat.toLowerCase()).includes(item.category.toLowerCase())) {
+ return;
+ } else {
+ this._cbWarn(`Item category "${item.category}" is not recognised.`);
+ }
+ }
if (cats.map(c => c.cat.toLowerCase()).includes(item.type.toLowerCase())) {
item.category = item.type;
return;
@@ -616,6 +634,18 @@ class Converter {
}
}
}
+ if (item.entries.filter(e => {
+ const regex = new RegExp(`${item.name} rune`, "i")
+ // TODO: this is now just shallow search, likely not going to improve on it further
+ if (typeof e === "string" && regex.test(e)) {
+ return true
+ } else if (typeof e === "object" && e.entries != null) {
+ return e.entries.some(ee => typeof ee === "string" && regex.test(ee));
+ }
+ }).length > 0) {
+ item.category = "Rune";
+ return;
+ }
item.category = "Unknown";
this._cbWarn(`Couldn't determine item category of "${item.name}".`);
}
@@ -693,6 +723,7 @@ class Converter {
else if (this._tokenIsType(this._tokenizerUtils.fort)) this._parseCreatureSavingThrows(obj);
else if (this._tokenIsType(this._tokenizerUtils.hp)) this._parseHP(obj);
else if (this._tokenIsType(this._tokenizerUtils.hardness)) this._parseHardness(obj);
+ else if (this._tokenIsType(this._tokenizerUtils.thresholds)) this._parseThresholds(obj);
else if (this._tokenIsType(this._tokenizerUtils.immunities)) this._parseImmunities(obj);
else if (this._tokenIsType(this._tokenizerUtils.weaknesses)) this._parseWeaknesses(obj);
else if (this._tokenIsType(this._tokenizerUtils.resistances)) this._parseResistances(obj);
@@ -741,66 +772,114 @@ class Converter {
_parseLanguages (creature) {
this._consumeToken(this._tokenizerUtils.languages);
const entries = this._getEntries();
- const languages = {};
+ let languages = [];
+ let abilities = [];
const numSemis = entries.filter(e => this._tokenIsType(this._tokenizerUtils.sentencesSemiColon, e)).length;
if (numSemis === 0) {
// assume no abilities
- languages.languages = [];
entries.forEach(entry => {
if (this._tokenIsType(this._tokenizerUtils.sentences, entry)) {
const rendered = this._renderEntries([entry], {asString: true});
- languages.languages.push(...rendered.split(", "));
+ languages.push(...rendered.split(", "));
} else if (this._tokenIsType(this._tokenizerUtils.parenthesis, entry)) {
- languages.languages[languages.languages.length - 1] += ` ${this._renderToken(entry)}`;
+ languages[languages.length - 1] += ` ${this._renderToken(entry)}`;
} else {
throw new Error(`Unexpected token while paring languages: "${entry.type}"`);
}
});
} else if (numSemis === 1) {
const ixSemi = entries.findIndex(e => this._tokenIsType(this._tokenizerUtils.sentencesSemiColon, e));
- languages.languages = this._renderEntries(entries.slice(0, ixSemi + 1), {asString: true}).split(", ");
- languages.abilities = this._renderEntries(entries.slice(ixSemi + 1), {asString: true}).split(", ");
+ languages = this._renderEntries(entries.slice(0, ixSemi + 1), {asString: true}).split(", ");
+ abilities = this._renderEntries(entries.slice(ixSemi + 1), {asString: true}).split(", ");
} else {
// assume no abilities, languages seperated by semicolon
- languages.languages = [];
entries.forEach(entry => {
if (this._tokenIsType(this._tokenizerUtils.sentences, entry)) {
const rendered = this._renderEntries([entry], {asString: true});
- languages.languages.push(...rendered);
+ languages.push(...rendered);
} else if (this._tokenIsType(this._tokenizerUtils.parenthesis, entry)) {
- languages.languages[languages.languages.length - 1] += ` ${this._renderToken(entry)}`;
+ languages[languages.length - 1] += ` ${this._renderToken(entry)}`;
} else {
throw new Error(`Unexpected token while paring languages: "${entry.type}"`);
}
});
}
- creature.languages = languages;
+
+ const regexRemove = /['’-]/g;
+ const regexSplitWords = /\W+/;
+ const regexStartsUppercase = /^\p{Lu}/u;
+ const [filteredLanguages, notes] = languages.partition(lang => {
+ // heuristically detect language notes by looking for non-capitalized words
+ // remove some punctuation to avoid treating e.g. D'ziriak as multiple words
+ return lang.replace(regexRemove, "")
+ .split(regexSplitWords)
+ .every(w => regexStartsUppercase.test(w));
+ });
+
+ creature.languages = {};
+ if (filteredLanguages.length) {
+ // store languages as lowercased
+ creature.languages.languages = filteredLanguages.map(l => l.toLowerCase());
+ }
+ if (notes.length) {
+ creature.languages.notes = notes;
+ }
+ if (abilities.length) {
+ creature.languages.abilities = abilities;
+ }
}
_parseSkills (creature) {
this._consumeToken(this._tokenizerUtils.skillsProp);
const skills = {};
+ const loreSkillSome = /\((.*)\)/
const regexBonus = /\+(\d+)/;
const regexOtherBonus = /\+(\d+)\s([\w\s]+)/g;
- while (this._tokenIsType(this._tokenizerUtils.skills)) {
+ // skill entries should be followed by the skill bonus
+ while (this._tokenIsType(this._tokenizerUtils.skills) && this._tokenIsType("SKILL_BONUS", this._peek(1))) {
const token = this._consumeToken(this._tokenizerUtils.skills);
- const skill = token.value.trim().toLowerCase().replace(/\s/g, " ");
- skills[skill] = {};
- for (let i = 0; i < 2; i++) {
- if (this._tokenIsType("PARENTHESIS")) {
- const parenthesisText = this._getParenthesisInnerText(this._consumeToken("PARENTHESIS"));
- const matches = Array.from(parenthesisText.matchAll(regexOtherBonus));
- if (matches.length) matches.forEach(m => skills[skill][m[2]] = Number(m[1]));
- else skills[skill].note = parenthesisText;
- } else if (this._tokenIsType("SKILL_BONUS")) {
- const bonusToken = this._consumeToken("SKILL_BONUS");
- skills[skill].std = Number(regexBonus.exec(bonusToken.value.replace(/\s/g, ""))[1]);
- } else break;
+
+ let skill = "";
+ if (token.type === "LORE_SOME") {
+ // "Lore (any that match these criteria) +10"
+ skill = "lore";
+ const match = loreSkillSome.exec(token.value);
+ const note = match[1].trim().replace(/\s/g, " ");
+ skills[skill] = {};
+ skills[skill].note = note;
+ } else {
+ skill = token.value.trim().toLowerCase().replace(/\s/g, " ");
+ skills[skill] = {};
+ }
+
+ const bonusToken = this._consumeToken("SKILL_BONUS");
+ skills[skill].std = Number(regexBonus.exec(bonusToken.value.replace(/\s/g, ""))[1]);
+
+ // optionally followed by other bonuses for the same skill
+ if (this._tokenIsType("PARENTHESIS")) {
+ const parenthesisText = this._getParenthesisInnerText(this._consumeToken("PARENTHESIS"));
+ const matches = Array.from(parenthesisText.matchAll(regexOtherBonus));
+ if (matches.length) matches.forEach(m => skills[skill][m[2]] = Number(m[1]));
+ else skills[skill].note = parenthesisText;
}
}
- // FIXME: Skill abilities! Could also be regular ability? Probably not.
- const entries = this._getEntries();
- if (entries.length) throw new Error(`Skill abilities are not implemented yet! ${entries}`);
+
+ // if we found a skill entry without a bonus, assume it's part of a skill note
+ // e.g. "one or more Lore skills related to a specific plane" is incorrectly detected as a lore skill at first
+ let extraEntries = [];
+ if (this._tokenIsType(this._tokenizerUtils.skills)) {
+ const noteStart = this._consumeToken(this._tokenizerUtils.skills);
+ noteStart.type = "SENTENCE";
+ extraEntries.push(noteStart)
+ }
+
+ // assume that any text entries following the skills are skill notes
+ const entries = [...extraEntries, ...this._getEntries()];
+ if (entries.length) {
+ const rendered = this._renderEntries(entries, {asString: true});
+ skills.notes = rendered.split(", ");
+ }
+
creature.skills = skills;
}
_parseAbilityScores (creature) {
@@ -836,13 +915,16 @@ class Converter {
const stdACToken = this._consumeToken(this._tokenizerUtils.sentences);
ac.std = Number(stdACToken.value.trim().replace(/[,;]/g, ""));
if (this._tokenIsType("PARENTHESIS")) {
- const parenthesisText = this._renderToken(this._consumeToken("PARENTHESIS")).replace(/^\(|\)$/g, "");
- const regexOtherAC = /.*(\d+)\s(.+)/g;
- Array.from(parenthesisText.matchAll(regexOtherAC)).forEach(m => {
- const num = Number(m[1]);
- // small ACs are likely abilities like "+2 vs. magic"
- if (num > 4) ac[m[2]] = Number(m[1]);
- else (ac.abilities = ac.abilities || []).push(m[0]);
+ const parenthesisText = this._renderToken(this._consumeToken("PARENTHESIS")).replace(/^\(|\);?$/g, "");
+ const regexOtherAC = /^(\d+)\s+(.+)$/;
+ parenthesisText.split(",").map(t => t.trim()).forEach(t => {
+ const match = regexOtherAC.exec(t);
+ if (match) {
+ ac[match[2]] = Number(match[1]);
+ } else {
+ ac.abilities = ac.abilities || [];
+ ac.abilities.push(t)
+ }
});
}
this._getStatAbilities(ac);
@@ -856,8 +938,16 @@ class Converter {
savingThrows[prop] = {std: bonus};
if (this._tokenIsType("PARENTHESIS")) {
const parenthesisText = this._getParenthesisInnerText(this._consumeToken("PARENTHESIS"));
- const regexOtherST = /\+(\d+)\s(.+)/g;
- Array.from(parenthesisText.matchAll(regexOtherST)).forEach(m => savingThrows[prop][m[2]] = Number(m[1]));
+ const regexOtherST = /^\+(\d+)\s+(.+)$/;
+ parenthesisText.split(",").map(t => t.trim()).forEach(t => {
+ const match = regexOtherST.exec(t);
+ if (match) {
+ savingThrows[prop][match[2]] = Number(match[1]);
+ } else {
+ savingThrows[prop].abilities = savingThrows[prop].abilities || [];
+ savingThrows[prop].abilities.push(t)
+ }
+ });
}
}
if (this._tokenIsType(this._tokenizerUtils.fort)) {
@@ -884,9 +974,28 @@ class Converter {
if (this._tokenIsType("PARENTHESIS")) hp.name = this._getParenthesisInnerText(this._consumeToken("PARENTHESIS"));
hp.hp = this._getBonusPushAbilities();
creature.defenses.hp.push(hp);
+ if (this._tokenIsType("PARENTHESIS")) {
+ const parenthesisText = this._renderToken(this._consumeToken("PARENTHESIS")).replace(/^\(|\);?$/g, "");
+ parenthesisText.split(",").map(t => t.trim()).forEach(t => {
+ hp.notes = hp.notes || [];
+ hp.notes.push(t)
+ });
+ }
this._getStatAbilities(hp);
}
}
+ _parseThresholds (creature) {
+ creature.defenses = creature.defenses || {};
+ this._consumeToken(this._tokenizerUtils.thresholds);
+ const entries = this._getEntries();
+ const thresholds = this._splitSemiOrComma(entries);
+ creature.defenses.thresholds = thresholds.map(str => {
+ const regExp = /(\d+)\s+\((\d+)\s+squares\)/;
+ const match = regExp.exec(str);
+ if (match) return {value: Number(match[1]), squares: Number(match[2])};
+ return undefined;
+ });
+ }
_parseHardness (creature) {
creature.defenses = creature.defenses || {};
this._consumeToken(this._tokenizerUtils.hardness);
@@ -955,7 +1064,12 @@ class Converter {
const reNameBonus = /(.*?) \+\s?(\d+)/;
const textEntries = [];
entries.forEach(entryToken => {
- if (this._tokenIsType(this._tokenizerUtils.actions, entryToken)) attack.activity = this._renderToken(entryToken, {asObject: true});
+ if (this._tokenIsType(this._tokenizerUtils.actions, entryToken)) {
+ const activity = this._renderToken(entryToken, {asObject: true});
+ if (!(activity.unit === "action" && activity.number === 1)) {
+ attack.activity = activity;
+ }
+ }
if (this._tokenIsType(this._tokenizerUtils.sentences, entryToken)) textEntries.push(entryToken);
if (this._tokenIsType("PARENTHESIS", entryToken)) attack.traits = this._splitSemiOrComma(this._getParenthesisInnerText(entryToken), {isText: true});
});
@@ -982,12 +1096,20 @@ class Converter {
const reSpellCast = this._tokenizerUtils.spellCasting.find(it => it.regex.test(castingToken.value)).regex;
const spellMatch = reSpellCast.exec(castingToken.value);
const name = spellMatch[1].trim();
- casting.name = name;
+
const tradition = this._tokenizerUtils.spellTraditions.find(it => it.regex.test(name));
const type = this._tokenizerUtils.spellTypes.find(it => it.regex.test(name));
- if (tradition) casting.tradition = tradition.unit;
- if (type) casting.type = type.unit;
+ if (tradition) casting.tradition = tradition.unit.toLowerCase();
+ if (type) casting.type = type.unit.toTitleCase();
else casting.type = "Focus";
+
+ if (!casting.type || !casting.tradition
+ || (!name.localeCompare(`${casting.type} ${casting.tradition}`, { sensitivity: "base" })
+ && !name.localeCompare(`${casting.tradition} ${casting.type}`, { sensitivity: "base" }))
+ ) {
+ casting.name = name;
+ }
+
this._parseSpells_parseProperties(casting);
casting.entry = this._parseSpellEntry();
if (this._tokenIsType(this._tokenizerUtils.cantrips)) casting.entry["0"] = this._parseCantrips();
@@ -1052,7 +1174,8 @@ class Converter {
const src = Parser._parse_bToA(Parser.SOURCE_JSON_TO_FULL, matchSource[0]).toLowerCase();
if (src && src !== SRC_CRB.toLowerCase()) spells[spells.length - 1].source = src;
} else {
- spells[spells.length - 1].note = [...(spells[spells.length - 1].note || "").split("; ").filter(Boolean), e].join("; ");
+ spells[spells.length - 1].notes = spells[spells.length - 1].notes || [];
+ spells[spells.length - 1].notes.push(e);
}
});
}
@@ -1135,7 +1258,7 @@ class Converter {
const reRitualCast = this._tokenizerUtils.ritualCasting.find(it => it.regex.test(castingToken.value)).regex;
const name = reRitualCast.exec(castingToken.value)[1].trim();
const tradition = this._tokenizerUtils.spellTraditions.find(it => it.regex.test(name));
- if (tradition) ritualCasting.tradition = tradition.unit;
+ if (tradition) ritualCasting.tradition = tradition.unit.toLowerCase();
this._parseSpells_parseProperties(ritualCasting);
ritualCasting.rituals = [...this._parseSpells_parseSpells()];
creature.rituals.push(ritualCasting);
@@ -1223,7 +1346,11 @@ class Converter {
// TODO:
opts = opts || {};
const rendered = opts.isText ? entries : this._renderEntries(entries, {asString: true, noTags: true});
- return rendered.split(", ")
+
+ const sep = /\s*(?:;|,|$)\s*/;
+ const parts = rendered.split(sep);
+ if (opts.keepEmpty) return parts
+ else return parts.filter(s => s.length > 0)
}
_parseHazardProperties (obj) {
diff --git a/js/converterutils.js b/js/converterutils.js
index 0e31ce06d8..173877216e 100644
--- a/js/converterutils.js
+++ b/js/converterutils.js
@@ -225,7 +225,7 @@ class ConditionTag {
if (m[2]) return `{@condition ${m[1]}||${m[1]}${m[2]}}`;
else return `{@condition ${m[1]}}`;
}).replace(/persistent ((damage)|(?:bludgeoning|piercing|slashing|acid|cold|electricity|fire|sonic|positive|negative|force|chaotic|evil|good|lawful|mental|poison|bleed|precision)(?: damage)?)/gi, (...m) => {
- return `{@condition persistent damage${m[2] ? "" : ` ||persistent ${m[1]}`}}`
+ return `{@condition persistent damage${m[2] ? "" : `||persistent ${m[1]}`}}`
});
}
}
diff --git a/js/creaturetemplates.js b/js/creaturetemplates.js
index ec2b15d41d..d7626532fb 100644
--- a/js/creaturetemplates.js
+++ b/js/creaturetemplates.js
@@ -40,6 +40,7 @@ class CreatureTemplatePage extends ListPage {
hash,
source,
title: g.title || "",
+ aliases: g.alias ? g.alias.join(" - ") : "",
},
{
uniqueId: g.uniqueId ? g.uniqueId : dtI,
@@ -138,7 +139,8 @@ function renderStatblock (creatureTemplate) {
buildImageTab,
);
const tabs = [statTab]
- if (creatureTemplate.hasLore) tabs.push(loreTab);
+ // Kill Fluff for Paizo
+ // if (creatureTemplate.hasLore) tabs.push(loreTab);
if (creatureTemplate.images) tabs.push(imageTab);
tabs.push(infoTab)
Renderer.utils.bindTabButtons(...tabs);
diff --git a/js/deities.js b/js/deities.js
index 0d5924ceac..18a4edf1a3 100644
--- a/js/deities.js
+++ b/js/deities.js
@@ -46,6 +46,7 @@ class DeitiesPage extends ListPage {
category: g.category,
alignment,
domains,
+ aliases: g.alias ? g.alias.join(" - ") : "",
},
{
uniqueId: g.uniqueId ? g.uniqueId : dtI,
@@ -173,7 +174,8 @@ function renderStatblock (deity) {
);
const tabs = [statTab];
if (deity.intercession) tabs.push(intercessionTab);
- if (deity.hasLore) tabs.push(loreTab);
+ // Kill Fluff for Paizo
+ // if (deity.hasLore) tabs.push(loreTab);
if (deity.images) tabs.push(imageTab);
tabs.push(infoTab);
Renderer.utils.bindTabButtons(...tabs);
diff --git a/js/events.js b/js/events.js
index db73baabc9..e3a55cdf95 100644
--- a/js/events.js
+++ b/js/events.js
@@ -35,6 +35,7 @@ class EventsPage extends ListPage {
hash,
source,
level: it.level,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : ivI,
diff --git a/js/feats.js b/js/feats.js
index 5e86de2a3b..33f3ba84fe 100644
--- a/js/feats.js
+++ b/js/feats.js
@@ -43,6 +43,7 @@ class FeatsPage extends ListPage {
level: feat.level,
type: feat._slType,
prerequisites: feat._slPrereq,
+ aliases: feat.alias ? feat.alias.join(" - ") : "",
},
{
uniqueId: feat.uniqueId ? feat.uniqueId : ftI,
diff --git a/js/filter-backgrounds.js b/js/filter-backgrounds.js
index 5b28725103..924ac74cee 100644
--- a/js/filter-backgrounds.js
+++ b/js/filter-backgrounds.js
@@ -43,7 +43,7 @@ class PageFilterBackgrounds extends PageFilter {
this._skillFilter.addItem(bg.skills);
this._loreFilter.addItem(bg.lore);
this._boostFilter.addItem(bg.boosts);
- this._featFilter.addItem(bg.feat);
+ this._featFilter.addItem(bg.feats);
this._spellFilter.addItem(bg._fSpells)
this._miscFilter.addItem(bg._fMisc);
}
@@ -69,7 +69,7 @@ class PageFilterBackgrounds extends PageFilter {
bg.boosts,
bg.skills,
bg.lore,
- bg.feat,
+ bg.feats,
bg._fSpells,
bg._fMisc,
)
diff --git a/js/filter-bestiary.js b/js/filter-bestiary.js
index e44a909482..1a2cd7b588 100644
--- a/js/filter-bestiary.js
+++ b/js/filter-bestiary.js
@@ -178,7 +178,7 @@ class PageFilterBestiary extends PageFilter {
if (cr.skills) {
Object.keys(cr.skills).forEach((k) => {
if (k.match(/lore/i)) cr._fskills.add("Lore");
- else cr._fskills.add(k);
+ else if (k !== "notes") cr._fskills.add(k.toTitleCase());
})
}
cr._fskills = Array.from(cr._fskills);
@@ -205,7 +205,9 @@ class PageFilterBestiary extends PageFilter {
if (cr.spellcasting) {
cr.spellcasting.forEach((f) => {
if (f.type !== "Focus") {
- cr._fSpellTypes.push(`${f.type} ${f.tradition}`)
+ if (f.type && f.tradition) cr._fSpellTypes.push(`${f.type} ${f.tradition}`.toTitleCase())
+ else if (f.type) cr._fSpellTypes.push(`${f.type}`.toTitleCase())
+ else cr._fSpellTypes.push(`${f.tradition}`.toTitleCase())
} else cr._fSpellTypes.push(f.type)
Object.keys(f.entry).forEach((k) => {
if (k.isNumeric() && Number(k) > cr._fHighestSpell) cr._fHighestSpell = Number(k)
@@ -216,7 +218,7 @@ class PageFilterBestiary extends PageFilter {
cr._fRitualTraditions = []
if (cr.rituals != null) {
cr.rituals.forEach((r) => {
- cr._fRitualTraditions.push(r.tradition)
+ if (r.tradition) cr._fRitualTraditions.push(r.tradition.toTitleCase())
});
}
cr._fCreatureType = []
diff --git a/js/hazards.js b/js/hazards.js
index 44800fb2f9..d7b44d970f 100644
--- a/js/hazards.js
+++ b/js/hazards.js
@@ -42,6 +42,7 @@ class HazardsPage extends ListPage {
type,
level: it.level,
source,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : thI,
diff --git a/js/items.js b/js/items.js
index 75161a87e3..36cb583265 100644
--- a/js/items.js
+++ b/js/items.js
@@ -61,6 +61,7 @@ class ItemsPage extends ListPage {
price: item._sPrice,
bulk: item._fBulk,
category: cats.join(", "),
+ aliases: item.alias ? item.alias.join(" - ") : "",
_searchStr: item.generic === "G" && item.variants ? item.variants.map(v => `${v.variantType} ${item.name}`).join(" - ") : "",
},
{
diff --git a/js/languages.js b/js/languages.js
index 9a9f029ff1..ba10f2f62c 100644
--- a/js/languages.js
+++ b/js/languages.js
@@ -40,6 +40,7 @@ class LanguagesPage extends ListPage {
source,
dialects: it.dialects || [],
type: it.type || "",
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : anI,
diff --git a/js/navigation.js b/js/navigation.js
index c5ee812289..34612e7086 100644
--- a/js/navigation.js
+++ b/js/navigation.js
@@ -49,9 +49,10 @@ class NavBar {
this._addElement_li(NavBar._CAT_RULES, "quickreference.html", "Quick Reference");
this._addElement_li(NavBar._CAT_RULES, "variantrules.html", "Variant Rules & Subsystems");
this._addElement_li(NavBar._CAT_RULES, "tables.html", "Tables");
- this._addElement_divider(NavBar._CAT_RULES);
- this._addElement_dropdown(NavBar._CAT_RULES, NavBar._CAT_BOOKS, {isSide: true, page: "books.html"});
- this._addElement_li(NavBar._CAT_BOOKS, "books.html", "View All/Homebrew");
+ // Kill Fluff for Paizo
+ // this._addElement_divider(NavBar._CAT_RULES);
+ // this._addElement_dropdown(NavBar._CAT_RULES, NavBar._CAT_BOOKS, {isSide: true, page: "books.html"});
+ // this._addElement_li(NavBar._CAT_BOOKS, "books.html", "View All/Homebrew");
this._addElement_dropdown(null, NavBar._CAT_PLAYER);
this._addElement_li(NavBar._CAT_PLAYER, "ancestries.html", "Ancestries");
@@ -199,12 +200,13 @@ class NavBar {
const brew = await BrewUtil.pAddBrewData();
[
- {
- prop: "book",
- parentCategory: NavBar._CAT_BOOKS,
- page: "book.html",
- fnSort: SortUtil.ascSortBook.bind(SortUtil),
- },
+ // Kill Fluff for Paizo
+ // {
+ // prop: "book",
+ // parentCategory: NavBar._CAT_BOOKS,
+ // page: "book.html",
+ // fnSort: SortUtil.ascSortBook.bind(SortUtil),
+ // },
{
prop: "adventure",
page: "adventure.html",
diff --git a/js/optionalfeatures.js b/js/optionalfeatures.js
index a088453a22..25fafd91c8 100644
--- a/js/optionalfeatures.js
+++ b/js/optionalfeatures.js
@@ -35,6 +35,7 @@ class OptionalFeaturesPage extends ListPage {
hash,
source,
type: it.type,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : ivI,
diff --git a/js/organizations.js b/js/organizations.js
index 96517a5a09..fd52e267ce 100644
--- a/js/organizations.js
+++ b/js/organizations.js
@@ -42,6 +42,7 @@ class OrganizationsPage extends ListPage {
hash,
source,
title: g.title || "",
+ aliases: g.alias ? g.alias.join(" - ") : "",
},
{
uniqueId: g.uniqueId ? g.uniqueId : dtI,
diff --git a/js/parser.js b/js/parser.js
index e8460f58da..6f0f059f16 100644
--- a/js/parser.js
+++ b/js/parser.js
@@ -973,8 +973,7 @@ Parser.timeToFullEntry = function (time) {
Parser.freqToFullEntry = function (freq) {
if (freq.special != null) return freq.special;
- freq.number = Parser.numberToText(freq.freq, true)
- return `${freq.number} ${freq.recurs ? "every" : "per"} ${freq.interval || ""} ${freq.interval >= 2 ? `${freq.unit}s` : freq.customUnit ? freq.customUnit : freq.unit}${freq.overcharge ? ", plus overcharge" : ""}`;
+ return `${Parser.numberToText(freq.number, true)} ${freq.recurs ? "every" : "per"} ${freq.interval || ""} ${freq.interval >= 2 ? `${freq.unit}s` : freq.customUnit ? freq.customUnit : freq.unit}${freq.overcharge ? ", plus overcharge" : ""}`;
}
Parser.timeToTableStr = function (time) {
@@ -1243,6 +1242,7 @@ Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE = {};
// Listing of all the sources
/* PF2ETOOLS_SOURCE__OPEN */
+SRC_TV = "TV"
SRC_AAWS = "AAWS"
SRC_AFoF = "AFoF"
SRC_AoA0 = "AoA0"
@@ -1268,6 +1268,7 @@ SRC_AVH = "AVH"
SRC_B1 = "B1"
SRC_B2 = "B2"
SRC_B3 = "B3"
+SRC_BB = "BB"
SRC_BL0 = "BL0"
SRC_BL1 = "BL1"
SRC_BL2 = "BL2"
@@ -1319,6 +1320,7 @@ SRC_OoA0 = "OoA0"
SRC_OoA1 = "OoA1"
SRC_OoA2 = "OoA2"
SRC_OoA3 = "OoA3"
+SRC_POS1 = "POS1"
SRC_PFUM = "PFUM"
SRC_QFF0 = "QFF0"
SRC_QFF1 = "QFF1"
@@ -1334,8 +1336,10 @@ SRC_SoT3 = "SoT3"
SRC_SoT4 = "SoT4"
SRC_SoT5 = "SoT5"
SRC_SoT6 = "SoT6"
+SRC_TaL = "TaL"
SRC_TiO = "TiO"
SRC_ToK = "ToK"
+Parser.SOURCE_JSON_TO_FULL[SRC_TV] = "Treasure Vault"
Parser.SOURCE_JSON_TO_FULL[SRC_AAWS] = "Azarketi Ancestry Web Supplement"
Parser.SOURCE_JSON_TO_FULL[SRC_AFoF] = "A Fistful of Flowers"
Parser.SOURCE_JSON_TO_FULL[SRC_AoA0] = "Age of Ashes Player's Guide"
@@ -1361,6 +1365,7 @@ Parser.SOURCE_JSON_TO_FULL[SRC_AVH] = "Abomination Vaults Hardcover"
Parser.SOURCE_JSON_TO_FULL[SRC_B1] = "Bestiary"
Parser.SOURCE_JSON_TO_FULL[SRC_B2] = "Bestiary 2"
Parser.SOURCE_JSON_TO_FULL[SRC_B3] = "Bestiary 3"
+Parser.SOURCE_JSON_TO_FULL[SRC_BB] = "Beginner Box"
Parser.SOURCE_JSON_TO_FULL[SRC_BL0] = "Blood Lords Player's Guide"
Parser.SOURCE_JSON_TO_FULL[SRC_BL1] = "Blood Lords #1: Zombie Feast"
Parser.SOURCE_JSON_TO_FULL[SRC_BL2] = "Blood Lords #2: Graveclaw"
@@ -1412,6 +1417,7 @@ Parser.SOURCE_JSON_TO_FULL[SRC_OoA0] = "Outlaws of Alkenstar Player's Guide"
Parser.SOURCE_JSON_TO_FULL[SRC_OoA1] = "Outlaws of Alkenstar #1: Punks in a Powder Keg"
Parser.SOURCE_JSON_TO_FULL[SRC_OoA2] = "Outlaws of Alkenstar #2: Cradle of Quartz"
Parser.SOURCE_JSON_TO_FULL[SRC_OoA3] = "Outlaws of Alkenstar #3: The Smoking Gun"
+Parser.SOURCE_JSON_TO_FULL[SRC_POS1] = "Pathfinder One-Shot: Sundered Waves"
Parser.SOURCE_JSON_TO_FULL[SRC_PFUM] = "PATHFINDER: FUMBUS!"
Parser.SOURCE_JSON_TO_FULL[SRC_QFF0] = "Quest for the Frozen Flame Player's Guide"
Parser.SOURCE_JSON_TO_FULL[SRC_QFF1] = "Quest for the Frozen Flame #1: Broken Tusk Moon"
@@ -1427,8 +1433,10 @@ Parser.SOURCE_JSON_TO_FULL[SRC_SoT3] = "Strength of Thousands #3: Hurricane's Ho
Parser.SOURCE_JSON_TO_FULL[SRC_SoT4] = "Strength of Thousands #4: Secrets of the Temple-City"
Parser.SOURCE_JSON_TO_FULL[SRC_SoT5] = "Strength of Thousands #5: Doorway to the Red Star"
Parser.SOURCE_JSON_TO_FULL[SRC_SoT6] = "Strength of Thousands #6: Shadows of the Ancients"
+Parser.SOURCE_JSON_TO_FULL[SRC_TaL] = "Torment and Legacy"
Parser.SOURCE_JSON_TO_FULL[SRC_TiO] = "Troubles in Otari"
Parser.SOURCE_JSON_TO_FULL[SRC_ToK] = "Threshold of Knowledge"
+Parser.SOURCE_JSON_TO_ABV[SRC_TV] = "TV"
Parser.SOURCE_JSON_TO_ABV[SRC_AAWS] = "AAWS"
Parser.SOURCE_JSON_TO_ABV[SRC_AFoF] = "AFoF"
Parser.SOURCE_JSON_TO_ABV[SRC_AoA0] = "AoA0"
@@ -1454,6 +1462,7 @@ Parser.SOURCE_JSON_TO_ABV[SRC_AVH] = "AVH"
Parser.SOURCE_JSON_TO_ABV[SRC_B1] = "B1"
Parser.SOURCE_JSON_TO_ABV[SRC_B2] = "B2"
Parser.SOURCE_JSON_TO_ABV[SRC_B3] = "B3"
+Parser.SOURCE_JSON_TO_ABV[SRC_BB] = "BB"
Parser.SOURCE_JSON_TO_ABV[SRC_BL0] = "BL0"
Parser.SOURCE_JSON_TO_ABV[SRC_BL1] = "BL1"
Parser.SOURCE_JSON_TO_ABV[SRC_BL2] = "BL2"
@@ -1505,6 +1514,7 @@ Parser.SOURCE_JSON_TO_ABV[SRC_OoA0] = "OoA0"
Parser.SOURCE_JSON_TO_ABV[SRC_OoA1] = "OoA1"
Parser.SOURCE_JSON_TO_ABV[SRC_OoA2] = "OoA2"
Parser.SOURCE_JSON_TO_ABV[SRC_OoA3] = "OoA3"
+Parser.SOURCE_JSON_TO_ABV[SRC_POS1] = "POS1"
Parser.SOURCE_JSON_TO_ABV[SRC_PFUM] = "PFUM"
Parser.SOURCE_JSON_TO_ABV[SRC_QFF0] = "QFF0"
Parser.SOURCE_JSON_TO_ABV[SRC_QFF1] = "QFF1"
@@ -1520,8 +1530,10 @@ Parser.SOURCE_JSON_TO_ABV[SRC_SoT3] = "SoT3"
Parser.SOURCE_JSON_TO_ABV[SRC_SoT4] = "SoT4"
Parser.SOURCE_JSON_TO_ABV[SRC_SoT5] = "SoT5"
Parser.SOURCE_JSON_TO_ABV[SRC_SoT6] = "SoT6"
+Parser.SOURCE_JSON_TO_ABV[SRC_TaL] = "TaL"
Parser.SOURCE_JSON_TO_ABV[SRC_TiO] = "TiO"
Parser.SOURCE_JSON_TO_ABV[SRC_ToK] = "ToK"
+Parser.SOURCE_JSON_TO_DATE[SRC_TV] = "2023-02-22"
Parser.SOURCE_JSON_TO_DATE[SRC_AAWS] = "2021-02-24"
Parser.SOURCE_JSON_TO_DATE[SRC_AFoF] = "2022-07-25"
Parser.SOURCE_JSON_TO_DATE[SRC_AoA0] = "2019-08-01"
@@ -1547,6 +1559,7 @@ Parser.SOURCE_JSON_TO_DATE[SRC_AVH] = "2022-05-25"
Parser.SOURCE_JSON_TO_DATE[SRC_B1] = "2019-08-01"
Parser.SOURCE_JSON_TO_DATE[SRC_B2] = "2020-05-27"
Parser.SOURCE_JSON_TO_DATE[SRC_B3] = "2021-04-07"
+Parser.SOURCE_JSON_TO_DATE[SRC_BB] = "2020-11-11"
Parser.SOURCE_JSON_TO_DATE[SRC_BL0] = "2022-06-29"
Parser.SOURCE_JSON_TO_DATE[SRC_BL1] = "2022-07-27"
Parser.SOURCE_JSON_TO_DATE[SRC_BL2] = "2022-08-31"
@@ -1598,6 +1611,7 @@ Parser.SOURCE_JSON_TO_DATE[SRC_OoA0] = "2022-03-28"
Parser.SOURCE_JSON_TO_DATE[SRC_OoA1] = "2022-04-27"
Parser.SOURCE_JSON_TO_DATE[SRC_OoA2] = "2022-05-25"
Parser.SOURCE_JSON_TO_DATE[SRC_OoA3] = "2022-06-29"
+Parser.SOURCE_JSON_TO_DATE[SRC_POS1] = "2021-03-06"
Parser.SOURCE_JSON_TO_DATE[SRC_PFUM] = "2021-11-11"
Parser.SOURCE_JSON_TO_DATE[SRC_QFF0] = "2021-12-20"
Parser.SOURCE_JSON_TO_DATE[SRC_QFF1] = "2021-01-26"
@@ -1613,8 +1627,10 @@ Parser.SOURCE_JSON_TO_DATE[SRC_SoT3] = "2021-10-13"
Parser.SOURCE_JSON_TO_DATE[SRC_SoT4] = "2021-10-13"
Parser.SOURCE_JSON_TO_DATE[SRC_SoT5] = "2021-11-10"
Parser.SOURCE_JSON_TO_DATE[SRC_SoT6] = "2021-07-26"
+Parser.SOURCE_JSON_TO_DATE[SRC_TaL] = "2019-09-11"
Parser.SOURCE_JSON_TO_DATE[SRC_TiO] = "2020-12-09"
Parser.SOURCE_JSON_TO_DATE[SRC_ToK] = "2021-11-19"
+Parser.SOURCE_JSON_TO_STORE[SRC_TV] = "https://paizo.com/products/btq02eav"
Parser.SOURCE_JSON_TO_STORE[SRC_AAWS] = "https://paizo-images.s3-us-west-2.amazonaws.com/image/download/Azarketi+Ancestry.pdf"
Parser.SOURCE_JSON_TO_STORE[SRC_AFoF] = "https://paizo.com/products/btq02d8f"
Parser.SOURCE_JSON_TO_STORE[SRC_AoA0] = "https://paizo.com/products/btq024wj"
@@ -1640,6 +1656,7 @@ Parser.SOURCE_JSON_TO_STORE[SRC_AVH] = "https://paizo.com/products/btq02ajj"
Parser.SOURCE_JSON_TO_STORE[SRC_B1] = "https://paizo.com/products/btq01zp4"
Parser.SOURCE_JSON_TO_STORE[SRC_B2] = "https://paizo.com/products/btq022yq"
Parser.SOURCE_JSON_TO_STORE[SRC_B3] = "https://paizo.com/products/btq027mn"
+Parser.SOURCE_JSON_TO_STORE[SRC_BB] = "https://paizo.com/products/btq023dx"
Parser.SOURCE_JSON_TO_STORE[SRC_BL0] = "https://paizo.com/community/blog/v5748dyo6si34"
Parser.SOURCE_JSON_TO_STORE[SRC_BL1] = "https://paizo.com/products/btq02art"
Parser.SOURCE_JSON_TO_STORE[SRC_BL2] = "https://paizo.com/products/btq02asf"
@@ -1691,6 +1708,7 @@ Parser.SOURCE_JSON_TO_STORE[SRC_OoA0] = "https://paizo.com/community/blog/v5748d
Parser.SOURCE_JSON_TO_STORE[SRC_OoA1] = "https://paizo.com/products/btq02ajl"
Parser.SOURCE_JSON_TO_STORE[SRC_OoA2] = "https://paizo.com/products/btq02am3"
Parser.SOURCE_JSON_TO_STORE[SRC_OoA3] = "https://paizo.com/products/btq02aot"
+Parser.SOURCE_JSON_TO_STORE[SRC_POS1] = "https://paizo.com/products/btq027oe"
Parser.SOURCE_JSON_TO_STORE[SRC_PFUM] = "https://www.kickstarter.com/projects/dynamiteent/pathfinder-fumbus?ref=Pf2eTools"
Parser.SOURCE_JSON_TO_STORE[SRC_QFF0] = "https://paizo.com/community/blog/v5748dyo6shx3"
Parser.SOURCE_JSON_TO_STORE[SRC_QFF1] = "https://paizo.com/products/btq02asv"
@@ -1706,13 +1724,14 @@ Parser.SOURCE_JSON_TO_STORE[SRC_SoT3] = "https://paizo.com/products/btq027kb"
Parser.SOURCE_JSON_TO_STORE[SRC_SoT4] = "https://paizo.com/products/btq027nz"
Parser.SOURCE_JSON_TO_STORE[SRC_SoT5] = "https://paizo.com/products/btq027s2"
Parser.SOURCE_JSON_TO_STORE[SRC_SoT6] = "https://paizo.com/products/btq027u1"
+Parser.SOURCE_JSON_TO_STORE[SRC_TaL] = "https://paizo.com/products/btq021ax"
Parser.SOURCE_JSON_TO_STORE[SRC_TiO] = "https://paizo.com/products/btq026k1"
Parser.SOURCE_JSON_TO_STORE[SRC_ToK] = "https://paizo.com/products/btq027qf"
-Parser.SOURCES_ADVENTURES = new Set([SRC_AFoF, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FoP, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TiO, SRC_ToK ])
+Parser.SOURCES_ADVENTURES = new Set([SRC_AFoF, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_BB, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FoP, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_POS1, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TaL, SRC_TiO, SRC_ToK ])
Parser.SOURCES_VANILLA = new Set([SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_SoM ])
Parser.TAG_TO_DEFAULT_SOURCE = {"versatileHeritage": SRC_APG, "familiar": SRC_APG, "optfeature": SRC_APG, "creatureTemplate": SRC_B1, "ability": SRC_B1, "creature": SRC_B1, "spell": SRC_CRB, "item": SRC_CRB, "class": SRC_CRB, "condition": SRC_CRB, "background": SRC_CRB, "ancestry": SRC_CRB, "archetype": SRC_CRB, "feat": SRC_CRB, "trap": SRC_CRB, "hazard": SRC_CRB, "deity": SRC_CRB, "action": SRC_CRB, "classFeature": SRC_CRB, "subclassFeature": SRC_CRB, "table": SRC_CRB, "language": SRC_CRB, "ritual": SRC_CRB, "trait": SRC_CRB, "group": SRC_CRB, "domain": SRC_CRB, "skill": SRC_CRB, "familiarAbility": SRC_CRB, "companion": SRC_CRB, "companionAbility": SRC_CRB, "disease": SRC_GMG, "curse": SRC_GMG, "variantrule": SRC_GMG, "vehicle": SRC_GMG, "place": SRC_GMG, "plane": SRC_GMG, "relicGift": SRC_GMG, "settlement": SRC_GMG, "nation": SRC_GMG, "organization": SRC_LOCG, "event": SRC_LOTG, "eidolon": SRC_SoM };
-[SRC_AAWS, SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CFD, SRC_CHD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_HPD, SRC_LOACLO, SRC_LOAG, SRC_LOCG, SRC_LOGM, SRC_LOGMWS, SRC_LOIL, SRC_LOKL, SRC_LOL, SRC_LOME, SRC_LOMM, SRC_LOPSG, SRC_LOTG, SRC_LOTGB, SRC_LOWG, SRC_PFUM, SRC_SoM ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_BOOK[src] = src; Parser.SOURCES_AVAILABLE_DOCS_BOOK[src.toLowerCase()] = src; });
-[SRC_AFoF, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FoP, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TiO, SRC_ToK ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src] = src; Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src.toLowerCase()] = src; });
+[SRC_TV, SRC_AAWS, SRC_APG, SRC_B1, SRC_B2, SRC_B3, SRC_BotD, SRC_CFD, SRC_CHD, SRC_CRB, SRC_DA, SRC_GnG, SRC_GMG, SRC_HPD, SRC_LOACLO, SRC_LOAG, SRC_LOCG, SRC_LOGM, SRC_LOGMWS, SRC_LOIL, SRC_LOKL, SRC_LOL, SRC_LOME, SRC_LOMM, SRC_LOPSG, SRC_LOTG, SRC_LOTGB, SRC_LOWG, SRC_PFUM, SRC_SoM ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_BOOK[src] = src; Parser.SOURCES_AVAILABLE_DOCS_BOOK[src.toLowerCase()] = src; });
+[SRC_AFoF, SRC_AoA0, SRC_AoA1, SRC_AoA2, SRC_AoA3, SRC_AoA4, SRC_AoA5, SRC_AoA6, SRC_AoE0, SRC_AoE1, SRC_AoE2, SRC_AoE3, SRC_AoE4, SRC_AoE5, SRC_AoE6, SRC_AV0, SRC_AV1, SRC_AV2, SRC_AV3, SRC_AVH, SRC_BB, SRC_BL0, SRC_BL1, SRC_BL2, SRC_BL3, SRC_BL4, SRC_BL5, SRC_BL6, SRC_EC0, SRC_EC1, SRC_EC2, SRC_EC3, SRC_EC4, SRC_EC5, SRC_EC6, SRC_FoP, SRC_FRP0, SRC_FRP1, SRC_FRP2, SRC_FRP3, SRC_GW0, SRC_GW1, SRC_GW2, SRC_LTiBA, SRC_Mal, SRC_NGD, SRC_OoA0, SRC_OoA1, SRC_OoA2, SRC_OoA3, SRC_POS1, SRC_QFF0, SRC_QFF1, SRC_QFF2, SRC_QFF3, SRC_SaS, SRC_Sli, SRC_SoT0, SRC_SoT1, SRC_SoT2, SRC_SoT3, SRC_SoT4, SRC_SoT5, SRC_SoT6, SRC_TaL, SRC_TiO, SRC_ToK ].forEach(src => { Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src] = src; Parser.SOURCES_AVAILABLE_DOCS_ADVENTURE[src.toLowerCase()] = src; });
Parser.SOURCES_ACCESSORIES = new Set(SRC_CFD, SRC_CHD, SRC_HPD)
/* PF2ETOOLS_SOURCE__CLOSE */
diff --git a/js/places.js b/js/places.js
index f97624534d..e5330838fd 100644
--- a/js/places.js
+++ b/js/places.js
@@ -40,6 +40,7 @@ class PlacesPage extends ListPage {
hash,
source,
category: it.category,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
{
uniqueId: it.uniqueId ? it.uniqueId : cdI,
diff --git a/js/relicgifts.js b/js/relicgifts.js
index ca766927f6..b225e8e250 100644
--- a/js/relicgifts.js
+++ b/js/relicgifts.js
@@ -39,6 +39,7 @@ class RelicGiftsPage extends ListPage {
source,
aspects,
tier: it.tier,
+ aliases: it.alias ? it.alias.join(" - ") : "",
},
);
diff --git a/js/render.js b/js/render.js
index 77e27bc32d..40665fa547 100644
--- a/js/render.js
+++ b/js/render.js
@@ -826,8 +826,23 @@ function Renderer () {
let MAP = -5;
if (entry.noMAP) MAP = 0;
if (entry.traits && entry.traits.map(t => t.toLowerCase()).includes("agile")) MAP = -4;
+
+ let actions;
+ if (entry.activity) {
+ actions = Parser.timeToFullEntry(entry.activity);
+ } else {
+ actions = "{@as 1}";
+ }
+
+ let onHit;
+ if (entry.effects && !entry.damage) {
+ onHit = `, Effect ${entry.effects.map(e => this.render(e)).join(", ")}`;
+ } else {
+ onHit = `, Damage ${this.render(entry.damage)}`;
+ }
+
textStack[0] += `
Aspects ${renderer.render(item.aspects.joinConjunct(", ", " and "))}
`);
if (item.access) renderStack.push(`
Access ${renderer.render(item.access)}
`);
if (item.price) renderStack.push(`
Price ${Parser.priceToFull(item.price)}
`);
// This ammunition is for ammunition items and should not be confused with the ammunition data of ranged weapons
@@ -5093,15 +5178,19 @@ Renderer.item = {
if (item.bulk != null) renderStack.push(`Bulk ${item.bulk}`);
renderStack.push(`
`)
// General Item Line
// If weaponData and !comboWeaponData, use weaponData group. If not, use armorData group. If not, check if it's a Shield, then make it a Shield. If not, use the item.group.
@@ -5148,9 +5238,10 @@ Renderer.item = {
senses = (item.perception.senses.precise || []).map(s => `precise ${s}`)
.concat((item.perception.senses.imprecise || []).map(s => `imprecise ${s}`))
.concat((item.perception.senses.vague || []).map(s => `vague ${s}`))
+ .concat((item.perception.senses.constant || []).map(s => `constant ${s}`))
.join(", ");
}
- renderStack.push(`